Archive for the ‘Keyboard’ tag
‘Font Monsters’ Review – Destroy Monsters Made of Text
The App Store is home to some seriously weird games. Whether you're playing a bear driving a car around the forest in Enviro-Bear 2010 [99¢] or a cat inside a ball shooting at a giant cup of noodles in Meow Meow Happy Fight [99¢/HD], there are many strange experiences to be found on the iOS platform. The latest one that I've come across is called Font Monsters [$1.99/Lite] from Japanese developer , who have previously released the similarly strange and generically named Block Guy [$2.99/Lite] to the App Store. Font Monsters is a text-based shooter (literally, you shoot text) that has a really wacky style, with interesting character designs and catchy music, and it requires some fast reactions to engage in its challenging gameplay. It's also completely unlike anything else available on the App Store.
In Font Monsters, a series of monsters comprised purely of different keyboard characters come marching towards your first-person perspective. You defeat the monsters by shooting fonts at them one by one using your keyboard until there is nothing left of them, and the text characters you shoot must be the same type that the monsters are made up of. If you shoot a character at them that's not a part of the monster, they will fire back a random character at you that must be quickly typed to shoot it down before it hits you. If the monster gets to where you are then he (or she?) starts beating on you mercilessly, deducting life from a gauge at the top of your keyboard.
It's a totally odd concept, but also satisfying and fun to play. There are 5 levels to play through in Font Monsters, each one more difficult than the last. In each level you must defeat a certain number of monsters in a row to complete it, from 15 in the first level all the way to a whopping 50 in level 5. If you fail to beat a monster and they deplete your life gauge to zero, you must start the entire sequence over again. The monsters also become more difficult with each level. In level 1 they approach you in a fairly straightforward manner, allowing you to inspect them pretty easily to see what font characters you should shoot at them. In later levels they start to flip, stretch, and skew all over the place making it much harder to tell what fonts they are made up of.
You earn a score for defeating each monster which goes towards a cumulative score at the end of each level. Although it's not explained in the game, it appears that the quicker you beat a monster the better score you earn. Unfortunately, the top score for each level is only saved locally, as this would be a perfect game for online score tracking using Game Center.
One of my favorite things about Font Monsters is how cleverly designed all the enemies are using just font characters. There are 60 different monsters in the game, some fairly basic and some quite complex but all of them are interesting. A very cool feature in the game is a catalog that lets you view all of the different monsters that you've faced and even select them individually to do battle against them in one of the 5 difficulty levels. The catalog is definitely a nice touch and gives you incentive to keep playing and “collect 'em all” for future practice or admiration.
One big problem with Font Monsters that is kind of unavoidable is that as you keep playing you start to recognize what font characters make up the different enemies. Once this starts happening, the game can be a bit easy as you face these monsters over again. I was originally pulling my hair out shooting “O”s and “I”s at a particular monster before I finally figured out it was actually the percentage sign (%) I should have been shooting. Remembering this the next time I faced him, he was much easier to defeat. It's still a challenge to figure out the monsters the first time you face them though, and even if you recognize them they can be difficult to kill on the later levels.
Font Monsters is one of those quirky titles that must be experienced to really understand. Luckily there's a lite version so there's no risk in at least checking out the game to see if it appeals to you. I found that I was having way more fun playing the game than I though I would after just watching the video, and are liking the game as well. Sure, it could definitely use some kind of online high score mechanism, and possibly even a greater variety in monsters. What would really be cool is if you could create your own monsters using the available keyboard characters and have them be added into the regular rotation in the game. But even as it stands now, Font Monsters is a totally unique experience that offers a good challenge with plenty of content.
Font Monsters, $1.99 (Universal)
Font Monsters FREE, Free (Universal)
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‘Texting of the Bread’ Review – It’s Sad How Good I Am At This
I suppose I should start this out with a little history lesson since the roots of this game are likely obscure enough that they won't be apparent to some readers. The House of the Dead is a video game series that began its life as a light gun rail shooter arcade machine in 1996. The games all share common themes in that you play as an agent (or pair of agents in two player mode) fighting various flavors of zombies, mutants, and mutant zombies. Many of the games have since been ported to other platforms such as the PC and quite a few home consoles. Typing of the Dead made its debut in 1999 in arcades of Japan, and just like the House of the Dead games, eventually made its way to the PC and home consoles as well.
Based on House of the Dead 2, Typing of the Dead had similar gameplay to the light gun shooter series, except the light gun was replaced by words appearing on screen which must be typed to "shoot" each zombie. Typing of the Dead is a cult classic, so it can be difficult to track down, but I highly recommend picking it up if you ever come across one just for the sheer "WTF" factor that the game is dripping with. This is what the game looks like:
Today our friends over at released their first iPhone game, Texting of the Bread [$1.99], a fantastic homage to Typing of the Dead. The gameplay remains mostly the same, with two main differences that are hinted at in the title. First of all, quite a few of the things you'll be typing are commonly used acronyms in text messages, internet slang, and video game lingo. Secondly, zombies have been replaced by gingerbread zombies of all shapes and sizes. Sticking with the cookie theme, when you're in a pinch you can shake your device to unleash a tsunami of milk to wash everything on screen away as well.
Texting of the Bread comes with three game modes: Arcade had you fighting your way through waves of zombies, with some sparse story elements sprinkled throughout. Freeplay allows you to then go back and replay any of those waves you've unlocked in arcade mode. Finally, survival mode is exactly what it sounds like– Typing as fast as you can to see how long you can survive. To spice things up further, there are a bunch of achievements to farm and online leaderboards for both arcade and survival modes.
I'm really surprised how much fun I'm having with the game, although, I'm sure a bit of that has to do with my love for just how ridiculous Typing of the Dead was. Texting of the Bread shares an identical gameplay mechanic, and I appreciate ScrewAttack upping the ridiculousness ante by arming you with some kind of typing-powered milk bullet chain gun up against an onslaught of gingerbread zombies.
The only real down-side to the game is that currently it's only playable with the horizontal iPhone keyboard. I've always been a portrait mode typer myself, but according to the developers they've found that the vast majority of people out there are horizontal typers. Either way, portrait mode is on the list of things that we could potentially see in future updates.
If you're part of the cult following of Typing of the Dead, you need this game. Otherwise, Texting of the Bread is a fun and silly way to either brush up on your iPhone typing skills, or in my case, come to the depressing realization of just how fast you can type on your phone. (And the subsequent realization of just how much time you have had to spend typing on your phone to get that good.)
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‘C64′ v2.0 with BASIC Now Available, What’s Next Details
Last week we reported that, thanks to Apple recently its iOS SDK agreement, submitted a major 2.0 update of Commodore 64, their C64 emulator / game system, to the App Store with BASIC reenabled (and fingers crossed). We're happy to report that the app has been approved and is now available for download [link].
I had a chat with developer Stuart Carnie yesterday, shortly after he received word from Apple that Commodore 64 v2.0 was approved, during which he shared further details concerning this notable update.
With BASIC back, so too is the full C64 keyboard. Carnie is excited about the prospect of users having full and complete access to every game presented, which, in some games, can only happen when a full keyboard is available. And, while it's here in v2.0, the keyboard hasn't gotten any attention since it was removed back in November and, as such, a near-term update will address the absence of a few missing keys (semi-colon, colon) as well as a lock mode for the RUNSTOP, C=, and SHIFT keys, to use in conjunction with others.
A bit further out will come cycle-exact emulation on newer hardware (ARMv7), to resolve digital sound issues with and enable a few free games from Beam Software, such as .
We've seen a lot of anticipation from readers for an iPad version of C64, and Carnie tells us that it's big on the roadmap. Thanks to Apple allowing BASIC, he really wants to create a great experience for iPad users wanting to experiment with the language, including a finely tuned keyboard and even Bluetooth support. "Think 'full' C64 experience," says Carnie. Due to Manomio's work on the upcoming Amiga classic titles, these more significant upgrades are slated for release next year — and we can't wait.
As for additional games on the horizon, Carnie was able to reveal that they're in the progress of bringing several more Thalamus titles on-board: and and . Also on the way is from System 3, which requires emulated 1541 floppy drive support and a disk-swapping user interface (which is already in the system).
Thanks to Apple for their relaxed stance on the SDK agreement and thanks to the folks at Manomio for giving retro fans like myself so much sweet candy to enjoy.
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Manomio Submits ‘C64′ Update with BASIC (re)Enabled

An App Store favorite of our readers who relish the retro is surely 's Commodore 64 [link], the C64 emulation system / game store that does a great job of putting an expanding list of 8-bit classics right in our pockets. We first got wind of Manomio's emulation effort in June of last year, when it was submitted to Apple and rejected, as it was determined to be in violation of the iPhone SDK agreement.
Then said Apple,
Thank you for submitting C64 1.0 to the App Store. We've reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement; "3.3.2 An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s)."
It was the system's included that was the sticking point for Apple, it turned out. Manomio disabled (and then removed, as it was deemed necessary) the BASIC interpreter and the app finally found its place in the store, and in Apple's good graces.
Last Thursday, Apple made significant changes to the iOS SDK agreement, on development tools used to create iOS applications. One of the areas of the SDK agreement affected was section 3.3.2, the specific part of the agreement that Apple determined Manomio had violated with the initial releases of C64. Upon hearing this news, Manomio CTO Stuart Carnie was quick to read over the new Apple document and found the following, updated section 3.3.2.
3.3.2 An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple’s built-in WebKit framework.
As can be seen in the new language, interpreted code is now acceptable under certain circumstances. In light of this fortunate turn of events, the developer has put together an updated version of C64 (v2.0) with BASIC enabled. Wanting Apple to be fully aware of his re-inclusion of the BASIC interpreter, Carnie extensively underscored his changes in the Reviewer Notes section of the submission form and additionally sent a courtesy e-mail to Apple on the issue. Since then, the developer and Apple have had further correspondence regarding the update and the response so far is positive. Apple will, understandably, spend additional time reviewing the application, but Carnie says he remains cautiously optimistic.
If Apple does end up rejecting the update, Manomio's plans are to remove the BASIC interpreter, but leave in place the other enhancement that this update brings, Carnie tells us. Those other enhancements include:
- FIX – fix crash when attempting to use the "Download All" feature and many games are queue
- FIX – Add additional controls to Hunter's Moon
- FIX – iPad landscape view is no longer partially off the screen
- NEW – Upgraded to OpenFeint 2.6.1 (includes time-scoped leader boards)
- NEW – iOS 4.1 tested
- NEW – New "Always use keyboard" option to access additional in-game features
Apple's recent update to the SDK agreement gives developers of all manner of apps more flexibility, but is a particular boon to developers of retro system emulators and games. We've got our fingers crossed that C64 with BASIC enabled is given the nod by Apple and that other developers are inspired to bring others classic systems and games to our favorite mobile device family.
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‘Frogatto & Friends’ First Impressions – One Awesome Old School Platformer
One of the coolest things about the App Store is the sheer amount of obscure ports it exposes us iOS gamers to that we would have otherwise missed. Prior to the news of the iOS port hitting our forums, I had never heard of Battle for Wesnoth [$4.99 - iPhone / iPad] and tonight its creators are unleashing another open source game on to the App Store, Frogatto & Friends [$1.99]. Frogatto is a platformer with some of the most blatant classic video game influences I've seen in quite some time, and I mean that in the best way possible.

Everything from the style of the fantastic pixel art that makes up the game, to the way Frogatto deals with enemies, to interface elements all seem to be lovingly lifted from memories of the sixteen bit era. In the game you play as a tiny unemployed frog who sets out for adventure and employment. It doesn't take long before the villain of the game, Big Bad Milgram, is revealed, and your sights are set on restoring order to the world. Fighting through various boss fights, solving puzzles, and making your way through tons of enemies and platforming obstacles are all vital parts of Frogatto & Friends.
Much like Battle for Wesnoth, Frogatto is to play on either Mac or Windows machines (as well as some out of date Linux builds). It's really a toss up as to which version is better, as platformers like this really need the physical controls that playing on a keyboard provide. On the other hand, the iPhone port is great, but I'd really love to see some better game save handling.
Currently if you quit the game for any reason, you lose your progress from the last save point. Save points are plentiful throughout the game, but I really think we're at a point now where if you're releasing something more than a simple time waster you should really include better save state handling. Even using fast app switching loses your progress, which is a total bummer given how awesome it has been with iOS 4 to quickly and easily switch between checking your email or browsing the internet while playing a game.
If you can get past losing a little bit of progress if you quit the game, Frogatto is totally worth checking out. I've been completely captivated by both the art of the game, and the game world itself; so much so that while playing through the other games that have been released tonight to write about I kept wanting to go back to Frogatto & Friends. I'm a total sucker for games like this, and I doubt I'm alone on that. If nothing else, at least give the .
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EA Release Schedule Pegs ‘Dead Space 2′ as a ‘Mobile’ Release
(formerly EA Redwood Shores) never ruled out the possibility that its upcoming third-person horror title Dead Space 2 would come to the PC. Strange as the non-committal attitude has been — the original Dead Space hit the PC, after all — there's little doubt now that the game will be, at some point, mouse and keyboard friendly. It also appears as if it could be swipe, flick, and shake-friendly in the near future, too.
Dead Space publisher EA released an updated version of its blockbuster title release schedule (via ), seemingly confirming that Dead Space 2 is headed to the PC. Interestingly, it also includes a mention of the iterative title hitting "handheld / mobile."
Rumors swirling around Visceral's last Dead Space title, a Wii-exclusive on-rails FPS sub-titled Extraction, have long suggested that the critically praised, yet financial underperformer, could be making its way to the Xbox 360's and PS3's respective download services. More recent rumors have also pegged Extraction as an iPad title, which we thought was absurd until seeing EA's recent release schedule.
Of course there's a chance by "handheld / mobile" EA only means a PSP release, but given the fact that the recently iPhone-released FIFA 2010 World Cup is also labeled "handheld/mobile", it seems very possible.
This is the first we've heard of Dead Space 2 hitting a mobile platform, so naturally there's no details. We'll ask a few questions and try to get some answers. In the meantime, keep thinking those happy thoughts. You know, the ones that star big multi-armed monsters? Those. Think those thoughts.
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Gaikai Co-founder Shows Photo of ‘World of Warcraft’ Running on an iPad
Perhaps our iPads aren't as tied to the App Store's selection of games as some of us might have come to believe. Leave it to , founder of Shiny Entertainment, to change our perception.
In a , the Gaikai co-founder revealed a picture of a prototype version of his browser-based streaming service working on an iPad. The game he chose to show off with it? Blizzard Entertainment's ever-popular PC MMO World of Warcraft.
Gaikai proper is a . The goal is to move consumers away from installs and having to upgrade their computers with parts. Gaikai's servers hosts the game, and all of its files, and streams them into browsers. This allows users to get the full game experience without hassle.
Gaikai is currently in beta.
Speaking with about the image of World of Warcraft running on the new Apple device, Perry revealed that it's running in 1024-by-768. He also revealed other details, and called the picture a "teaser."
"All iPad inputs are streamed through a translation system to the server, so we can re-map anything to anything in real-time. We hide a virtual keyboard off to the side, so you can type as well (like to login). It's just a teaser as the iPad just arrived, once they are done with the video optimization we will show it off."
This isn't the first time we've seen World of Warcraft running on an Apple handheld. Last year we watched a video of the MMO running on an iPhone courtesy of the Vollee client which promises to be able to do what Gaikai will do for PCs, but in our phones instead.
According to Digital Foundry, Gaikai for the iPad is a ground-up, HTML5-designed effort. If Gaikai, as an app, ever progresses beyond this tantalizing prototype stage, it's hard to tell if Apple will clear it as an App Store purchase. We don't need to lick a frog to predict that it'll at least experience some sort of scrutiny.
"I'd prefer to play World of Warcraft on my iPad more than just about any app they (Apple) permit. I'm not sure blocking great stuff is a good strategy," Perry told in a recent chat.
"I guess the point is that once we get our player written for iPad, we can run absolutely anything on it that same day."
Until that fateful day, though, we can just drool and wish.
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‘Battle for Wesnoth HD’ Arrives for the iPad
Prior to today's release, Kyle Poole's adaptation of Battle of Wesnoth [iPhone: 99¢ / iPad: 99¢] existed only on the iPhone, and while the game was good, it really seemed like it was never intended to be played on a screen that small. Battle for Wesnoth is a turn-based RPG with tons of user created content originally developed for the Mac and PC . Since the game was designed to be played on a computer with a keyboard and mouse, we thought that quite a bit got lost in translation to tiny touchscreen controls in our review.
I'm happy to report that the interface issues found in the iPhone version have been completely eradicated thanks to the massive screen of the iPad. At 1024×768, the game is rendered just as it is on the Mac/PC client, and all of the various buttons and menus work great even with my fat, pepperoni greased fingers. The increased screen resolution also allows you to see much more of the battlefield at once, resulting in much less scrolling too.

Unfortunately, right now the iPad port is a little rough around the edges still. There's an annoying bug where the screen goes black momentarily when the iPad is rotated, but launching the game with the rotation lock enabled fixes this. Also, while you don't need to do much scrolling around anymore, panning about battles feels much slower and laggier than it should.
Developer Kyle Poole has been very active on our forums and has consistently been adding content, fixing bugs, and tweaking performance in the iPhone version since its release. Sure, the iPad Battle of Wesnoth has a few issues, but it's completely playable, and with the current 99¢ sale, you really should grab this game if you're a turn-based strategy lover with an iPad.
App Store Links: Battle for Wesnoth, 99¢ (iPhone) – Battle for Wesnoth HD, 99¢ (iPad)
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‘Akihabara’ – Who Needs Flash Anyway?
Owners of the original iPhone will remember the dark days before the App Store or even the original jailbreaks and third party software when games and apps consisted of nothing more than clever web pages, usually loaded to the brim with javascript. The games were basic, and the "apps" consisted of little more than simple database-powered applets and tip calculators, but they did the trick.
is a HTML5 toolbox filled with all kinds of neat goodies that creative developers can use to make browser games. there are five demo games ranging from a simple Tetris-like game to a basic Zelda clone. The cool part is, these games work on every modern non-Internet Explorer browser, including the browsers of the iPhone, iPod touch, iPad, and apparently even other touchscreen phones like the Palm Pre.

Depending on what platform you're playing on, all of the proper controls appear on screen or you use the keyboard and arrow keys. On the iPhone, virtual controls pop up at the bottom of the screen and while they're not as responsive as a native game, it's still pretty amazing to think you're essentially playing a web page– Without even a smidge of Flash.
All of the games on the are free, and really worth a spin both because they're really impressive pieces of web development but also so you can appreciate what things were like before the App Store came around.
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‘iBASIC’: One for the True Retronauts Only
Do you recall hours of sitting in front of a monochrome CRT, tapping away at the keyboard of one of the first home computers to hit the market, enjoying the magic of very BASIC but highly enjoyable, early text-based computer games? If your memory (and gaming life) goes back that far, then AkeySoft Group's recently-updated iPhone title, iBASIC [App Store], may be for you.
iBASIC is an app that delivers a collection of some of the most popular computer games from the late '70s and early '80s. Each game is launched from and run within a retro-looking 40-column text display with an onscreen keyboard for text input.
The titles presently included in the app:
- Text Adventure
- Tictac
The author indicates that a future update will likely bring in-game saves as well as handwriting recognition for text input in landscape mode. There's also a free, lite version [] featuring a subset of the paid release's bundled titles.
Be warned: iBASIC gives an interesting look at (very) early gaming, but the paid version is definitely for the hardcore retro nut only.
App Store Link: iBASIC, $1.99,
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