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Coming Tonight: ‘Extinction Squad’, ‘Non Flying Soldiers’, ‘Scotland Yard’, ‘Sonic 4: Episode II’ and More

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May 16, 2012 at 22:15

Coming Tonight: ‘Exponential Invasion’, ‘Jake Escapes’, ‘LostWinds 2′, ‘N.O.V.A. 3′, ‘Penny Time’ and Much More

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May 10, 2012 at 6:15

‘Canabalt’ Hits PSP Minis

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Adam Saltsman and Semi Secret’s moody and atmospheric daring escape runner, Canabalt [$2.99], will soon be available for download across the PSP, PS3, and PS Vita in the US. The studio, in collaboration with The Beatshapers, have launched a PSP Minis version of the game in Europe. A US version of the flash-turned-iOS-turned-Minis game will follow later this week, Saltsman has said on the Twitters.

We’ve been enjoying Canabalt on touch platforms for what feels like eons at this point, but that doesn’t put a damper on our desire to check it out on other devices. Canabalt and its infinite action is as timeless and as fast as a vampire with track shoes. Here’s a few screens and a trailer of this version:

App Store Link: Canabalt, $2.99 (Universal)

[via Joystiq]

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March 19, 2012 at 21:15

Coming Tonight: ‘Azkend 2′, ‘Chaos Rings II’, ‘DoDonPachi Resurrection HD’, ‘MotoHeroz’ and More

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March 15, 2012 at 5:15

Adventure Classic ‘The Lords of Midnight’ Coming to iOS

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Way back in 1984, English teacher-turned-game developer Mike Singleton released a vast and innovative adventure gamed for the ZX Spectrum home computer called The Lords of Midnight. The game was extremely well received and garnered high praise for its gameplay, the expansive world in which it is set, and its use of a clever graphical technique known as “landscaping” to render the scene with pre-scaled sprites. The Lords of Midnight turned out to be Singleton’s most well respected title and is considered by many to be one of the best video games ever created.

Versions of The Lords of Midnight were soon released on a few other (mainly European) platforms of the day, and in 1991 DOS PC versions of the game and its sequel, Doomdark’s Revenge, were released, originally developed as reverse engineered fan conversions by Christopher Wild. (Singleton gave his stamp of approval to Wild’s conversions — see Wild’s 2004 Retro Gamer two-piece article / interview with Singleton.) Not long after, Wild began thinking about doing Windows versions of the games and thus began his work on The Midnight Engine, a system that would allow the Midnight games to run under modern operating systems and, thanks to data abstraction, would also allow new games to be created under the same framework.

At this point, the astute reader has probably figured out that I am not just waxing nostalgic for the simple fun of it. No, I am happy to say that there is reason for my taking a few moments to bring the uninitiated up to speed, here, and that reason is a project that has been underway for over year now to bring The Lords of Midnight to iOS.

In January of 2011, original author Mike Singleton reached out to Christopher Wild, suggesting a collaboration to get his 27 year old classic in the hands of a new audience. Since that time, at a varying pace, the project has been underway.

Wild has been posting progress updates to his blog throughout the year, and indicates that it is definitely the intention of both he and Singleton to do this conversion just right.

Let me firstly assure you that we are not developing a freeform, realtime, 3d game. We are not developing [the less well-received sequel to Doomdark's Revenge] the Citadel. We are not going to f*** it up!

Lords of Midnight is about the landscaping. It’s about those 2d panoramic views. It’s about moving some characters and pressing night and the end of the turn and waiting for the dawn to break to find out what happened.

So, the landscaping stays. Yes it will get an update. Graphically we will try a few things to help us justify bringing a 27 year old game back to the future. If you’ve followed the history of [The Midnight Engine] with the Lords of Midnight and more importantly Doomdark’s Revenge, you’ll have an idea of some of the things that means.

We’re going to make a few changes to the AI. Nothing drastic. This is not about turning Lords of Midnight into the style of RPG/Adventure games that are currently available. The AI in lords of midnight works – it’s a little simplistic, but it’s perfect for the style of game. However, there are a few little things that no longer sit comfortably, and to be fair, probably didn’t when Mike originally coded them. So there will be a couple of tweaks and additions.

The affect of these additions is that the game will not play like it used to. In spirit it will be the same, but don’t expect to be able to fire up the emulators and watch the old spectrum game play exactly like the new one. There will likely be some surprises, but I think everyone will enjoy.

Wild also indicates that certain AI changes will be made to facilitate multi-user gameplay and that it will remain turn-based like the original — not real-time. The picture that he paints of the conversion goals should appeal to those iOS gamers who loved the title in decades past.

The iOS conversion of The Lords of Midnight is being developed under the Marmalade SDK (née Airplay SDK), will run natively on both the iPhone and the iPad, and should make its way to various other platforms, as well. Doomdark’s Revenge will also be brought over, some time after The Lords of Midnight arrives.

The team has just posted a demonstration video, albeit preliminary and somewhat rough, of the game running on iPad hardware.

That a whole new generation of gamers will have easy access to such a rich classic is wonderful news, and rest assured we will keep readers apprised as progress on The Lords of Midnight for iOS marches on.

( Embedded screenshots are from the ZX Spectrum original and graphics in the demo video are placeholder — not final versions. )

[ via Gaming on the Go, thanks @gnomeslair ]

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March 14, 2012 at 5:15

GDC 2012: NimbleBit’s Next Game is ‘Pocket Planes’

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Before I get started here, let me offer two disclaimers: First off, the guys from NimbleBit asked me to make it very clear that this game is a work in progress and absolutely everything is subject to change. Traditionally, NimbleBit does extensive beta testing and implements tons of user feedback, Pocket Planes is nowhere near that stage left. Secondly, this is a very difficult game to describe, as I’m really not sure what to compare it to or what genre to classify it in. It definitely has elements of time management, but seems substantially more strategic than your typical time management game. Pocket Planes is definitely a much more “gamery” game, which even has NimbleBit a little worried with how the game will do as free to play games typically require a very large mainstream casual player base to be successful.

With that out of the way, let’s chat Pocket Planes.

At the highest level, Pocket Planes is a game of ferrying people and cargo around the world. Each city is home to its own airport, where players will find anxious passengers and cargo waiting to go somewhere else. You must manage your own budding airline, starting at the very small regional level and eventually expanding into a global empire of complete air superiority with planes flying to even the most exotic of locations.

You increase your fleet of planes using what we’ll call “Plane Bucks” for the sake of this article, although NimbleBit admits they’ve yet to decide on a witty name for the IAP currency. Also, since IAP is a bit of a sore subject around here for some of our readers, keep in mind that NimbleBit intends to balance the game just like Tiny Tower and Pocket Frogs, in that they aim to make the game fun, even if you never buy a single IAP item. Just like Tower Bucks, players will have plenty of opportunities to rack up Plane Bucks via various in-game goals, promotions, and other things.

The in-game planes are not only totally customizable via various options (such as color) but they’re also all based on real-world statistics when it comes to range, speed, capacity, and the other values under that make the whole simulation work under the hood. Of course they’re named something different, but aviation fans should find lots of very familiar planes to load their fleet up with.

With your planes, you’ll initially have access to a small pool of local airports. The world map is still in flux, but say for instance you could start off in Los Angeles, where you might initially have access to a few airports in the area, let’s say Tucson, Phoenix, and San Francisco. (Keep in mind these cities might not be in the final game, I’m just using this as an example.)

Starting in Los Angeles, you’ll have people and cargo that want to go to these different airports, the strategy of the game comes in with how you do this, as flying your planes cost coins the farther you go. So, you could potentially load your plane up with people who want to go to Phoenix and Tucson, potentially making the flight a better bang for the buck since you fly from Los Angeles with tons of people, then dump them off at two very nearby airports. Doing this would net more profit than just flying a couple people up to San Francisco, which is farther away.

As you earn more coins, you’re able to buy access to additional airports. Doing so not only unlocks additional destinations to pick up (and drop off) people and cargo, but will also open new flight routes through that airport. With this example we’ve been using, you’d eventually unlock cities across the southwest towards the east, then eventually get a flight path to Europe, where you’ll be able to start unlocking airports over there.

With each new airport, you’re potentially unlocking much more efficient and direct flight routes, allowing you to turn even greater profits by offering much more direct flights to destinations. It seems like you can get really obsessive too about your strategy with buying both planes with Plane Bucks and unlocking airports with coins. Also, the game will totally let you lose coins if you’re not playing smart and efficiently using your fleet. But, don’t worry, you can never go negative.

NimbleBit explained several different viable play styles, such as investing in large and slow planes and doing long haul flights trying to carve your niche in the world as an international airline. Alternatively (or additionally) you could have a fleet of small fast planes to carry passengers that want to go on a long-haul flight to a central “hub” of sorts, where you keep your huge slow planes to do a long-haul flight for tons of coins.

It’s surprising how deep this game feels, even at this post-prototype pre-beta phase. I’m sure it won’t be long before NimbleBit starts engaging the community and more information on Pocket Planes comes flowing out. If all goes as planned, Pocket Planes will be released sometime this summer.

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March 6, 2012 at 9:15

Coming Tonight: ‘Final Fantasy Tactics’ for iPad, ‘Midway Arcade’, ‘Retro Racing’, and More

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February 22, 2012 at 21:15

We Might Be Getting 3 iOS Games from ‘Final Fantasy’ Creator Hironobu Sakaguchi

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In January 2010 we learned that Hironobu Sakaguchi, who created Final Fantasy and had a hand in several other landmark Square titles, was working on an iPhone project while also creating what would eventually be The Last Story for Wii. Since then there hasn’t been much info on exactly what was going on with this intriguing mobile project.

When questioned over Twitter for information regarding what he was currently working on, Sakaguchi answered that he had “around 3 titles” in the works for iOS, according to Andriasang.

Sakaguchi hasn’t offered any further details or clarification on what he means by multiple titles. In this age, it isn’t hard to imagine him talking about some sort of episodic content, or 3 sort of bit-sized kind of experiences scaled for on-the-go play.

Andriasang notes that Sakaguchi is currently traveling Europe promoting the release of The Last Story in that region and returns to Japan on March 1st, when perhaps we can find out more about these mysterious iOS projects.

[Via Andriasang]

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February 17, 2012 at 21:15

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‘Frederic – Resurrection of Music’ Review – Bold, But Muddled At Times

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I like to imagine there’s an Oberlin burnout somewhere who’s made a living getting bent on ayahuasca and pitching music-history based games to different companies. My hypothetical game designer, wide-eyed and euphoric, is responsible for games like Boom Boom Rocket, Eternal Sonata, Jazz: Trump’s Journey [$2.99], and now Frederic –Resurrection of Music [$1.99/HD/Lite], by Forever Entertainment S.A.

In the first scene, set in present-day Paris, Fryderyk Chopin climbs out of his grave, speaks with the Muses, and rap-battles a French DJ with dual-wield keyboards and a jetpack. After this, he rides a horse-and-carriage to Jamaica and gets high with a reggae artist named Rob. Amazing.

As he travels the world in his mystic carriage trying to unravel the circumstances of his undeath, Chopin runs through a series of musical duels with local artists. Mechanically, this translates into a rudimentary version of Piano Hero: notes travel on a track toward a touch-screen piano keys, and players are scored on their accuracy and combo streak.

The songs in Resurrection are modern remixes of Chopin’s most famous waltzes, nocturnes, études, and marzukas, re-imagined in the style of whichever locale our hero finds himself: country in Texas, Celtic dance in Ireland, chiptunes in Tokyo. I actually like most of the music — the Resurrection soundtrack is available for purchase on iTunes [$5.99] — but they all tend to suffer from repetitive melody and relatively simple arrangements. Still, the lighthearted pop remixes fit into the game’s absurdist aesthetic much better than an orchestral score would.

With only nine songs, Resurrection is relatively short, though some players might be able to extend its shelf-life by trying to improve their scores. But even on its hardest difficulty, at its most complex, Resurrection goes out of its way to indulge and empower the player, not defeat them with impossible challenges.

Like Climber Brothers [$0.99], the real joy of Resurrection is the one-to-one relationship between tactile input and feedback: tapping the screen of my iPad is more or less a reasonable facsimile of pressing down a physical key. This is a relatively simple pleasure, but Resurrection goes to great lengths to extend it by being overly-generous  in its design — players have a relatively large window to hit notes in, and it’s almost impossible to miss enough notes to fail a song. The goal here is to listen to the music and soak up the strange animations going on in the background.

Since failure — and, by extension, most of the game mechanics — is largely an illusion, Resurrection’s real hook is its insane premise and matching art direction. In both its art direction and treatment of ethnic stereotypes, Resurrection draws on the bande dessinée style of mid-80s Lucky Luke. The voice acting, too, is hard to place: British English re-routed through Forever Entertainment’s Polish roots.

But Resurrection’s essential Europeanness isn’t limited to animation and cut scenes, and this isn’t a game so much as it is a rewriting of Chopin’s cultural identity. During the Cadet Revolution in 1830 Chopin, the son of a Franco-Polish immigrant, fled Warsaw for Paris, never to return. Resurrection ultimately leads him back to a culturally reinvigorated Warsaw, but only after he uses his musical gifts to destroy the stereotyped, corporate shills that populate the rest of the world. Chopin is cast as the savior of music, but it’s odd that he uses modern remixes, not his traditional compositions, to further his cause.

By fudging its rhythm mechanics, Frederic — Resurrection of Music actually presents itself as more of an interactive cartoon than a game. But when viewed as such, Resurrection often comes off muddled and directionless and, even at the end of the game, it’s not clear why Chopin was resurrected, who he’s “saving” music from, or if he really succeeded.

Nevertheless, Resurrection is a bold product, unafraid to be campy, kitschy, and surreal, and presented as a labor of love from a team full of ideas. This game is larger than the sum of its parts and everyone I’ve showed it to has enjoyed basking in the art and music and in the fact that Frederic Chopin uses his second chance at life to smoke dope on the beach and learn the keytar.

App Store Links:
    Frederic – Resurrection of Music Complete, $3.99
    Frederic – Resurrection of Music HD Complete, $3.99 (iPad Only)
    Frederic Resurrection of Music, Free
    Frederic Resurrection of Music HD, Free (iPad Only)

TouchArcade Rating:

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February 1, 2012 at 21:15

The TouchArcade Show – 35 – "I hope my Mom doesn’t listen to the podcast."

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On this week’s episode of the TouchArcade Show, it’s a fascinatingly huge struggle to stay on topic. At the top, we discuss Paula Dean’s latest problem, why Eli is across the ocean, and several other things that are increasingly more offbeat. However, we do eventually dig into the world of iOS in order to bring you the latest, hottest, and best-est in iOS news and coverage. Games like Pocket League and Raid Leader, as well as Smash Cops all make an appearance, as well as a hearty discussion on buying habits and the Vita.

If you’d like to listen, go ahead and do so via the handy links below. Our favorite dudes subscribe to us on iTunes and Zune, though. Both are fantastic ways to get our episodes the very second they’re available on our feeds. Definitely consider it.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-035.mp3, 46MB

One note before our show notes: Eli’s going to be in Europe for a bit, but we expect that some of the issues from this week’s podcast (caused by horrible hotel WiFi) will be addressed by next week. You’ll catch some audio burping and stuff from time-to-time and we’re sorry about that.

GAMES

  • Pocket League Story [$2.99]
  • Raid Leader
  • Helsing’s Fire [$.99 / HD / Lite]
  • Geometry Wars Touch [$.99]
  • Smash Cops [$2.99]

JARED’S KITTY KORNER

  • Candy Ninja-Cat [$.99]

NEWS

  • Adventure Bar Story’ Coming to iOS
  • TouchArcade At MacWorld
  • Man Makes iCade NES Controller

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January 21, 2012 at 5:15

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