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Best iPhone and iPad Games April 2010

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ta_logo_whiteOur April game ratings are in place now, and here are the top of the heap. Our monthly "best of" round-up summarizes the top rated games that we looked at in the previous month. Each game reviewed receives a 1-5 star rating relative to the other games from that month. Generally, a 3 or higher is considered a "good" rating.

Our final scores are not the product of any traditional measures such as graphics or sound, but simply reflect the games we would most recommend to others.

5 Stars


Chaos Rings – One of the most ambitious RPG games we've seen so far for the iPhone. The graphics and gameplay are exactly what you'd expect out of a Square Enix RPG. Battle in parties of two in classic turn-based battles as you make your way through a story that's just as ridiculous as any other Japanese RPG. (Review, App Store: iPhone)

4.5 Stars


Babylonian Twins – Sixteen years in the making, Babylonian Twins delivers an amazingly challenging yet satisfying iPhone and iPad puzzle platformer. In many modern platformers, I've felt like I'm just mindlessly going through the motions to make it to the end of each level. Babylonian Twins, however, really keeps you enthralled throughout. (Review, App Store: iPhone, iPad)

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Pocket Legends – This free online multiplayer game for both the iPhone and iPad that is a ton of fun and playing in a party with your friends is especially impressive while you're playing via 3G as the netcode does a great job in providing a lag-free experience. Additional content is available via in-game DLC, but you can really get a good feel for the game before you ever need to buy anything. (Review, App Store: iPhone, iPad)

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Tony Hawk Pro Skater 2 – A surprisingly competent port of the classic skateboarding game. Everything is included from the original, and once you get used to the virtual controls, you'll be performing endless combos in no time in the many included skating locations.(Review, App Store:iPhone)

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Espgaluda II – Bullet hell at its best on the iPhone. Even not being a huge fan of the genre, we fell quick and hard in love with Espgaluda II. It is the best 2D shooter experience in the App Store with great touch controls. Note: It will only run on the latest generation devices. (Review, App Store: iPhone 3GS, 3rd Gen iPod Touch, or pixel-doubled on iPad)

Honorable Mentions

There were several additional games this month that we felt we should highlight even though they didn't fall in the highest tiers.

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Warpgate – A space conquest game with an amazing sense of scope. Warpgate has cool graphics, an interesting faction system to get involved in, and a dynamic in-game economy that can keep you busy for as long as you remain interested in the game. (Review, App Store: iPhone, iPad)

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Geometry Wars iPad – A marvelous port of the XBOX Live Arcade game, it includes all the different game modes and has individual online leaderboards for each of them. The graphics are great, the music fits perfectly, and overall we just really want this game on our iPhones as the dual stick control method doesn't feel ideal for the iPad. (Review, App Store: iPad)

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Sketch Nation – While the gameplay of the games created in Sketch Nation are generally just simple vertical shooters or other very basic games, the ability to draw and create your own game is one of the best uses of the iPhone camera we've seen. Even if you can't draw, you can still have a great time making a terrible game based on your own art that you photograph. (Review, App Store)

The rest of April game ratings can be seen in their respective rating categories (also found in the sidebar navigation): 5 Stars, 4.5 Stars, 4 Stars, 3.5 Stars, 3 Stars, and 2.5 Stars.

As always, we expect there will be some debate about relative scores, but keep in mind that everyone's personal ratings may vary based on individual tastes.

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Written by admin

May 8, 2010 at 2:15

Nintendo President Supposedly Dubs the iPad and iPhone as the ‘Enemy of the Future’

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Nintendo president Satoru Iwata has purportedly dubbed Apple's iPad and iPhone devices to senior executives as the "enemy of the future," according to the Times Online UK.

His words come at a time when Nintendo is witnessing falling profits, as millions own a DS and a Wii — and an iPhone. Oddly enough, Iwata's remarks come little more than a month after Nintendo of America president Reggie Fils-Aime told Kotaku "Clearly it doesn't look like their platform is a viable profit platform for game development because so many of the games are free versus paid downloads."

It's unknown as of this press time if Nintendo has a time machine, a T-1000 of their own, or one of those cool fountains people throw pennies in. But one thing is clear: the family-friendly developer appears to be readying itself to compete with Apple going forward.

According to Times Online, Iwata also told his executives to consider their fight against Sony's handheld, the PlayStation Portable, as over and won.

The question of how the company will position itself to fight the "enemy of the future," though, remains unanswered. Perhaps the answer simply lies consistently releasing decent games over its own handheld digital download platform, DSiWare.

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Written by admin

May 7, 2010 at 22:15

Classic Fighter ‘Karate Champ’ Gameplay Video Released

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When the App Store first launched, I don't think anyone imagined that the iPhone would be such a marvelous platform for retro gamers. The amount of games out there that are either direct ports or heavily inspired by classic titles has been absolutely awesome both for fans of these vintage games and newcomers who are getting to experience the roots of video gaming for the first time.

Revolutionary Concepts, the guys behind the phenomenal port of the LaserDisc arcade game Cobra Command [$2.99] just revealed a video of their next game, Karate Champ. The attention to detail is absolutely astounding, between the arcade style cabinet controls, the gameplay itself, and even the announcer voice which is a dead ringer for the Commodore 64 SAM voice.

Released to arcades in 1984, Karate Champ was one of the first fighting games. It later made its way to the Apple II, the Commodore 64, and the NES among other platforms. According to Revolutionary Concepts, it will be submitted to Apple this week and it will launch at $1.99 as soon as it is approved.

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May 7, 2010 at 22:15

‘Flick Baseball’ Review – It’s Finally Here

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Just like Freeverse's recently released Warpgate [$4.99 / $6.99 (HD)], Flick Baseball [$2.99] has had a development cycle that borders on legendary for an iPhone game. We first heard of the game in a guest article by Freeverse developer Mark Andersson, and didn't actually see it in motion until a few months later when we played a very basic (and different looking) build of the game at WWDC. Later, we posted a preview trailer that had such an impact on Baseball fans around here that it seemed to slightly overshadow the release of Gameloft's Derek Jeter Real Baseball that popped up on the App Store in the following weeks.

After our preview from last week, I've spent a considerable amount of time with the game. Essentially, if you're looking for an in-depth 3D baseball simulation game, you're going to need to keep waiting– But if you're like me and prefer sports games that have an arcade feel to them, then you'll enjoy Flick Baseball.

Each of the different actions that make up the baseball game has a mini-game feel to it. Batting works just like Com2Us's Homerun Battle 3D [$4.99 / Free / $4.99 (HD)] where you tilt your device to move around a transparent crosshair of sorts to line up your bat. Tapping the screen swings, and you can advance bases by tapping on them in the corner of the screen.

Pitching is a guessing game of sorts that you play with the AI controlled batter. You select a pitch, then tilt the device to aim where you're going to throw and tap the screen to let it fly. If you choose the same pitch as the AI batter, they get a power bonus if they hit the ball. When your pitching luck runs out and the batter lands a hit, Flick Baseball automatically has your team field the ball. While most fielding is automatic, for fly balls, you contribute by playing a timing-based mini-game where four baseball gloves come flying out of each corner of the screen. In this instance, catching the ball requires you to tap the gloves as they intersect.

Once one of your fielders have the ball, using the same interface as running bases you can tap to throw the ball. While none of these areas of the game feel particularly technical, they are still fun. Also, if you don't like batting (or fielding), you can skip entire innings to only play the portions of the game you enjoy.

Skipped innings are calculated based on the statistics of your players, which serves as a fairly in-depth subsystem that controls the entire game. As you go through a game your pitcher's stamina decreases and it becomes harder to aim your pitches. Each batter's accuracy controls the size of their tilt-controlled hit zone. Many other player stats run the rest of the game.

If you're serious enough about baseball to want to play through entire seasons, you can do that as well, and skip as many games as you'd like just like skipping innings. And if you really get in to the game, you can build entire customized teams where you can tweak, modify, and fiddle around with nearly everything imaginable to create your own team filled with players that have silly names and ugly uniforms.

As I mentioned before, if you're the kind of person who wants a highly detailed in-depth baseball game, Flick Baseball isn't the game for you. Everything in Flick Baseball seems to be optimized for quick pick up and play sessions that focuses more on being fun than overly technical or difficult.

Eventually, Flick Baseball will be available in two flavors: The "Pro" version that is available today, and a free version sponsored by Chevy that is being put together by Small Planet which is still waiting to be approved by Apple. It will retain all the core gameplay elements, but you'll be missing out on things like season mode and team customization.

App Store Link: Flick Baseball Pro, $2.99

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Written by admin

May 6, 2010 at 6:15

Video of Jailbroken iPad Running SNES Emulator

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This short video uploaded to youtube shows off the ability to run an emulator on the iPad to play SNES games, while using the Wii Remote to control the character. The game being played is Super Mario World on snes4iphone [$5.99 from Cydia].

The jailbreak for the iPad has not even been out a week yet, and you can clearly see the great possibilities that can come out of this device. As the jailbreak community continues to release new iPad specific applications, that Apple does not allow in their own AppStore, expect to see some really creative ideas unfold.

If your not too sure what jailbreaking your iDevice means, Gizmodo has posted a great overview on what jailbreaking is, how easy it is, and some other common FAQ's regarding jailbreaking. But as always, like the Gizmodo article clearly points out:

And remember, be careful! Jailbreaking is unsupported and something that's very new to the iPad. If in doubt about a particular Cydia app, err on the side of caution. You're better safe than sorry, really.

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Written by admin

May 6, 2010 at 6:15

‘Carcassonne’ Developers Confirm That iPad Release Will Be a Universal Update; Game Will Be Faithful to Source

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Carcassonne developer The Coding Monkeys has confirmed with us that the iPad version of the upcoming Apple handheld title will be a universal update to the initial App Store release this summer.

Just don't expect the update to hit in the immediate.

According to developer Martin Pittenauer, The Coding Monkeys haven't started work on the larger version of the game. Instead, they've focused their efforts on the iPhone and iPod Touch versions slated for release in May.

"The iPhone version will be released this month and we plan to start work on the iPad after that," developer Martin Pittenauer told us via e-mail.

"We poured a lot of love into the game already and feel the iPad version deserves the same level of attention, so it's hard to make promises for a release date right now. But we plan to have the game universal later this summer."

Universal updates allow handheld Apps to run natively on the iPad, which avoids creators from having to juggle two similar Apps on the Store at the same time.

The Carcassonne update will be free for purchasers of the App, but the price of the whole package will be raised from its initial $4.99 price point once the update goes live on iTunes.

"Once the app is universal we will end introductory pricing and sell the game for $9.99," Pittenauer told us in a later e-mail. "So, if you buy early, you essentially get a discount on the version that runs on iPhone, iPod, and iPad."

Despite being universal, the iPad version of the game will have its share of differences according to Pittenauer. Most of which are planned to stem from the iPad's larger touch screen size.

"We will try to use the available space to streamline some parts of the user interface and adopt more of the emerging 'feel' of the iPad platform," he said.

"We are also still thinking about the dimensions of the device and its implication for the multiplayer user interface. Other than that it will mainly differ by size."

But Pittenauer believes neither version will have a leg up on the other.

"We don't think any version will be better per se, but they will have different strengths."

"The iPhone version is very portable while being very easy to play thanks to pinch-zooming and its UI. The iPad version will have room to see more of the game board, but isn't as practical on the go. And as the game will be universal, both versions complement each other perfectly anyway."

Visually, the game appears to be capturing the board game feel. The big question is if the  game's mechanics and components do the same. Pittenauer tells us that bringing the board game to life via our iDevices is the point of the project.

"As boardgame geeks, we hope to make players feel like they are playing the original in the real world."

"That's why we favor a very traditional view of the table and decided against unnecessary 3D gimmicks for our version. We also love the social aspect of board gaming, so we tried to retain that as much as possible by adding all sorts of multiplayer variants (pass-around, local network, internet) and in-game chat."

At the end of the day it's up to the players to judge if the digital version of the board game feels like the board game. We'll have to hope and see.

[source]


Written by admin

May 6, 2010 at 2:15

‘100 Rogues’ Review — A Remarkable Re-imagination of the Rogue-like. [Update]

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Every now and then a game is released that completely transcends the genre it's made for, elevating its possibilities to all new heights. It doesn't happen often, but when it does it results in something genuinely spectacular. And that is precisely the case with Dinofarm Games and Fusion Reactions's lovingly created 100 Rogues [App Store].

100 Rogues is an arcade-style dungeon crawler/rogue-like loosely based on classics such as our highly rated Sword of Fargoal. We say loosely based, because while it features the typical dungeon crawler elements of near-certain death, randomly generated maps and loot and a foray into the depths of an enemy-riddled pit, 100 Rogues delivers it in a way that makes you feel you are playing something else entirely.

Obviously, at first glance, this can be credited to its utterly gorgeous presentation and visuals. Typical dungeon-crawlers are recognisable by their dogmatic approach to gameplay over graphics, many of which are still ASCII-driven. That is definitely not the case here. To begin, 100 Rogues introduces its heroes — the Crusader and the Fairy Wizard– through two different, tongue-in-cheek cutscenes that reveal a surprising amount of context for each character and a dubious quest to eradicate Satan himself. It sets the mood for a game riddled with comical self-awareness.

This certainly plays second-fiddle though to some of the most incredibly animated 2D caricatures we have seen– period. Both the Crusader and the Fairy Wizard are brought to life by Dinofarm Games and Fusion Reactions, each with their own distinct personality and style. The Crusader is an armor-clad, righteous bastion of good who cuts a swathe through enemy hordes with his cape flicking behind him; standing in stark contrast to the Fairy Wizard, a withdrawn, misunderstood creature of magic that prefers to attack with guile and deception from afar.

It's not all eye-candy though, as 100 Rogues brings to the table 8 unique skills for each character. The Crusader for instance, can call on divine powers, knocking back enemies with his Whack of Glory, or Healing himself if things get rough. Also, in what is quite possibly the coolest and most hilarious ability that I have ever seen, he can call on God Himself, who appears in the form of a giant finger that descends upon the battlefield to smite a foe or heal our Hero in times of need. The Fairy Wizard on the other hand, is far more fragile, but is able to teleport to elude enemies and cast crystal attacks from afar. The Fairy Wizard is also capable of confusing enemies or calling on a giant crystal ball familiar to attack nearby enemies.

Though the skills themselves look great and varied, it is their thoughtful implementation that really makes combat in 100 Rogues something special. This is because many of the skills have a strategic use that once discovered, can really excel your combat ability. For instance, the Fairy Wizard can combine a dagger attack with Teleport (aptly named Telestab), popping up behind an enemy to deliver a lethal backstab, only to teleport away again. The Crusader on the other hand can Overheal, giving himself bonus life above and beyond his normal hit points. And though his Whack of Glory knocks back enemies, if they are against an obstacle already, it delivers a devastating critical attack instead.

These secondary functions are critical to advancing through the gruelling 10 dungeon levels included at release. But they aren't made obvious from playing the standard game, so to lend a hand the developers have included a Challenge Mode to highlight to players some of their uses. There are 10 challenges available at release which have you killing a number of enemies or escaping the level within a set number of moves, usually giving you only few hit points and one crucial ability to complete your task. They're a great way for players to familiarise themselves with the advanced strategies, though we're positive there are more to be found through experimentation.

It's an indication of the breadth of features to cover here that we're only now arriving at how well 100 Rogues handles. Foregoing any on-screen controls, your characters are navigated by tapping in any four directions around them. Similarly, enemies are targeted by simply tapping on them (if a range attack) or running into them by the aforementioned mechanism. Skills are activated by tapping on your character, which in turn reveals a skill palette from which your skill is chosen, and then a suitable target selected. There are two on-screen buttons on the lower left and right of the screen to open your inventory or issue a wait command respectively, and a 4-slot quick-bar for immediate access of items. It's worth noting that the game can only be played in Portrait mode, too.

Items and equipment play a big part in dungeon crawlers, and that's no different here. Players can equip a large assortment of weapons, from swords and axes to wands and bows (to name a few), together with a range of armor types and accessories. 100 Rogues runs the full gamut of item effects and stat bonus' too. What's more, some enemies can only be effective by certain item types– something that will have to be learned quickly by players in order to proceed through the depths. As well as weapons and armor, there are also spell scrolls and buff scrolls that enhance either your health, magic or strength, or can raise the item level of equipment. 100 Rogues also has a countdown of sorts in the form of hunger, forcing you to keep your belly full lest your hunger cause you to waste away– placing a significance on searching for safe meals to consume on your quest.

If hunger doesn't get you, enemies surely will however, as 100 Rogues is true to its origins in that it is challenging and unforgiving, with a vast array of enemies that all require a different approach to defeat. If you make one wrong move, you are dead. If you are unlucky, you are dead. If you don't manage to find food, you are dead. And if none of these kill you, then maybe the large-scale boss encounters found every 5 levels will. These are all grim realities of the dungeon crawler. Fortunately, by way of its versatile skill system and arcade-paced strategic action, 100 Rogues is still a highly accessible adventure. And in case you forget, the game regularly lets you know that death is a certainty, and that fun is to be had in achieving that high score and glorifying your name in the online leaderboards forever.

100 Rogues is as much about exploration as it is about move-by-move action and employing a careful strategy. Game sessions are generally short, but 100 Rogues still saves your game by the move, meaning interruptions are a thing of the past and lengthy game sessions are easily broken down into short bursts. Finally, 100 Rogues is rounded out by a catchy, retro-style, synthesised soundtrack that is of the same calibre as the rest of the game.

100 Rogues is an evident labor of love for the developers, who already have a long list of planned features including at least two additional classes (the Dinoman Bruiser and the Skellyman Scoundrel), 10 brand new levels, an item shop, many more monsters and items, in-dungeon NPCs and an Endless game mode. All considered, 100 Rogues is an effortless recommendation to anyone remotely interested in the genre, being one of the most captivating, refined and rewarding games on the App Store. Heck, we're not even sure we'll ever find Satan's lair, but it certainly won't be for want of trying as 100 Rogues is simply brilliant.

UPDATE 1: A number of forum members in the 100 Rogues thread are experiencing random crashes. We haven't had issues in our play throughs of the game, but the developers are looking in to the cause currently. It may be worth waiting to see what they find out before picking this up if you're concerned.

UPDATE 2: Developer Wes Paugh posted in the comments that the crashes are related to equipping some shields. An update is being submitted immediately to address stability issues.

App Store Link: 100 Rogues, $4.99

[source]


Written by admin

May 5, 2010 at 6:15

Timing Game ‘Iron Horse’ Marks AppStar’s First iPhone Release

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Back in February we reported the formation of mobile studio AppStar Games by legendary game designers David Crane and Gary Kitchen. The founders' mission in creating the studio is to focus on "small footprint" games for various connected devices, the iPhone among them.

“Garry and I have worked together on a number of successful ventures over the years, generating hundreds of millions of dollars for investors and stakeholders. We’re very excited about the dramatic shift that is occurring in the game industry with the advent of direct-to- consumer distribution of our titles. AppStar Games is committed to taking a leadership role in that transition by delivering the highest quality product in the marketplace”, said Crane, CTO of AppStar.

The studio has just released their first iPhone game, Iron Horse [App Store], which is a reaction / timing game that challenges you to couple stationary rail cars to a passing train by tapping on the connection point at exactly the right moment. At first, while the train pushes along at a leisurely pace, it's a snap. But, once things get a little more full-tilt, you'll find that you need to "lead" your taps, to account for the sluggishness of your own reflexes. There are straight rounds where a set number of cars must be attached to a given locomotive as well as bonus rounds where it's proceed as long as you want — but miss a car and it's no bonus for you. The game features OpenFeint integration for achievements and score tracking.

According to the developers, Iron Horse strives to capture the beauty of the American railroad — and it does an admirable job. The parallax scrolling scenery is well drawn across the various provided settings and the game as a whole is well rendered. Several tain designs are represented, including the General, the Zephyr, and the Chief.

Iron Horse actually made it's App Store debut on the iPad early last month as The Iron Horse [link], which features graphics appropriate for the device's larger screen. And, while the games are otherwise identical, the iPad provides a better play experience as there's more onscreen track, which results in extra time to calculate your link-up tap. It's a good bit of pick-up fun for either device size, though.

The Iron Horse Lite [App Store] for the iPad gives owners of Apple's latest iDevice the opportunity to try before they buy.

App Store Link: Iron Horse, $1.99 (iPhone), The Iron Horse, $0.99 (iPad), The Iron Horse Lite, Free (iPad)

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May 5, 2010 at 2:15

New Content Comes to ‘We Rule,’ ngmoco CEO Says Server Tweaks On the Way

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Now seems like as good a time as ever to wipe those rotted plants and put your dimwitted builders back to work. The folks behind ngmoco's We Rule have updated the title with several new crops and buildings — and even more is on the way.

In a recent post on the ngmoco official blog, studio CEO Neil Young outlined the new content that came in an update last week: The Barn & Ox pairing and a range of fresh crops.

The Barn is a simple red building that comes with one four-legged bovine that grazes among the builders. The crops are different breeds of beasts than the casual addition of a building. The magic Asparagus, Eggplant, Artichoke, Pineapples, and similarly titled Cauliflower are high yield, high-cost crops designed for what Young calls "power users."

"We're going to be rolling out new content on a fairly regular cadence over the course of the game's life and we have enhancements lined up for many, many months to come," Young wrote.

"We'll be introducing new businesses, buildings, harvestable decorations and upgrades for your kingdom as well as new features. We're committed to keeping your experience fresh and are excited to share our upcoming content with you."

Some of that content is for the over level 25 crowd who have, more than likely, built everything that can be built in the game. In the "coming weeks," Young promised that a push update would dish out more decorations and buildings in addition to a much-needed land space upgrade.

Of course the manic servers have burned many users in the last few weeks. Young sympathized with the lost crops and troubles people have been experiencing as a result of the servers — a problem Young attributed to the game being overloaded with people.

"I want to assure you that we want you to be able to play the game whenever and wherever you want without interruption, without loss of connection and without concern that your crops or jobs may spoil because there are more people trying to connect than the infrastructure can handle."

"To address these issues we're working around the clock to scale our physical infrastructure and we're also in the process of finishing a new round of changes to both the We Rule and Plus+ servers, as well as an update to the We Rule App to help address any continuing connection issues."

App Store Link: We Rule, Free

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Written by admin

May 3, 2010 at 22:15

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[Update] ‘Edge’ Developer Mobigame Submits a New iPhone Game for Review

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Mobigame, creators of Edge and Cross Fingers, have submitted a fresh game to the Apple according to a recent tweet from their official Twitter account.

"Sent a new game to Apple review team today," the tweet, which was sent roughly an afternoon ago, simply reads.

As for what this new game is, the studio is remaining tight-lipped. In a response to a follower asking for a preview build, Mobigame said the studio plans to wait until the game clears the approval process before handing it out. Mobigames didn't divulge what the title actually is.

In another tweet, though, it was promised that the new game will "be one of the funniest iPhone games ever."

Update: Mobigame's David Papazian responded to our request for comment and told us that the studio is working on two games at the moment. One of those titles is a "very ambitious" 3D game. The other is this title — "an old school game with a lot of fun."

Papazian gave us the pitch via e-mail.

"As Jack the lone truck driver, (you) take control of an 18-wheeler as you dash through American landscapes in true Russ Mayer fashion. The game puts you in very hot pursuit of Alpha Chick, a blonde bombshell in a red corvet. Honk the horn, dodge vehicles, get bonuses and race for the ultimate price: the girl.

"The cartoon animations, the sounds, tunes, and the general atmosphere of this game make it one of the funniest game on the iPhone."

Mobigame's last game Cross Fingers [App Store / 1.99], a click-and-drag Tangam-style puzzle title, won over purchasers. We liked it's chilled atmosphere, simplistic visuals, and grounded design.

EDGE, Mobigame's other app, is even better. The trademark spat revolving around the title's name, however, often overshadows its components and design.

[source]


Written by admin

May 3, 2010 at 22:15