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Exclusive Look at Manomio’s ‘iAmiga’ Emulation System (with Video)

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Indie development studio Manomio, whose proud motto is "in retro we trust," first grabbed our attention last summer when their Commodore 64 for iPhone [link] emulation app was rejected by Apple, putting some of the App Store's boundaries under the spotlight. Happily, though, C64 eventually got the green light and has been warming the hearts of retro gaming enthusiasts for just over a year, now. It's beautifully executed and is a favorite here at Touch Arcade.

Early this year, Manomio let us know that they had a whole lot more retro heart warming in store and shared details of their upcoming Amiga emulation system, now known as iAmiga, that would allow them to license and release various classic Amiga titles to be faithfully rendered on your iPhone screen. On hearing this we were — readers and editors alike — thrilled at the prospect of enjoying some of the true gaming gems that sit among the vast library of Amiga releases. A short tech demo video was provided in short order, showing two games in play, that served as quite a teaser, making us very anxious to get our hands on the studio's latest.

I'm happy to report that, yesterday, Manomio CTO Stuart Carnie was merciful enough to finally put an end to our suffering and provide us with an exclusive early build of the iAmiga system, packed with a bundle of sample games, to put through its paces. Yea, it's dirty work, but somebody's got to do it.

After spending some serious time with the iAmiga system, I can tell you that, for an early build, it is truly impressive. While it's true that a few of the games that I tried glitched at some point, the vast majority ran perfectly and buttery smoothly on my iPhone 4. I'm talking about totally accurate sound, flawless graphics, glass smooth animation — just as if the games were being played on the standard config Amiga 500 that iAmiga emulates. Right now there are keyboard, mouse, and joystick input systems that can be activated with a tap, but (especially in the case of the keyboard) they are quick and dirty solutions that will be replaced with much more refined components before anything lands in the App Store, Stuart assures me. The overall portrait / landscape control mechanics, like those found in the studio's C64, will be preserved, however.

As for what's under the hood of the iAmiga system, Manomio has taken the UAE4All Amiga emulator and tied it to Stuart's own ARM assembly optimized, emulated 68000 CPU core. In the name of performance, the core relies upon the ARM7x architecture and, as such, only iPhone 3GS / 3rd gen. iPod touch devices and up can play. iPad support is coming, as well.

The original plan was to take this emulator and wrap it around various licensed Amiga titles and release them as stand-alone games. That's still part of the plan, but as certain App Store restrictions have loosened a bit of late, there will likely also be a sort of Amiga shell app released that that allows the stand-alone games to be played in a richer Amiga emulation environment that may offers things like OpenGL ES 2.0 shader effects to add scan-lines, CRT glare, and even TV-out and iPad play using a tethered iPhone as a controller. Just the kind of things that make die-hard retro nuts rather weak in the knees.

Stuart has given the okay for us to record and share sample gameplay footage of his emulation system, and so I've put together a fairly lengthy mix of 10 Amiga games that you just might remember.

The games shown in the video are the following, in order: Defender of the Crown, Battle Squadron, International Karate +, R-Type, R-Type II, Speedball, Stunt Car Racer, Shadow of the Beast, Virus, and Xenon 2: Megablast. It should be noted that this list does not represent the list of games that will necessarily be coming to the App Store through the iAmiga system — these are games simply used to test the system in its developmental state. (In fact, some of these I added from my own collection of Amiga disk images.)

As far as what we will be seeing in the way of iOS Amiga releases, Manomio has licensed various titles from Cinemaware, so Defender of the Crown, It Came from the Desert, Wings, and others are on the way. The studio is currently in licensing discussions with several other IP holders to secure additional titles for iOS release, including Factor 5 (Turrican I, II, III), The Bitmap Brothers (Xenon II: Megablast), Magnetic Fields (Supercars), Cope-Com (Battle Squadron), and Archer MacLean (IK+). Additionally, they are in talks with an unnamed major mobile publisher that's very interested in putting Amiga classics in the hands of today's gamers.

As you can see from the video, what we're in for is a wave of excellent games that are retro, true, but not so retro that they lack mainstream appeal. (Yes, the Amiga was that advanced 25 years ago.) This is big news, not only for iOS gamers, but for mobile gaming in general. In my personal experience, Amiga emulation has been quite a bit more difficult to manage than other age-old platforms on proper Macs and PCs due to the complexity of the original hardware. The thought of having easy access to these games in a tap-and-go fashion — even standing in line at the bank — is just amazing. I call this some of the very biggest news in iOS gaming that we've ever covered and can't wait until all of you out there get a chance to enjoy these great Amiga titles on your iOS devices, as well.

For readers unfamiliar with the Amiga, it is a 16-bit computer released by Commodore in 1985. A far more complex system than the C64, the Amiga featured a powerful central processor (the same found in the early Macintosh), various custom co-processors, and a multitasking operating system that, together, enabled audiovisual feats previously unseen in a consumer system at that point in time. While it did not see enormous popularity in the United States, it was wildly popular in Europe and is considered by many to be one of the very best game platforms ever created. InfoWorld called the Amiga the "third milestone" in computing after the Apple II and IBM PC.

We'll be tracking Manomio's iAmiga project closely and will pass along any further details that emerge, as we get them.

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The Importance of iDOS, or, Someone Run With This Idea

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Yesterday developer Chaoji Li unleashed iDOS to the world. For 99¢, you were able to download a surprisingly fully functional version of Dosbox, a cross-platform program that emulates an IBM compatible PC running MS-DOS, tweaked to ridiculous lengths to work with the touch interface of iOS devices. We posted about it late yesterday morning, and within a few hours the story was picked up by TUAW, Gizmodo, MacRumors, Engadget, and many other media outlets before Apple ultimately pulled it from the App Store entirely a few hours later.

Originally we suspected that this might be the first of many full featured emulators appearing on the App Store following Apple easing up on approval guidelines, but after spending some time with iDOS, it became clear that someone obviously was asleep at the wheel in Apple's approval department. First off, iDOS allowed root access to the file system of the iOS device it was run on via use of simple DOS commands to navigate outside of iDOS's app directory. Secondly, it allowed for execution of absolutely any external DOS-compatible code from games to compilers to entire operating systems. (Some have even installed Windows 95 within iDOS.) As if things couldn't get worse from there, iDOS also came bundled with Dig Dug and Ms. PacMan, two games that Namco not only owns, but is currently selling on the App Store for $2.99 and $4.99 respectively.

Even with the new approval guidelines those three things are in serious violation of the developer agreement, and as such it wasn't much of a surprise to see iDOS quickly removed from the App Store. However, chances are, this won't be the last time you hear of the project. Chaoji Li has already submitted an update to Apple removing Dig Dig and Ms. PacMan, and intends to restrict file system access if Apple also feels that's a problem. Of course that leaves the glaring hole of complete code execution of any random executable you download and drop in to iTunes. One could be quick to jump to the conclusion that this means that iDOS is doomed to forever live in jailbreak purgatory as the freely downloadable DOSPAD, but I'm not so sure. Simply put, iDOS doesn't follow the rules Apple set for apps that are listed in the App store; but this aspect isn't important to understanding why iDOS is important.

Nostalgia gaming currently is bigger than it's ever been before as more and more people who grew up with video games as a main part of their childhood come into adulthood, and don't seem to have any problem spending money to relive those memories in remakes, sequels, and re-imaginations of their favorite games of the past. The Monkey Island remakes are an excellent example of a game studio taking completely classic intellectual property, refreshing it, and releasing it to both a crowd of new gamers and old gamers anxious to once again accompany Guybrush Threepwood on his quest(s). Similarly, iDOS allowed both new and old gamers to play a nearly limitless supply of classic DOS games on their iOS devices.

Much like using Dosbox on your Mac or PC, quite a few games require a bit of tweaking to run optimally, but this is hardly any different from the original releases of these games. (Or as someone put it on Twitter, often times coaxing the game to run on your ancient PC via jumper settings and other wizardry was half the fun of playing it.) Regardless, quite a few games run phenomenally on iDOS right out of the box. The thread on our forums is full of people posting positive results when attempting to run all kinds of retro games and programs. I spent an embarrassing amount of time playing The 7th Guest on my iPad yesterday, with a stupid grin across my face the entire time.

Adding all these things together when leveraged with the power of the App Store, results in the ingredients for a true renaissance of iOS retro gaming. The rate at which our story yesterday expanded to other massive blogs and media outlets proves that there is an immense interest out there for a plethora of classic PC games that iDOS is capable of running on the iPad, iPhone, and iPod touch. Chaoji Li proved that playing these games is entirely possible via his iOS-customized spinoff of Dosbox, and, with a little tweaking, many of them run quite well. The current pool of retro remakes and other inspired titles on the App Store (as well as other platforms) and their associated success proves people are willing to pay for them.

This brings us back to the issues that Apple will have with iDOS. Frankly, it does too much, is way too open, and there's likely no way for Apple to look the other way in the entire purpose of the emulator: To execute whatever remote code you drag into iTunes. When emailing back and forth with Chaoji yesterday, I asked him what he thought about another possible alternative for the direction of iDOS.

What if developers leveraged the power of iDOS, or, more accurately, the open source nature of both Dospad and Dosbox to release individually tailored versions of iDOS with a specific game embedded and the emulator extensively tweaked to run that game well? id Software is already using Dosbox in this exact way to re-release both Commander Keen and Wolfenstein 3D on Steam. Sega has used their own Genesis emulator to release Sonic and other classic games on the App Store. The only thing stopping developers from doing the same thing with any number of classic PC games is tracking down who owns the rights to them, licensing the IP for distribution on the App Store, and tweaking iDOS to exclusively load that content. Chaoji told me he's even willing to help making the entire wrapping process easier in any way he can.

If you're an iOS developer out there trying to come up with what your next project will be, consider looking up who currently holds the rights to your favorite retro game. Since most of these games are freely distributed as abandonware, you might find that the owners may be willing to strike an amazingly reasonable deal with you, or just give you their blessing to breathe some new life into their projects of the past for nothing at all. As mentioned previously, the market is there, the software is there, the distribution network is there.

All we need to start the revolution is developers willing to answer the call.

Thanks to IzzyNobre for the awesome photos, and forum members for screenshots.

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Written by admin

October 28, 2010 at 2:15

‘Babylonian Twins’ 75% Off, Marking Amiga’s 25th Anniversary

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As someone who's been a gamer for 30 years now, I must say things have come a long way from those distant, humble beginnings.

A few crude black and white blocks turned into somewhat less crude color blocks, which became much nicer looking high-palette pixel art and — flash forward 20 years — we've got expansive 3D worlds rendered sharper than a high-definition feature film. Technology marches ever on and, along the way, has brought gamers a vast array of computers and consoles, each a step forward from the one that came before. And the largest single step forward along these lines that ever took place was unquestionably the arrival of the Amiga from Commodore.

At half the price of the Macintosh and a quarter the price of IBM's meatiest desktop, the Amiga, which PC World called the seventh greatest computer of all time, delivered vastly more capable hardware than either, along with a fully preemptive multitasking UNIX-like operating system. Nothing of the likes of its graphics and audio capabilities had ever been seen before. It excelled in gaming and this new sort of thing called "multimedia" that, at the time, people really didn't know what to make of. It really was 10 years before its time.

This year marks the 25th anniversary of the Amiga and a number of tech sites are taking the opportunity to pay tribute to this infulential platform with retrospectives and historical pieces. And, we're happy to report that Amiga and iPhone developer Rabah Shihab is honoring the occasion by dropping the price of Babylonian Twins for the iPhone [App Store] by 75% this weekend.

We took a close look at this reimagining of his 17-year old Amiga title back in April and found it to be one of the very best iPhone games out there (we gave it 4.5 stars). An iPad version is also available [App Store].

Babylonian Twins is s a puzzle-platformer with two-character tag-team type play. You control brothers Nasir and Blasir in order to solve each levels. Each character has some special abilities, but only one can be active at once. Switching between the two is as simple as tapping on a button — leaving the unplayed character as a statue. You'll find you need to tag team to make your way past puzzles and obstacles, and even use the other character as a springboard to jump higher. Blasir can jump higher, and dash into walls, while Nasir spin to break through weakened floors. The game is a collaborative effort between the two characters.

The game has been entirely revamped since the original Amiga version and includes all new graphics and audio.

And, while Babylonian Twins is a truly excellent title, it's not the only quality Amiga conversion in the App store. Not by a long shot. And, thanks to Manomio, among others, we're in for a lot more Amiga game goodness in the App Store later this year.

Related Amiga links:

App Store Link: Babylonian Twins, $0.99
App Store Link: Babylonian Twins HD, $4.99 (iPad Only)

TouchArcade Rating:

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Written by admin

July 25, 2010 at 20:15

Yoot Saito’s ‘The Tower iPad’ (SimTower Sequel?) Coming Soon

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It seems that even though Apple rejected Yoot Saito's first attempt at an App Store game for being "unpleasant", Saito is ready for another go, but this time for the iPad. According to sketchy information from his blog in poorly machine translated Japanese, it appears The Tower iPad is coming soon.

Yoot Saito is Japanese game designer known for innovative game design. His first major game was SimTower and it's sequel Yoot Tower/The Tower II which was later remade for Gameboy Advance, and the Nintendo DS. Wikipedia describes the original SimTower:

SimTower: The Vertical Empire is a construction and management simulation computer game developed by OPeNBooK Co., Ltd. and published by Maxis for the Microsoft Windows and Mac OS 7 operating systems. It was released in November 1994 in the United States. The game allows players to build and manage a tower and decide what facilities to place in it, in order to ultimately build a five-star tower. Random events take place during play, such as terrorist acts that the player must respond to immediately.

Here's a video for The Tower DS (in Japanese):

And that's all we know so far. We'll keep an eye out for it, and hopefully we'll see an international (not just Japan) release.

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Written by admin

July 9, 2010 at 18:15

Apple iPad Available for Pre-Order in U.S.

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Apple has started accepting pre-orders on the Apple iPad for delivery in April. The Wi-Fi version of the iPad will be the first to ship by April 3rd while the WiFi + 3G versions will follow in late April.

Apple announced the iPad originally in January and represents a larger tablet-sized device running Apple's iPhone operating system. The iPad has seen a lot of excitement among developers with several planned game launches designed specifically for the device.

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Written by admin

March 12, 2010 at 18:05

Emulated Commodore Amiga Games Coming from Manomio

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Retro gaming fans can add another item to their "things in life to be excited for" list, as we just got word that Manomio, who brought us the C64 for iPhone [App Store] emulator, is currently working on bringing an Amiga emulator to the App Store.

Retro Gamer magazine recently talked with the developer, Stuart Carnie, who indicates that games will likely be distributed as individual, packaged apps to keep the Amiga operating system hidden, allowing the player to focus only on the games themselves. There's not much information right now as to just which Amiga games we'll be seeing on the iPhone, but Retro Gamer indicates that, among the games on the way, is Archer MacLean's classic fighter International Karate +.

"We've ported an Amiga system and have secured some great games," says Stuart. "It runs at full speed on a 3GS and similar hardware and at a respectable frame rate for the 3G devices. IK+ plays very well."

For readers unfamiliar with the Amiga, it is a 16-bit computer released by Commodore in 1985. While it did not see enormous popularity in the United States, it was wildly popular in Europe and is considered by many to be one of the very best game platforms ever created. (And it's a platform I happen to hold quite close to my own heart.)

The Amiga was so capable a game machine back in 1985 that even today's gamers without any particular retro inclination should enjoy the vast majority of titles with which Manomio is about to gift us.

Have a look at this nice sampling of 100 Amiga games in 10 minutes.

You can be sure we will bring additional information on Manomio's latest as we receive it. I can't wait to see what's in store for iPhone gamers from the world of Amiga gaming.

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Written by admin

February 10, 2010 at 14:05

Amiga’s Unreleased ‘Babylonian Twins’ Heads to iPhone [UPDATED]

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The iPhone has attracted a notable number of Amiga game ports since the App Store went live. Worms, Pinball Dreams / Fantasies, Krypton Egg, Beneath a Steel Sky — the list goes on. For those unaware, the Amiga was an extremely innovative platform, released in 1985 by Commodore, that saw rather limited success outside of Europe. It featured a lean yet powerful operating system and a great deal of custom hardware that made it the choice gaming platform of the day (for those that were aware of its existence). Despite Commodore's demise in 1994, a few stragglers still carry the Amiga torch.

In an App Store first, the iPhone is about to receive a port of a highly praised Amiga game…that never was.

babyloniantwins_tower_03

In 1993, Iraqi developer Rabah Shihab, part of the Mesopotamia Team, began work on the Amiga title Babylonian Twins (with basically no budget), inspired by what he saw of other games' depiction of Iraq. As he explained in an interview with Amiga Games That Weren't,

…My real dedication for this theme came during the early nineties after I saw a computer game in which you control a warplane with the goal of bombing Iraq. Putting the bombing aside (I was in Baghdad during the first gulf war and I saw the human suffering that resulted from the real bombing ), I didn't like the way they depicted Iraq in the game, as a primitive and uncivilized place. I wanted to build a game that counter that image, a game that shows the vibrant history of Mesopotamia. In Babylonian Twins, the game takes you to different historical places, from Babylon to Assyria. We relied on authentic history books to design many of the graphics in the game.

Shihab was impressed by the smooth scrolling of Team 17's Amiga title Superfrog and set out to deliver similar visual finesse in his title. Another inspiration was Konami's MSX release Maze of Galious. The team released a very well-liked demo version of the game, but no full Amiga release ever came. And although he, later, targeted the Xbox Live Arcade, it's the iPhone that will at long last receive the final release. And, befitting the game's history, the full Amiga release is also imminent.








The forthcoming game is a puzzle platformer with an authentic historic feel and unique two-character gameplay. It features the puzzle elements of Maze of Galious with the multi-character control of Lost Vikings, along with the glass-smooth animation of Superfrog. The author indicates that the iPhone version features an original soundtrack, excellent graphics, and over a dozen large levels.

See the developer's trailer video for a look at the updated version.

[ Full HD version | Low Bandwidth version ]

Videos of the original Amiga demo version can be seen herehere, and here. Amiga screenshots are also available.

UPDATE: In putting together this post, we sought further information from the developer, but he got back to us a bit after the post went live. Shihab wants to make sure readers are aware that the iPhone version of Babylonian Twins is an entirely new game that borrows no graphics or audio from the Amiga version. He assures us that all aspects of the game have been enhanced specifically for the iPhone by a dedicated team (and this time around on a healthy budget) over the course of the game's six-month development cycle.

We're quite anxious to get our hands on the final product and will bring further news of the iPhone release of Babylonian Twins as we get it. Stay tuned.

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Written by admin

January 18, 2010 at 2:05

Amiga’s Unreleased ‘Babylonian Twins’ Heads to iPhone

without comments

The iPhone has attracted a notable number of Amiga game ports since the App Store went live. Worms, Pinball Dreams / Fantasies, Krypton Egg, Beneath a Steel Sky — the list goes on. For those unaware, the Amiga was an extremely innovative platform, released in 1985 by Commodore, that saw rather limited success outside of Europe. It featured a lean yet powerful operating system and a great deal of custom hardware that made it the choice gaming platform of the day (for those that were aware of its existence). Despite Commodore's demise in 1994, a few stragglers still carry the Amiga torch.

babylonian twins screenIn an App Store first, the iPhone is about to receive a port of a highly praised Amiga game…that never was.

In 1993, Iraqi developer Rabah Shihab, part of the Mesopotamia Team, began work on the Amiga title Babylonian Twins (with basically no budget), inspired by what he saw of other games' depiction of Iraq. As he explained in an interview with Amiga Games That Weren't,

…My real dedication for this theme came during the early nineties after I saw a computer game in which you control a warplane with the goal of bombing Iraq. Putting the bombing aside (I was in Baghdad during the first gulf war and I saw the human suffering that resulted from the real bombing ), I didn't like the way they depicted Iraq in the game, as a primitive and uncivilized place. I wanted to build a game that counter that image, a game that shows the vibrant history of Mesopotamia. In Babylonian Twins, the game takes you to different historical places, from Babylon to Assyria. We relied on authentic history books to design many of the graphics in the game.

babylonian twinsShihab was impressed by the smooth scrolling of Team 17's Amiga title Superfrog and set out to deliver similar visual finesse in his title. Another inspiration was Konami's MSX release Maze of Galious. The team released a very well-liked demo version of the game, but no full Amiga release ever came. And although he, later, targeted the Xbox Live Arcade, it's the iPhone that will at long last receive the final release. And, befitting the game's history, the full Amiga release is also imminent.

The forthcoming game is a puzzle platformer with an authentic historic feel and unique two-character gameplay. It features the puzzle elements of Maze of Galious with the multi-character control of Lost Vikings, along with the glass-smooth animation of Superfrog. The author indicates that the iPhone version features an original soundtrack, excellent graphics, and over a dozen large levels.

See a video of the Amiga demo release of the game. (Screenshots in this article are also taken from the Amiga demo release).

Other Amiga demo videos can be seen here and here. Screenshots are also available.

We're quite anxious to get our hands on the final product and will bring further news of the iPhone release of Babylonian Twins as we get it. Stay tuned.

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Written by admin

January 17, 2010 at 2:05

Apple Tablet and Future of Touch Gaming

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If you've been paying attention at all the tech media, you will have heard about the rumored Apple tablet. Apple is widely expected to announce a new tablet device at the end of January, for possible release as early as March. The upcoming 10" tablet (or iSlate) is believed to be based on the iPhone operating system and adopt the App Store model for 3rd party developers.

We discussed the implications of such a device for gaming in our recent podcast, but weren't entirely sure what it would mean. A large screen multi-touch device might open up some interesting possibilities in the realm of gaming, but the adoption of a more expensive device will certainly be slower than the explosive growth of the iPhone and iPod Touch.

We were reminded, however, of Illusion Labs tech demo showing their iPhone games Sway [$4.99] and TouchGrind [$4.99] on a massive multi-touch table:

We thought it would be a good discussion piece as we await to see what Apple will unveil later this month.

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Written by admin

January 6, 2010 at 2:05

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