Archive for the ‘iPhone’ tag
Illusion Labs Shows Off Its New iPad-Ready Games
Swedish studio likes to stay on the bleeding edge of new Apple hardware, so it’s no actual surprise to learn that it has already updated three of its games in its current stable for the new iPad’s much higher resolution display. Touchgrind BMX, Foosball HD, and Labyrinth 2 HD have all received the 4X treatment in preparation for the device’s release later this week, and we’ve got the images to prove it.
In the grand tradition of these pre-new iPad posts, we’ll show you the old version and then the new version to get a taste of what’s changed. Illusion seems stoked about the new hardware, too. We wish ours would ship out of Nashville already.
Touchgrind BMX pre-new iPad update
Touchgrind BMX with Retina visuals
Labyrinth 2 HD before the update
Labyrinth 2 HD with Retina visuals
Foosball HD before the Retina update
… and Foosball HD with Retina visuals
Click on, and then zoom in on these images to really see the difference. For the most part, we’re thinking new iPad’s screen won’t be a life-changer for most studios. Good looking games will continue to look good on either device, much like the transition between the iPhone 4 and iPhone 3GS.
Studios that want to capitalize on the hardware are more than welcome to do so, of course. We’re ready for the extra layer of fidelity this thing will bring to our world.
Touchgrind BMX, $4.99 (Universal)
Foosball HD, $2.99 (iPad Only)
Labyrinth 2 HD, $7.99 (iPad Only)
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GDC 2012: That’s a Wrap!
I think we’ve got our plate cleared of GDC stories. Yesterday’s Sega event was the last embargoed piece of news from the event for us to post about, closing the books on what might have been the busiest convention in TouchArcade history. Also, we got eight folks from the TouchArcade team together, and the best we could muster was a series of blurry iPhone photos. C’est la vie!
It goes without saying, but it was amazing seeing everyone at the event last week. Whether you were lucky enough to slide into an appointment slot with us or if you just had a few beers on us at the party, thanks to everyone involved. The massive community of awesome developers is what makes GDC my favorite event of the year.
For our readers who might have missed anything during the onslaught of GDC coverage, we’ve got all of our stories archived under the GDC 2012 category so, give that a look.
Our party this year was crazy, and I think we’re going to have to explore a different venue for next year if GDC 2013 is anything like GDC 2012. Here’s a few photos of the madness, courtesy of :
If you’ve got your own photos from GDC, drop ‘em in the comments! As far as other conventions are concerned that we’ll be covering in the future, we might be at PAX East, following that the next big ones will be WWDC and E3 in a couple months.
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Adventure Classic ‘The Lords of Midnight’ Coming to iOS
Way back in 1984, English teacher-turned-game developer 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 of the game and its sequel, Doomdark’s Revenge, were released, originally developed as reverse engineered fan conversions by . (Singleton gave his stamp of approval to Wild’s conversions — see Wild’s 2004 Retro Gamer with Singleton.) Not long after, Wild began thinking about doing Windows versions of the games and thus began his work on , 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 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 throughout the year, and indicates that it is definitely the intention of both he and Singleton .
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 (née Airplay SDK), will run natively on both the iPhone and the iPad, and should make its way to various , 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. )
[ , thanks ]
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GDC 2012: Sega Showcases Upcoming Titles
‘Mass Effect 3 Datapad’ Now Available for Free
I’m sure many of you out there have spent the past week burning through your allotment of sick days at your job so you could spend all day with the shades drawn hunkered down on your couch in front of Mass Effect 3. If this describes you and you have an iOS device to boot, then you’re probably going to want to grab the free Mass Effect 3 Datapad [Free] which has now gone live in the App Store.
We learned a tiny bit about the Mass Effect 3 Datapad last month, and the app description makes it sound like the companion app to the console title is actually even more feature-filled than we originally thought. You’ll can check out codex entries from all three Mass Effect console games to learn more about the lore. There are also videos, screenshots, and a news feed on all things Bioware and Mass Effect.
Most interestingly, the Mass Effect 3 Datapad app can interact directly with the console game. After meeting certain characters in Mass Effect 3, you will receive messages in the iOS Datapad app. Nothing integral to the enjoyment of the console game, but rather additional fan service for those that want to explore even further. Also, you can deploy ships in the app’s Fleet Commander which can increase your chances of success against Reapers in the console game. Pretty neat.
The Mass Effect 3 Datapad is free and a Universal app for iPhone, iPod touch and iPad so if you’re into the Mass Effect universe, are currently playing Mass Effect 3 or plan to in the near future, you should definitely give the app a download.
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GDC 2012: Seven from Ayopa – Some New, Some Updated
Out at GDC 2012 I sat down with publisher and, in the time of an hour, ran through seven different titles in a sort of marathon session. It was a lot to take in, but there are some real stand-outs here.
Some are new, some are updates. Let’s have a look.
MacGuffin’s Curse
Created by and , MacGuffin’s Curse is a game that falls under the category of Werewolf Comedy Puzzle Adventures. It is the tale of out-of-work magician and (hence) not-so-cunning thief Lucas MacGuffin who attempts to rob a museum to pay the rent, and finds himself bound to a magical amulet with the power to turn him into a werewolf (and back again).
The game consists of 150 different rooms across 11 different environments, such as junkyards, parks, mansions, museums, etc. Each room is its own grid-based puzzle that must be solved using Lucas in either human or werewolf form — or both (walking into a beam of moonlight triggers the transformation). In addition to the 150 core puzzles are around 100 secondary features / quests that serve to add variety and keep Lucas especially busy at all times. In the end, the ultimate goal is just to get the cursed amulet off of poor Lucas.
In a nice touch that retro gamers will enjoy, the soundtrack is available in chiptune format, sampled from a real SID-based C64, and can be accessed via an in-game home computer setup.
MacGuffin’s Curse won the Best Writing award at the 2012 Freeplay Independent Games Festival and will be available on April 19th as a universal iOS app as well as on Mac and PC.
Escape from Age of Monsters
In the fall of last year, released Age of Monsters, as sort of ultimate rock-paper-scissors game, to high praise. The studio’s upcoming Escape from Age of Monsters is a follow-up title in the form of a side-scrolling, endless run-and-jumper. The game sets you, poor Gizzard, and a group of orphans on the run from a horde of hideous creatures from all corners of the multiverse. You must tun through crumbling buildings, punch through walls with your magic gloves (and perfect timing, if you have it), jump from building to building, collect bonuses and power-ups, and battle bosses. With any misstep, the monster get closer and snatch up an orphan. Once all the orphans are gone, the next mistake is your neck.
As mentioned, there are walls to smash. There are also fireballs to whack, and both of these actions are color-specific; one glove is red, one glove is blue, and the right glove must be used at the right moment. The whole thing has something of a rhythm component to it, and in some sense Guitar Hero is brought to mind. The music in the game is provided by the (nee The Binges).
Escape from Age of Monsters will be released as a universal app towards the end of April, with price as yet undetermined.
Pocket Heroes
At last year’s E3, our own Eli took a look at F5 Games’ Pocket Heroes and said “whoa, now that’s really cool.” And he was a hardcore D&D player. After checking out the title, here eight months later, I can tell you things have only gotten better.
Pocket Heroes is basically “Quest With Friends,” a Words With Friends-style RPG. It’s multiplayer-only and allows up to four players to share an asynchronous adventure within a push-powered fantasy world laden with steampunk detailing. There are 20 different types of enemies (spiders, skeletons, ogres, etc.), six character classes (human paladin, dwarven mechie, elf rogue, and the like) with more to come in the future, and 10 different character levels. The whole thing has a pixellated, retro look to it (it takes place in the world of Altair, after all…) and is arranged something like the early Zelda titles.
Pocket Heroes is set to arrive at the end of April and is being discussed .
Patchwork Battles
Coming this summer from Patchwork Games is a rather unique RPG strategy title known as Patchwork Battles. The game puts you in control of “mimics,” which are on-screen characters made of a patchwork of various materials — cloth, tinfoil, and leather. You, the player, take the role of a young man that is part of a family of Animators, magicians able to breathe life into the inanimate mimics. After finding an ancient tome in his attic, he reads through the story of his forefathers and begins reenacting the battles of past ages with his mimics.
Within the game, there are eight classes of four characters, in all, rendered of different physical material. Each mimic consists of a heart or core, along with five surrounding body parts. Parts can be exchanged between characters to push their abilities in a certain direction. Each part can also be imbued with spells to enhance capabilities.
The version I saw demonstrated was obviously in the early stages of development, but what’s there so far is intriguing. Patchwork Battles will release as a universal iOS app, and eventually make its way to Android, Mac, and PC.
Mailmen
From comes the iPad-only stealth puzzle game Mailman [App Store], which challenges you to get the mail delivered on time in the face of adversity. And, in Mailmen, adversity comes in the form of neighborhoods full of vicious, roving dogs — the mailman’s bane.
The game sets three mailmen, Johnny, Charlie, and Dave — each with their own special abilities — to pick up mail, deliver it to various marked destinations, and get back to the base without being torn to shreds by the aforementioned dogs. Why are the dogs in this town so vicious? It’s to do with the enraged, psychotic ex-mailman Newman (get it?), who controls the dogs in a bid to make life near impossible for the poor letter carriers.
In order to succeed, teamwork must be used to combine the various abilities of the three mailmen in question, in order to overcome the carnivorous canines. Dogs can be tied up, deceived with fire-hydrant costumes, and left puzzled by a quick up-the-tree getaway. A sort of achievement system that’s really more of a “collectibles” arrangement rewards skillful play and a benevolent hint pigeon can be called upon to aid when things seems hopeless.
Mailmen launched a few days back as a universal app and is available at an introductory price of $0.99.
W.E.L.D.E.R.
Back in November, we reviewed word-creation puzzler [App Store] from Highline Games and were impressed. W.E.L.D.E.R. (Word Examination Laboratory for Dynamic Extraction and Reassessment) is a game that can perhaps most easily be described as Scrabble meets Tetris. The game features an 8×8 grid which is full of letter tiles. The idea is to form words with four or more letters, by moving letter tiles around in various ways. The “Basic Swap” involves tapping any two neighboring letters (horizontally, vertically or diagonally adjoining) so they swap positions. The words must be written from left-to-right or top-to-bottom, much like a crossword puzzle. There’s no time limits, although a certain number of words must be formed to complete each level. When you form a word, the involved letter tiles disappear and any letters above cascade down to fill the gap, including new, off-screen letters.
Britt Meyers of Highline demonstrated an update to the game that recently landed, adding Gigawatt tiles for super scoring, new optional in-app purchasable items, overall balancing tweaks, an Undo button (iPad only), and various other improvements.
W.E.L.D.E.R. has known the distinction of iPhone Game of the Week and was the top selling iPad paid game, near its release.
Dungeon Crawlers
Early this year, Drowning Monkey released their aptly titled dungeon crawler Dungeon Crawlers [App Store]. The game is a visually well-done strategy role playing game that’s filled with witty humor, such as numerous Ghostbusters references (the main characters are Roy, Aegon, and Payter…) and the like.
Your band roams through the game’s various chapters and levels, encountering characters of all sorts, doing turn-based combat, amassing fortune, and leveling up. We reviewed Dungeon Crawlers shortly after its release, and really liked it, but felt that things moved along a bit too slowly for many players. The turn-based battle sequences tend to drag on in a fashion that may lead to frustration.
Drowning Monkey has recently released a v1.1 update to the game that brings a new chapter with three new levels, making for 5 chapters and 15 levels in all. A major addition is an in-game store where gold found in the dungeons, gained in battle, or purchased through IAP can be used to buy weapons, armor, and power-ups. The store offers over 250 items, in all. Additionally, a new “Select Level” option has been added so that players can easily go back and re-play a level with ease.
A v1.2 update that will bring online leader boards and an Arena Mode is already in development.
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GDC 2012: Two on the Way from Digital Goldfish
At GDC 2012 we got a preview of two upcoming titles from Scottish game studio , the guys behind Bloons.
Chip Trippington and the Kwiff Frizz Quiz
One of the most unique and perhaps even bizarre titles I saw at GDC this year was the upcoming point-and-click adventure Chip Trippington and the Kwiff Frizz Quiz for iPad and iPhone.
The game is the story of poor Chip, the office Liquid Rejuvenation Manager, who has a big heart but is more often than not the butt of his officemates’ gaffs. Chip just wants to be one of the guys, and so joy it was when . Sadly, when he went to get ready for the big night out, Chip discovered he was out of Kwiff Frizz, the structural component that holds his mighty hair aloft. Out to the shop then, goes Chip. But, little does he know that the quick run to the corner store is about send him through a series of unimaginable events that just might put the fate of the world in his big, clammy hands.
Chip Trippington starts out with the simple challenge of getting Chip to make a cup of coffee for his co-workers, but then the quest for a hair product begins, and it’s one adventure after another. Gameplay involves point-and-click puzzle solving and multiple-choice text interactions. In the few minutes I spent with the title, I came to love its sometimes warped sense of humor.
World’s Strongest Man
Another coming game that the Digital Goldfish folks showed us was an iOS take on the TV license World’s Strongest Man. The game will be an iPhone-specific release that challenges you to be come the world mightiest athlete. Getting that done involves balancing Energy and Morale levels during visceral competitions such as Keg Toss, Overhead Lift, and Truck Pull.
In preparing for The Big Day, there’s much training to be done in the game’s training area, building strength and improving skill. These involve seven different mini-games (with an eight coming in an update after launch), all designed to push muscles to the max.
Getting to the glory seat requires a bit of strategy on top of the raw muscle element. Career choices factor in, such as determining which promo events to take on, and just how to structure training to maximize your build.
The game features a Career mode that is a 10-year run to become the World’s Strongest Man, as well as a Free Play mode that is conducive to quick-play sessions.
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GDC 2012: A Look at BinarySquare’s Upcoming ‘Puzzle Bebop’
Today at GDC I spent some time with retro strongman Dan Bliss of , who showed us his latest creation, .
Puzzle Bebop is wonderfully pixellated falling block, match-four puzzle game wrapped in virtual CRT scan-lines, with chippy 8-bit audio to boot. As falling block games go, the core game mission is nothing too new. It’s in the control system where the real innovation of this game lies.
Instead of utilizing on-screen rotation buttons or a virtual D-pad, Puzzle Bebop makes use of TouchCircus, a system of touch control algorithms designed by Bliss, himself. As blocks fall into the game area from above, the player can rotate them by drawing large circles anywhere on the screen with his or her fingers. This approach feels much more natural for rotation than the control systems I’ve seen used in every other App Store falling block game I’ve tried.
The unique control mechanic, the lovey retro aesthetic (standard stuff for BinarySquare), and the lavish, pixellated visual effects that fill the screen during combo eliminations and the like make Puzzle Bebop a game well worth a look. And, stay tuned for more innovative control mechanics from Bliss — he’s spent some real time thinking outside the box about controls, and I saw a taste of his coming games that did impress.
Puzzle Bebop is a universal app (for both iPhone and iPad) that support the iCade controller device. It has recently been submitted to Apple and should be available shortly at a price of $0.99.
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GDC 2012: Here’s What’s Coming Up From 99 Games
We had a chance to sit down with the folks from (creators of WordsWorth [$1.99 / Free] and The Jim and Frank Mysteries [$0.99 / HD], among other apps) and took a look at the games they have coming up in the next few months.
First up, WordsWorth HD [$2.99] has a big update incoming. The main thing to expect is a new single-device multiplayer mode. Where the game’s online multiplayer is a strategic asynchronous affair, the head-to-head (or side-by-side) single device mode is frantic. Both players have their own copies of a shared board, and letters disappear as your opponent uses them. Looks like it’s going to be a really great time.

Up next is Night Club Mayhem. 99Games has played with the time management concept before with Prison Mayhem [Free]. Night Club Mayhem brings those lessons back to a setting that might have slightly more crowd appeal. It’s nice to see a solid time management title that doesn’t run on IAP currency. The cool thing here is that the developer has put a lot of love into the accompanying mini-games, with a rhythm-style DJing game and a surprisingly complicated bartending simulation in the mix.
Night Club Mayhem should be out soon— 99Games expects it to be one of the first new games to fully support the Retina iPad, and it will hit Mac and PC at some point too.
A little further down the road iPhone users should be seeing the adorable physics puzzler Tito’s Shell. The version we took a look at was still under heavy development, but it’s looking good so far. Each timed level separates Tito the turtle from his shell, and the player has to use the environment to put them back together. Just about any part of the level can be connected to anything else within a tight range, so the solutions get increasingly experimental in a sort of Rube Goldberg machine way. It looks like it’s coming along well, and will certainly make a place for itself in the world of cute animal physics puzzlers.
There’s one more game up on 99Games’ slate: Dream Star. If you’re into the idea of a IAP-currency supported movie star simulator, keep your eyes open for this one when it comes out later in spring.
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GDC 2012: A Look at ‘Starship Troopers: Invasion’
Feel like 1997’s Starship Troopers left a little to be desired? You’re not alone. Sony Pictures Worldwide Acquisitions is taking another stab at it with the fully animated , due out this summer. And it won’t be alone: there will be a companion game released for iOS.
Starship Troopers: Invasion (the game) is being developed by industry newcomer , and it looks like its coming along well. The game is going to be an on-rails third-person action game, set in the universe of the film but not hitting quite the same story notes. Both take place on an isolated Federation outpost, Fort Casey, that’s under attack by the Bugs, the arachnid enemy from the Robert Heinlein novel and the films. The hero, a member of the Terran Federation’s Mobile Infantry, is alone and up against a huge enemy force.
It sounds as though Spectre Media has been inspired to some degree by Infinity Blade. Players will explore the environment, taking the occasional branching path to discover the secrets and destroy the bugs of Fort Casey. There will be upgradable weapons and power armor, resources that can be gathered and IAP options. Combat will consist of tapping to shoot and gesture-based weapon swapping.
From what we’ve seen, Starship Troopers: Invasion has some serious potential. It’s done a good job of mixing tension with cathartic action. There’s a need for stealth as you travel through the game’s hallways and caverns: make too much of a scene, and you’ll draw the attention of infestations of Bugs while you’re stuck in narrow corridors. A rear-view camera lets you know when Bugs are sneaking up behind you, and then you’ll have a choice. Will you stand and fight and risk bringing the full wrath of the Bugs down on you, or will you flee?
Story-wise, the game runs parallel to the movie, tying into it without telling the same tale. It can be enjoyed with or without the film, but the story from each will enhance the other. Invasion also bears hints of a greater story for fans of the novel. If you’re an action nut, it sounds like you can safely ignore it and keep mowing down bugs, but there’s lots out there to be found for the curious player. Plus, the assets for the game are shared from the film production, so it’s sure to look great when it’s complete.
Starship Troopers: Invasion will be released this summer on iPad, iPhone and iPod Touch. Spectre Media hasn’t finalized price point for the launch, but they don’t expect it to be higher than $0.99. We’ll bring you more info as it’s available.
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