Archive for the ‘iPod Touch’ tag
The TouchArcade Show – 45 – Crystal Charge Level: MAXIMUM
This week on The TouchArcade Show, we have to force ourselves out of discussions about WrestleMania and other stupid junk in order to bring you the latest, hottest, and best in iOS. At the top, we dive into several new releases: Hunters 2, Ow My Balls XL, and Motoheroz take center stage. Later, we discuss what Baldur’s Gate for iPad means to us, and we even dabble on the ever interesting subject of why AAA publishers don’t seem to care about the App Store, and why we don’t bug them about it.
There’s much, much more, so feel free to listen if we’ve tickled your interest. You can do so via the handy-dandy links just below, or hey, subscribe to us on iTunes or Zune. We’ll love you forever if you do the latter.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-045.mp3, 42.7MB
… And here are your show notes:
GAMES
- Hunters 2 [$4.99]
- Ow My Balls XL [Free]
- Motoheroz [$.99 / HD]
JARED’S KITTY KORNER
- Kitten Sanctuary [$.99 / Lite]
JARED’S KITTY KORNER REDUX
- Drop a Cat [ Free ]
FRONT PAGE
- Sega To Release ‘PSO’ On iOS… Kinda
- Rovio Gobbles Up Futuremark Games Studio
- ‘Baldur’s Gate for iPad’ Hitting Every iPad and Maybe iPhone, Too
- ‘Dark Meadow’ Free-To-Play Finally Hits
This week’s episode Was Sponsored By Stamp Art Fever.
Stamp Art Fever, Free Stamp Art Fever by independent developer Francesco Chessari is a unique strategy game in the App Store. In the game, you are an art-stamp collector, building your virtual stamp collection by searching over 700 exclusively-designed stamps.
In Stamp Art Fever your objective is to acquire and collect artistic stamps, build up and manage your collection gallery, and trade and compete against other players from all over the world for the most valuable collection. It is not a game just for stamp lovers – if you have a collector mindset and you love art and management games, Stamp Art Fever will strike an immediate chord with you.
Stamp Art Fever for the iPhone, iPod touch and iPad is available now in the App Store for FREE.
IMPORTANT EDITORIAL NOTE: Eli will be going to Medieval Times on Saturday, not Sunday. We are sorry for any confusion this mix up may have caused.
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‘Madcoaster’ Review – A Wild, Endless Ride
I’m a huge fan of rollercoasters. There’s something about the grandiose structures, raw speed and pure adrenaline that just appeal to me. Maybe that’s why I’m such a fan of Madcoaster [$0.99], an endless runner with a rollercoaster twist. Hitting all the major points for the genre, Madcoaster’s interesting premise is enough to put it ahead of other, more generic titles.
As an endless runner, Madcoaster doesn’t add too much to the genre in terms of innovation. Your rollercoaster moves from left to right on randomized tracks with the primary goal being to jump over track gaps and avoid the chasms. Meanwhile, you’ll encounter a wide variety of birds and animals sitting on the track that earn you extra points if you hit them. A few standard power-ups (such as a coin magnet, speed-up, and rollercoaster jetpack) are also occasionally placed throughout levels. There are also plenty of coins to collect, but they only add to the score and aren’t collected for anything else.
As you progress, the track layouts get more complicated and the rollercoaster (obviously) speeds up. Eventually, the game will end once you lose all your lives, with the game scoring you based on total distance traveled and total points (with leaderboards for both, respectively).
In addition to the standard score chase, Madcoaster also offers a leveling mechanic based on objectives. As you hit all the level’s goals, your rollercoaster gets a visual overhaul and the raw score multiplier goes up. Being able to permanently raise your score multiplier is an interesting feature, but it does take away some score parity and penalizes score chasers that don’t focus on objectives.
Visuals are cartoony and vibrant, and look great on a retina-iPhone. There’s no retina support yet for the new iPad, but Madcoaster looks fine regardless. While gameplay on both device sizes works well, I did find the iPhone screen to be a bit more cluttered with information than the iPad.
As a rollercoaster-themed endless runner, you’d expect the framerate to be fast and smooth and for the most part Madcoaster doesn’t disappoint. The game does a great job with its sense of speed, especially in the latter portions of a run. I did encounter some minor slowdown on a current generation iPod touch, but for current iPhones and iPads, I encountered no problems.
One area that Madcoaster does well is its colorful and varied backdrops. Every 1000m the rollercoaster enters a cave that serves as a gateway to a new location. Environments include a Halloween-themed twilight grounds, the innards of a volcano, deep within a jungle and even the pyramids of Egypt. Each region also has its own music as well as unique animals and birds, which become important with later objectives.
While the variety goes a way towards addressing the inevitable monotony of some endless runners, not every environment is created equal. Each location has foreground flora and fauna with some actually blocking the bottom rails, making it a bit difficult to time jumps and landings if you’re close to the bottom of the screen. Some may consider it a challenge, while others may find it simply frustrating. Another minor complaint is that some locations are locked behind IAP. However, considering that you can eventually unlock all IAP with a good enough run, I don’t think it’s that big of a deal.
As mentioned above, Madcoaster doesn’t stray too far from the endless runner formula, but it does do a good job executing most of the elements we love in the genre. Combine this with the rollercoaster motif and decent visuals and there’s little reason for you not to at least check it out. Madcoaster may not have the lasting power of a Jetpack Joyride, but there’s still plenty here for an enjoyable ride.
TouchArcade Rating: 
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‘Retro Racing’ Returns to the App Store, Updated with New Levels and iCade Support
You may not have noticed since it was a short-lived situation, but just before this past weekend Retro Racing [99¢], the fun old-school style top-down racer from , was pulled from the App Store. The sole developer behind Mr. Qwak explains the cause for the removal in on his website, but in short it was due to trying to change his Apple developer account from personal to business and hitting a few snags along the way.
The real bummer is that Retro Racing had just launched last month and was doing pretty well, selling between 1000-3000 copies a day. It sure sucks when that number abruptly drops to 0 when you aren’t expecting it. Mr. Qwak advises not making changes to your developer account during a new release period like this, a lesson he learned the hard way.
The good news is that Retro Racing has returned to the App Store, and before the removal business happened it had received a great new update. First off, the previously iPad-only same-device multiplayer mode has been enabled for iPhone and iPod touch users. It’s tiny, but it works, and I appreciate its inclusion since the local multiplayer is one of my favorite parts about Retro Racing.
The next big addition in this newest update to Retro Racing is 3 new levels, with more levels already planned for future updates. One of our biggest gripes with the game in our review was that it was so short, so it’s nice to see that being addressed. Finally, iCade support has been added to the game, which seems like a perfect fit for the style of game that Retro Racing is. You can see Retro Racing in action on the iCade in this gameplay video from the developer.
I like Retro Racing quite a bit, and am happy to see the developer account situation sorted out and the game back on the App Store. The new update is nice too, though I still have one outstanding gripe: landscape support. The game feels so cramped in portrait mode on the iPhone that I find I can only play it effectively on the iPad. Granted, it feels awesome on the iPad, but still. Maybe that option can be added in the future, but everything else about Retro Racing is top-notch, and if you hadn’t checked it out previously be sure to give it a look now that it’s back.
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Adorable iPhone-Powered Robot Dogs are Poised to Take Over the World
Bandai is looking to fuse the world of smartphones and virtual pets in a big way with their just announced “smart pet”, as reported by . Some details are a bit fuzzy due to translation issues, but from what I can tell the smart pet sounds like a pretty interesting idea. An app is downloaded to your iPhone or iPod touch, and that acts as the face of your virtual pet. Your device then sits inside a robot dog body and connects to it through the headphone jack, allowing the two pieces to act as one so you can interact with the smart pet.
The smart pet uses the front facing camera on the iOS device to recognize and react to certain gestures, and there will be over 100 different kinds of expressions that the pet can make. There will also be support for importing your own photos of your pets (or whoever you want, really), and there will be some sort of Bluetooth connectivity to allow multiple smart pets to interact with each other. And, perhaps most important of all, your smart pet comes equipped with the ability to sneeze. Sounds adorable.
The smart pet app is on course for release in Japan on March 31st, and will be a free download. With just the app you’ll still be able to begin training and interacting with your virtual puppy, and it sounds like it will be a complete Tamagotchi-like experience all on its own even if you don’t spring for a plastic robot dog body. If you must have the full experience, the smart pet body will be available about a month after the app, but no details on pricing as of now.
Neither the app or the body have been confirmed for US release just yet, but we’ll keep an eye on the situation for our own curiosity, and so we can be prepared once the robot dogs decide to turn against humanity (you know it’s bound to happen).
[Via ]
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‘Sword & Sworcery’ On Sale to Celebrate One Year Anniversary
I can hardly believe it’s been almost one year since the release of Superbrothers: Sword & Sworcery EP. Since that time, Sword & Sworcery has earned more accolades than I can shake a stick at, including our own Game of the Year award for 2011, and it redefined what we can expect from a melding of video games, music, art, and storytelling on the iOS platform.
Basically, if you somehow haven’t checked out Sword & Sworcery yet, you can currently get either version of the game at a discount in order to celebrate the one year anniversary of its release (and the vernal equinox, of course). And by either version I mean the iPhone/iPod touch-only version which is on sale for 99¢, or the Universal version which will set you back $1.99 during this one day price cut.
If you don’t currently own an iPad, but are having thoughts about picking up one of those fancy new iPads, then I’d just go ahead and jump on the Universal version. The folks behind Sword & Sworcery that they’re fully aware of Apple’s latest touchtronic device, and will be announcing something on that topic soon. I drool at the thought of a Retina iPad version of Sword & Sworcery, so let’s keep our fingers crossed.
Also, you can’t really mention Sword & Sworcery without mentioning Jim Guthrie who did the amazing soundtrack for the game. He’s all over this sale business too, and you can currently purchase the Sword & Sworcery soundtrack in digital form for whatever price you feel like paying. If you’re a collector type, you can also get the album on limited edition vinyl with original artwork from Pendleton Ward (seen above), or as a limited edition cassette tape. That’s right, a cassette tape! All of this is available at .
Superbrothers: Sword & Sworcery EP Micro, $2.99
Superbrothers: Sword & Sworcery EP, $4.99 (Universal)
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‘Dodonpachi Resurrection HD’ and ‘Espgaluda II HD’ Offer High Resolution, Universal Bullet Hell Bliss
has basically cornered the market on iOS bullet hell shooters with a slew of solid ports from their vast library of beloved titles. As fantastic as the gameplay is in Cave’s shooters, the fact that they’re ports of arcade titles has typically meant that features like Retina Display graphics and iPad support have required to much additional work to implement into the iOS releases.
Last October, Cave bucked this trend by releasing Espgaluda II HD [$10.99/Lite] for the iPad 2. The game featured a selection of graphics that were redone in high resolution and native support for the iPad’s larger screen. Not everything was HD’d out, though, but it still made a pretty big difference in the visual quality of Espgaluda II, and the nice big screen of the iPad proved phenomenal for navigating a hail of onscreen bullets.
This week, Cave once again is dipping their toes into native iPad support. This time, however, they’re going full stop and have released Dodonpachi Resurrection HD [$10.99/Lite] as a Universal app so that it works with the iPad as well as compatible iPhone and iPod touch models. Not only that, but they’ve gone and updated Espgaluda II HD with the same Universal support, giving both titles new life in high resolution on the smaller iOS device screens.
Example of original screen (left) and updated HD screen with redrawn ship sprite (right) from Dodonpachi Resurrection HD (click to enlarge):
I won’t go into too much detail about either title – you can read our full review of Dodonpachi Resurrection or the review for Espgaluda II if you’re curious to learn more about the game mechanics – but what I will say is that the partial high definition treatment given to each game makes an even bigger difference on the small screen than it does on the iPad.
Both games look gorgeous on an iPhone 4 or iPhone 4S, and you can see that Cave has actually gone and redrawn many of the sprites in the game, as well as given the menus a visual overhaul. Some elements, like backgrounds and other hand-drawn artwork, aren’t technically as high resolution as they could be, but everything in the game has a much cleaner, crisper look than it did previously.
I imagine many of you have already bought either Dodonpachi Resurrection or Espgaluda II before the HD versions hit, so really it’s going to be up to you whether or not some increased graphical fidelity is worth the additional purchase price. To help you decide, there are lite versions of each, and in the case of Espgaluda II HD you can even buy each of the game’s modes as separate apps, Arcade Mode [$6.99] and Smartphone Mode [$6.99], which have also been updated to be Universal.
DoDonPachi Resurrection HD, $10.99 (Universal)
DoDonPachi Resurrection HD Lite, Free (Universal)
ESPGALUDA II HD, $10.99 (Universal)
ESPGALUDA II HD LITE, Free (Universal)
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‘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: 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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A Brief Hands-On with the New Third Generation iPad
Apple’s iPad Media Event recently drew to a close and TouchArcade was fortunate enough to have been sitting ring-side to watch the iOS phenomenon further unfold.
During today’s event, Apple CEO Tim Cook took the stage to announce, first and foremost, the third generation (which is known as, simply, “iPad”) as well as related iOS apps and a new and improved third generation Apple TV.
It turns out that the rumors leading up to the new iPad’s unveiling were true; the new unit sports an improved Retina display with four times the number of pixels as the earlier iPads. The new screen has a resolution of 2048×1536 pixels and features notably improved color saturation as compared to the earlier devices. In order to push so many pixels around the screen, Apple has utilized their new A5X processor, a more powerful unit than the earlier A5, that features a quad-core GPU, bringing twice the number of graphics cores of the iPad 2 to bear on pixel- and polygon-pushing tasks. Given these specs, the A5X GPU configuration should be virtually identical to that of the Sony PSVita. Presumably the A5X features two CPU-cores, as did the A5 before it.
During the event, Cook brought several guest speakers on stage from various software studios, including Namco Game Design Director James Shelton and Epic Games President Mike Capps. Shelton demonstrated Namco’s upcoming aerial combat game Sky Gamblers: Air Supremacy, while Capps took the audience on a tour of Epic’s upcoming Infinity Blade: Dungeons. Both titles were an impressive demonstration of gaming on the new, twice-the-resolution Retina display of the new iPad. (Well, as much as they could be on a studio projector with a lower resolution than the new iPad, itself!)
After the main event, attendees were given the opportunity for a hands-on with the new iPad and to chat with several high-level figures, including senior VP of Worldwide Marketing Phil Schiller, about the latest iOS device.
Upon picking up the new device for the first time, the thing that strikes you right away is, unsurprisingly, the clarity of the screen. Indeed, the experience of using the new iPad is much the same as using an iPhone with Retina display as compared to an earlier iPhone or iPod touch. It’s striking, and in the best of ways. The jump in resolution, I noticed, was most visible in bringing up web pages in Mobile Safari, where content had the clarity of pages in a magazine. To me, the new iPad feels physically identical to the iPad 2, as far as weight and size.
I spent a short period of time with Air Supremacy and, there, saw high framerates with numerous aerial enemies on-screen, rendered quite a bit more sharply than I am accustomed to from an iPad game. I think that Infinity Blade: Dungeon might actually be a better demonstration of the design intricacy and minute detail that the screen can deliver, but I did not see that title, in person, unfortunately.
The device unveiled today brings unprecedented video fidelity to what was already one of the best gaming platforms out there — the iPad. It’s four times the pixels, with twice the graphics power of the iPad 2. All of us here at TouchArcade are anxious to see what developers have in store for Apple’s new flagship iOS device.
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‘Gridrunner’ Review – A Retro Remake Done Right
I came to oeuvre late, around the time of the XBLA release of Space Giraffe. I mention this not (only) to display the depths of my ignorance, but to provide context: there’s more to love in Gridrunner [$0.99] than just nostalgia. For anyone who missed the heyday of the Commodore 64, Minter’s iOS titles might seem a bit unapproachable, but consider giving them a shot – they might surprise you.
Gridrunner wears its roots proudly, but it isn’t a dogmatically faithful recreation of the 1982 original. Or, rather, it isn’t only that: both the Vic-20 and Commodore 64 version of the title are present here as optional modes. The real fun is in the remake, which takes the things that made Gridrunner great from the start and runs with them. The grid and its cruel lasers, the little ship that faces them down alone, the flying droids and the missile pods they leave behind – all these things return. This time they bring along retina graphics, power ups, new foes and moments of bullet-pulsing glory.
This isn’t the first time that Minter has revisited Gridrunner—it’s the third in the last decade alone. Gridrunner++ was released in 2002 and Gridrunner Revolution came out in 2009. Both brought in big changes. They were trippy, colorful departures, introducing features like score multipliers and ship rotation. This new iteration hews a little closer to the original, but Minter has clearly brought in much of the game design wisdom he’s picked up in the interim. The resulting game looks and plays like the original – assuming your memories of the original come with a big helping of rose-tinted nostalgia.
This new Gridrunner is a great little vertical shooter, the classic turned on its side. There is only one potential problem standing in the way of enjoying it as much as any retroesque shooter on iOS – its controls. If you play on an iPhone or iPod touch, you might be in for trouble. If you play on iPad, have patience. Once you’re past the learning curve, things will be just fine.
The controls feel quite a bit like Mage Gauntlet’s [$2.99] Pro Stick. As with that game’s superb virtual joystick, you can put your finger nearly anywhere on screen and move your fingertip minutely to move your ship in any direction. This took some adjustment. Most vertical shooters I’ve played use 1:1 movement ratios, and emulating that had hilarious but wildly ineffective results. I had to learn to move gently, and to stop lifting my finger (for goodness’ sake). Once I got over that hump I was very satisfied with the precision of the controls, especially once I switched to my iPad. They’re equally precise on smaller devices, but I can’t find a spot to comfortably rest my finger without regularly blocking important stuff like my ship and the things coming to kill it.
After moving over to iPad, I could finally see what all the fuss was about. It’s hard to survive in the world of Gridrunner. As with any shooter, there’s a mess of enemies to deal with. Centipedes that travel back and forth and diagonally, blobs that travel erratically, shrapnel bombs, ships that hunt you—the list goes on. Some leave behind static pods that must be destroyed before they drop missiles (though those missiles are worth quite a few points if shot down…), and all the while a laser travels across the edge of the grid, firing downward every few seconds.
Defeating enemies is particularly rewarding in this iteration, as many drop rings that power up your shots. There are eight different powerups, and they can be stacked and combined in interesting ways. There are spread shots and directional shots that can speed up, spread out, last longer and ultimately explode into bullet hell when upgraded far enough. This lasts only moments, but it’s an incredibly satisfying few seconds while it does.
Without multipliers or any other finicky scoring mechanics to worry about, surviving is the only real mark of success. With so much out to kill you, you can’t afford to let your focus drift for even a moment. You’ll die a lot, but Gridrunner has that covered: at the end of each level it awards an extra life. This won’t always be enough. Eventually you’ll burn out your last life, and then it’s game over.
For players who are more concerned with seeing all the levels than earning the most prestigious scores, Gridrunner has a casual mode. This saves your best scores and life count every four levels and lets your restart there when you fail. Casual mode is ranked on its own leaderboard, but it’s still worth playing for those of us who need a little help progressing. For the hardcore, Pure mode is where it’s at.
As I mentioned, you can also play the original Vic-20 and Commodore 64 versions of the game. It took me a little while to find them, but I adore the way they’re accessed: just turn your device on its side. Either side will do, as each offers its own alternate mode. Cool, no? Also a bit opaque, but them’s the breaks when Minter’s involved. Similarly, the game is paused by tapping a spot in the middle of the upper half of the screen. There’s an invisible paw/heart shape there, I’m sure you’ll manage to find it.
There are more than a few other Minterisms to be found – odd text splashes as you progress, ridiculous kudos for passing each level, that sort of thing. Still, this is one of the more restrained games of his I’ve played, easy on goat breeding, llamas, wacky visuals and awkward sound effects. I rather miss those things, but I suppose we’ll always have GoatUp [$1.99].
Whether you have reason to be nostalgic for Gridrunner or not, it’s worth checking out. It’s a best-of-both-worlds sort of remake: faithful to its forebearers but filled with clever modern enhancements. If you’re dead-set on believing that the original is best, you can go ahead and play that instead. It even has its own leaderboard. Really, though, newer is better in this case. Hopefully we’ll see an alternative control set for the iPhone and iPod touch crew, but if you’ve got an iPad it’s all systems go. Enjoy, and pop by our to brag about your high score.
TouchArcade Rating: 
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