Archive for the ‘POI’ tag
A Close Look at the ‘iControlPad’ Bluetooth Control Accessory

Back in March 2008, when Apple announced the iPhone SDK and the then-forthcoming App Store, many people immediately though: GAMES. I know we did — that's why we started TouchArcade that very month. Another person who felt that gaming would be huge on the iPhone is Craig Rothwell of . Seeing an opportunity there in the button-lacking iPhone, Craig and company began designing the , a gaming accessory originally designed to mate with the iPhone and provide a D-pad plus four buttons. We first caught wind of this effort quite a while ago — over three years ago, in fact. In that time, the iControlPad has shape more than once, changed interfaces, and, finally, become a real product that can be .
Yesterday, we received a test unit and I've been putting it through its paces and learning its ins and outs all day. Let me share my impressions.
The first thing that strikes you about the iControlPad when you unpack it is its myriad inputs. There's a D-pad, a four-button diamond, a Select and Start button, two back buttons, and two analog sticks. Best of all, the glorious analog sticks! And…the first disappointment comes when you, iOS gamers, discover that they're rendered unusable due to Apple's restrictions on the type of Bluetooth devices that can interface with iOS.
The iControlPad is a complex device that features many different modes of Bluetooth operation: keyboard emulation, Serial Port Protocol (SPP), a slew of Human Interface Device (HID) modes, as well as custom combinations of several. What's more, it features firmware that can be flash-updated from Mac OS X, Windows, and Linux. While, due to the aforementioned restrictions, the iControlPad can only interface with un-jailbroken iOS devices by way of keyboard emulation, it can interface with other platforms, including Android and WebOS, via the more robust protocols and, thus, deliver its full range of capabilities. Keyboard emulation does allow all other controls on the device to work under iOS — but no analog sticks, which need to send a constant stream of positional data to the host device.
Jailbroken iOS devices can take full advantage of the analog sticks, as demonstrated in this iPhone demo video.
The iControlPad's keyboard emulation mode interfaces with iOS devices in a similar manner as the iCade, with one "keypress" being sent to the iPhone when an action begins, and another when that action ends. The following diagram, kindly provided by Stuart Carnie of Manomio, illustrates the basic event flow in this mode of operation.

Under the keyboard emulation mode, the native iControlPad key protocol is a bit more complex than that of the iCade, and as a result it should exhibit slightly more latency than ThinkGeek's control device, though happily, it's not easy to see. No big worries though, as an imminent firmware update will allow the iControlPad to go into an iCade emulation mode, of sorts, using its same key protocol, which will allow it to work with any game coded to take advantage of the iCade controller.
A little more concerning is a situation I noticed when playing games that require a great deal of button mashing (like R-Type). At times in such games, the onscreen ship would continue going in the last direction I triggered, ultimately flying off the screen or into a wall. I'm not certain, but it seems more a key signal issue than a physical issue of the D-pad sticking. If that's indeed the case, I hope a firmware update will resolve the matter.
The iControlPad itself feels pretty substantial. It consists of a core rectangular control unit with rubber end-caps that can function as a free-standing Bluetooth control unit for many types of devices. The standard end-caps can be removed and replaced with a locking plastic frame that allows various phone-sized devices to be physically connected to the unit. For iPad use, you'd want the generic end-caps, while you'd want the iPhone end-cap-frames to attach an iPhone. Other phones can use other end-caps.
The unit features a non-removable, rechargeable 1350 mAh battery that can be used to charge your iPhone's battery by way of plugging a into the iControlPad's USB port. Given that the iPhone 4's battery is 1420 mAh, the unit can deliver a notable boost in usage time for the host device. A very nice feature.
As mentioned previously, I tested a number of games on the iControlPad-equipped iPhone, including R-Type. That's Amiga R-Type running under a build of Manomio's iAmiga emulator with iControlPad (and iCade) support built-in, kindly provided by Stuart Carnie. Any joystick-based game running under the developer iAmiga build in question can be played using the iControlPad. And played well — the experience feels great, aside from the occasional "sticking" issue that I spoke of earlier. If and when that gets ironed out, the iControlPad unquestionably delivers a far superior game experience than any manner of on-screen D-pad.
That said, I only have this iAmiga build thanks to a developer connection. I am not aware of a single game sitting in the App Store at this moment that natively supports the iControlPad. Several currently support the iCade, and when emulation for that device arrives, iControlPad users will have more to play with. I am sure that, in time, the device will gain app support, but it's something of a bleak playing field right now.
After spending a long day with the unit, I cannot recommend that the typical gamer run out right now and grab one. It's true that I recently praised the iCade in my review, but as a physical arcade machine replica, it delivers more of an overall retro "experience" than simply a new method of control. And, there's value there, to me and the other retro goons, I feel. I think the iControlPad needs to see some issues ironed out and a bit more adoption before it becomes a desirable accessory for the typical iOS gamer. For the hobbyist developer or the hacker sort with jailbreak in their blood, however, it's a pretty great device to tinker with. I am definitely intrigued and think it's got potential as something that might find itself on an iOS gamer's wish list.
Here's hoping Apple loosens up its Bluetooth restrictions so that the iControlPad and devices of its sort can deliver their full functionality to iOS gamers.
We'll keep readers updated as the iControlPad evolves. Stay tuned.
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Freebie Alert – Vertical Shooter ‘Sky Force’ Temporarily Free
A while back, developer promised that if they could get to 5,000 “Likes” on their that they would drop the price of their vertical shmup Sky Force [Link] to free for 48 hours. Yesterday they hit that goal, and true to their word you can now grab the full version of Sky Force for zero dollars.
Sky Force on iOS was released is actually a port of a game that Infinite Dreams had created several years ago for PocketPC, Palm, and various other handheld devices. It feels a little old-school compared to some of the other shmup offerings on the App Store, but Sky Force is still a really solid shooter that’s actually a lot of fun.
There are 8 different missions to play through and 3 different ships that you can use, each with their own unique attributes. The goal of each level is to destroy a set percentage of the enemies before you reach the end. There are a few different weapon upgrades to pick up along the way, and there are even survivors that can be rescued for additional points at the end of a level (providing you are eagle-eyed enough to spot them).
Sky Force doesn’t seem like much compared to some of the more contemporary shmup releases out there, but it’s a really decent little game that should appeal to shmup fans looking for a new fix. It’s definitely worth a download while free, and if you enjoy it like I do, then I can easily recommend its sequel Sky Force Reloaded [$1.99/Lite] (which actually appeared on iOS before the original did) for more of the same style of gameplay with new levels and a few additional tweaks.
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‘Sissy’s Magical Ponycorn Adventure’ – The Cutest Game, Basically Ever, Now on the App Store
when Ryan Henson Creighton, awesome dad and game developer, decided to take his daughter Cassie to the game jam in Toronto, Canada. With his daughter he created , a free to play Flash game with art, voices, and design done entirely by five year old Cassie. Since then it has become somewhat of , and through donations Ryan has raised nearly $3,000 to put towards Cassie's education. The game is good, too. It's probably the craziest point and click adventure game I've ever played through, and it's basically impossible for the story of its creation (and success) to be any more heartwarming.
Sissy's Magical Ponycorn Adventure [$2.99] was just released for the iPad on the App Store, further expanding the Cassie's Ponycorn empire. Check out the trailer below to see what it's all about:
The game itself is short, and really, you can play it if you want… Or if you've got an iPad you can grab it on the App Store to pitch an additional $3 to Cassie's education fund.
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‘Ascension: Chronicle of the Godslayer’ Review – On The Fly Deck Building
Reviewing card games is always tricky for me. As I've mentioned in previous card game reviews, I've been playing Magic: The Gathering on a competitive level since the earliest days of the game which gives me an entirely different perspective on card games from most gamers. People on are having a fantastic time with Ascension: Chronicle of the Godslayer [$4.99 / Lite], and from a technical perspective it's absolutely fantastic, but all this really does is make me wish that we could finally get iOS ports of some of the better card games out there.
From a technical standpoint, there's really not much more you could ask for. First off, the game is universal and plays great on both the iPad as well as smaller iOS devices. I find myself preferring it on the iPad since the increased screen real estate really lends itself to games like this, but it's just as good on the iPhone. The touch interface works great with card games, as anyone who has basically played any card game on an iOS device could tell you, and Ascension is no different. There's options to make the game run as fast (or as slow) as you'd like, multiple levels of AI, and even online multiplayer via Game Center.

The actual game of Ascension is a somewhat refreshing spin on fantasy-based card games in that instead of building a specific deck that you use in battles, you're building your deck on the fly from game to game. Players start the game with identical basic decks of ten cards consisting of two militia cards which provide the "power" resource and eight apprentice cards which provide the "rune" resource. Using power and runes you're able to interact with a common pool of cards to either acquire new cards for your deck or defeat monster cards. Most actions you do in the game award different amounts of victory points, and at the end of the game, the player with the most victory points wins.
Like most card games, Ascension: Chronicle of the Godslayer is infinitely easier to explain visually. The good news is, Ascension started its life as a physical card game, so there's no shortage of incredibly detailed videos on how the game works. Here's a particularly fantastic one from Tom Vasel of :
There's some things that I really like about Ascension. Similar to , it's really cool how each game starts off totally fresh. Unlike games where players have decks they've built themselves, no one can enter a game with a stacked deck filled with the best cards. Everyone has access to the same card pool, and there's a decent amount of variety in the deck building strategy you can try to follow from game to game. If you have an opponent that did something interesting with how they built their deck, you can try doing something similar the next game. As someone who has invested thousands of dollars into specific Magic decks that I've been more or less locked into playing through entire set rotations, this is just awesome.
But with the good, there's a hefty amount of bad. First off, the card art is laughably terrible. It seems like placeholder art that just never got refined, and some of the card art flat out looks unfinished. I'm not sure if this is intentional or not, but there is an incredibly odd contrast between how great Ascension is as an iOS game from a technical perspective and how poor the art is. It's easy enough to overlook, but the art totally jumps out in your first moments with the game which leads to some incredibly mediocre initial impressions.
While I really like the nature of these types of deck building games, Ascension is entirely too random, especially with more than two players in the mix. It's virtually impossible to follow any kind of deck building strategy, as you're faced with two layers of randomness: The cards you draw, and the cards that are drawn off the communal deck to replace other cards that have been acquired/defeated by other players. Instead of being able to follow a game-wide strategy, you're faced with focusing on tactics on a turn by turn basis resulting in often disjointed decks and just buying/defeating whatever cards you can that turn.
Lady luck can be a cruel mistress, and sometimes the seemingly awesome deck you've built can be rendered entirely useless based on a series of horrible card draws to the common pool. For instance, one viable deck building strategy involves focusing on cards that generate power to spend slay monsters which can generate a considerable amount of victory points. However, if you hit a unlucky streak of cards in the common card pool with other players being slow to acquire them to get fresh cards on the field, your whole deck stalls out without any substantial monster cards to kill. Also, the high levels of randomness can often let one player in a game get an incredible lead in victory points, making even attempting to finish the game bordering on fairly pointless.
Asynchronous online multiplayer seems incredibly promising, but Ascension is faced with the same problem that so many similar games fall victim to: It can be difficult finding people to play with, especially people of equal skill. I've managed to get a few games going, but a (seemingly) small player base combined with the length of the individual games doesn't lend itself at all to available random matches with people that will play games to completion. When the stars align and you do get into a four player online game, it's a ton of fun, but as soon as a single player becomes unresponsive the entire game grinds to a halt.

At the end of the day, the developers did an absolutely fantastic job porting Ascension: Chronicle of the Godslayer to iOS devices. I'm not sure what if anything they could have been done differently to make the game better, as all of my issues with Ascension are directly linked to the source material and are shared with the physical version of the game as well. I almost think it's biggest downfall is how precise of a port the game is.
Regardless, if you're interested in fantasty-based card games I'd highly recommend at least giving the lite version of Ascension (which is also universal) a try. As mentioned at the start of this review, I'm fully aware that my outlook towards card games in general might be a little more hardcore than most out there, so you might find my complaints to be not much of an issue for you. Either way, the lite version will give you a great idea whether or not the game of Ascension: Chronicle of the Godslayer jives with you, if it does, definitely grab the full version.
Ascension: Chronicle of the Godslayer, $4.99 (Universal)
Ascension: Chronicle of the Godslayer Lite, Free (Universal)
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‘Ticket To Ride’ Gets Pass-And-Play In Latest Update
Ticket to Ride [$6.99] is a tremendous board game-to-digital game translation. It looks and feels authentic and boasts a wide range of features. It’s a sharp title through and through, but it was missing a couple of things at launch, namely a pass-and-play option. That has since been added. Developer hit us up about the game’s most recent patch, which adds the aforementioned mode for up to four friends or a mix of friends and AI. It even hides your cards when you pass the device, which is a super-smart design decision.
More was added in this update, though all take a backseat to pass-and-play. You can now mute voices if you don’t want to hear them, as well as skip some animations. The buttons in the game’s silly “Central Station” now have names so you know what you’re clicking on, and hey, if you’re colorbind, “better support” has been added in. Finally, there’s been an update to the netcode for people with crappier connections. Most notably, if you drop out of a match, there’s now an option to do a quick recovery and jump back into action.
That’s a lot stuff addressed and there’s still more. If you’re interested in learning all, hit up the game’s full patch notes at this iTunes link.
Ticket To Ride is easily one of the better board games turned digital, and this update only strengthens its position. If you’d like a more critical dissection of the title look no futher than our review. Spoiler: it’s glowing.
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Early Demo Video for ‘Afterlife: Ground Zero’, A Survival Horror Game that Uses the Unreal Engine
, creators of Dungeon Defenders [$2.99] on iOS, are currently working on a project tentatively titled Afterlife: Ground Zero. The game will be a survival-horror third-person shooter, and should contain some sort of cooperative gameplay. I use the word “should” because at this moment the Afterlife project is still in the very early stages, and nothing about the game has really been finalized.
Over this past weekend, an internal gameplay video of Afterlife was accidentally uploaded publicly to the vastness of the YouTube interwebs, and it didn’t take long for members to take notice of the video and post it for all to see. The problem is, the video wasn’t meant for public consumption, and was really only meant as a tech demo to show off internally.
Well, you can’t fight the power of the internet, and instead of running around and trying to eradicate every version of the video that gets uploaded Trendy decided to just recapture the same footage in a higher quality and release it publicly. Keep in mind, this video is mostly just a tech demo running on an iPad 2 using the Unreal Engine, and many things can and will change before a final release:
One thing worth pointing out is that the virtual controls are definitely placeholder, and were whipped up quickly just for the purposes of this demo. Other than that, though, Afterlife looks pretty astounding. As was stated, the game is VERY early and will likely evolve quite a bit as it continues development, but this demo video shows a ton of promise. You can follow along with the discussion and we’ll definitely have more news on Afterlife: Ground Zero just as soon as it’s available.
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A Hands-On Preview of Amiga Classic ‘Defender of the Crown’ for iOS

For quite some time now we have been tracking 's upcoming iAmiga emulation system for iOS, designed as a sort of wrapper or delivery vehicle to bring licensed Amiga games to the App Store. At the end of last year, we posted an exclusive preview of the in-development system, including a demo video showing a number of classic test titles running quite well on an iPhone 4. One of the titles we played with back then was 's classic 1986 strategy game, Defender of the Crown. I'm happy to report that this well-loved, fully-licensed
title will be the first iAmiga-powered game to land in the App Store, and that Manomio CEO Stuart Carnie was kind enough to grant us exclusive access to a near-release build of the game.
First, let me say a little bit about the game, for those that may be unfamiliar. Defender of the Crown is a strategy game set in medieval England. The player takes on the role of any of four Saxon knights in a bid to defeat the Norman invaders and fill the vacant throne of England. The original game manual, which is packed with historical information, tells the story well.
IT IS A TIME OF LEGENDS. A time for heroes. A time of bitter strife, when great men rise above their peers to perform great deeds. A chapter of history is in the making.
Your liege the king is dead, the throne vacant. Britain enters a season of destruction, a winter of killing that can end only when the last brave Saxon knight lies dead or the castles of the Normans lie in heaps of rubble, emptied of the foul oppressors who have enslaved your people.
It is a time when foreign invaders shall learn truths administered by the shining blades of Saxon swords. It is a time when heroes are made, and legends are born.
The game is centered around a -style map of England on which the player builds and deploys troops in an effort to defend home territories and take land occupied by the Normans. The struggle involves field combat, castle raids (with catapults, even), jousting, rescuing damsels in distress, and the like. While some of the action is quite involved — jousting is a first-person affair, for instance — other portions of it are more high-level strategy, i.e. click attack, watch the stats columns update. The whole thing is laid out like a very interactive board game, as opposed to something more intricate and vast, such as the more recent Warcraft III or Starcraft II. It is 25 years old, after all.
Even though Defender of the Crown is now 25, the pixel artwork of the talented and renowned is still lovely to behold — and I don't think I'm talking through my retro blinders, there. Given that, I wanted to share an excerpt from Brian Bagnall's excellent book On the Edge:
the Spectacular Rise and Fall of Commodore, to help convey just how actually jarring an experience it was to see the game for the first time back in 1986.
[Amiga co-creator R.J.] Mical saw artist Jim Sachs push the Amiga to its full potential. "Jim Sachs, what a God he is," marvels Mical. "Jim Sachs is amazing. These days everyone sees graphics like that because there are a lot of really good computer graphics artists now, but back then, 20 years ago, it was astonishing to have someone that good."
The final game was a landmark in video game production values. As game designer Bob Lindstrom recalls, "The shock of seeing Defender for the first time was one of those experiences that changed the gaming stakes for all of us."
Compared to other video games of the time, Defender of the Crown established a new level of quality. IBM had Kings Quest by Sierra On-Line, a decent but primitive adventure game. The Macintosh had games like Checkers or Backgammon, or board games like Risk. Defender of the Crown had richer graphics than any computer, console, or even arcade game could boast in 1986. It was a revelation.
That's not to say that the game shined so brightly on every one of the numerous platforms to which it was ported. While the Amiga original is unquestionably the most visually impressive of the lot, there's room for debate as to which version . And, happily for iOS users, it's the Amiga version that will soon be landing in the App Store.
Being a faithfully emulated version of the original, Defender of the Crown for iOS brings with it the Amiga's mouse-based controls, and Manomio has done a good job of making that work with the iPad's touchscreen. In order to interact with items on the screen or aim the jousting lance, the screen becomes basically a large trackpad, with a pointer that can be dragged or clicked (tapped) to get things done. As a full-time user of Apple's large , I very quickly got accustomed to the interaction, there. In a number of situations, a direct tap on this or that item on the screen would be preferable to dragging the pointer about, true, but I think it's important to remember that this is an emulated title that is being made available to iOS gamers thanks to the iAmiga system. A ground-up rewrite of a classic from years past — and the likelihood of that occurring — is an entirely different proposition, from many angles. I think there's much to be enjoyed about Defender of the Crown on iOS, just as it is.
Have a look at a bit of gameplay on the iPad 2 from the latest build of the game.
Stuart indicates that right now the game is feature complete and all that's left is to finalize the in-game documentation. Defender of the Crown for iOS is a Universal application supporting the iPhone 3GS, 3rd gen iPod touch, iPad, or better. It should arrive in the App Store in about two weeks and we'll be sure to let readers know when they can start to have fun storming the castles.
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‘The King of Fighters-i’ Review – A New King of iOS Fighters is Crowned
Last year, Capcom raised the bar for traditional fighting games on the touch screen with Street Fighter IV [$4.99], and a couple of weeks ago they upped their game again by releasing Street Fighter IV Volt [$6.99] with online multiplayer. To a lesser degree, we’ve also seen Ultimate Mortal Kombat 3 [99¢/HD] on the App Store, and although quirky and rough around the edges it still offered up a decent portable experience for fans of that series. With ’s recently released The King of Fighters-i [$7.99], we now have all the major players of the mid-90s 2D arcade fighter rivalry once again battling it out with each other, this time on the App Store.
While SNK’s various fighting franchises all had a pretty dedicated following, it was always the Street Fighters and Mortal Kombats of the world that stole the mainstream spotlight. Now here, more than a decade later on iOS, SNK Playmore has brought their A-game for a shot at the iOS fighting crown. And true to its namesake, The King of Fighters-i takes that crown by elevating touch screen fighters to the next level. It’s missing the marquee feature of online multiplayer that Street Fighter IV Volt can boast about, but when it comes to control responsiveness, speed, performance, visuals, animations, and approachability, The King of Fighters-i tops the competition.

The King of Fighters-i is based off of the newest entry in the franchise, The King of Fighters XIII which hit arcades last Summer and is slated for a home console release this October. The game comes with 14 playable characters, and anybody who knows the King of Fighters series knows that that is just a fraction of the monstrous roster of total available fighters. But it’s a decent start, and all of the included characters are interesting and fun to use. Plus, SNK Playmore states in the game’s description that 6 additional characters will be coming by October in free updates, most likely in time to coincide with the console release of the game.
The meat of The King of Fighters-i lies in the 4 single player modes. First, there is the traditional arcade mode lets you engage in the 3-on-3 team battles that are a staple of the series or regular 1-on-1 matches. Then there is an endless mode which is your typical game of survival as you face off against as many consecutive opponents as you can using just one gauge of life, which gets refilled slightly in between rounds. Finally, there is an excellent training mode which not only lets you spar against a computer opponent with many adjustable parameters but also features a fantastic combo training section that will teach you how to pull off some of the extensive combos in the game, some of which are incredibly elaborate.
As for controls, The King of Fighters-i is set up very much like Street Fighter on iOS, right down to the virtual controls which can be placed anywhere on the screen that’s to your liking. Despite the similarities though, The King of Fighters-i controls come out on top, and feel a notch above Street Fighter in terms of overall responsiveness. There's a punch and kick button, a button for evading, one dedicated to simplified special moves, and a fifth button used for entering a hyper state when one of your special meters is filled. These special meters also allow you to do super and EX moves. All of this is explained well in the tutorial that gets you off an running with the basics without much hassle.
The one big feature I love about the controls here is the inclusion of simplified special moves. This allows specials to be pulled off just by hitting a direction along with the dedicated special moves button. For someone like me who isn’t as intimately familiar with each character’s move sets, this allows me to use any character on a whim and not have to worry about constantly checking a move list in the pause screen and trying to memorize their special moves. It really encourages using and exploring different characters rather than the ones I’m normally comfortable with, and also makes the game a bit more playable with virtual controls.
At this point, the bones of The King of Fighters-i seem fairly comparable to other entries in the genre, but it’s in the overall execution where the game really outshines its opponents. The first thing you will notice is that The King of Fighters-i is much faster than other fighting games on the App Store. The action can get really fast-paced, but thanks to the excellent controls it’s not a problem to keep up. Also, I’ve never ran into so much as a stutter in frame rate while playing, and load times are lightening quick.
Graphically, the game is pretty incredible. It contains static backgrounds similar to Street Fighter IV, which is kind of a bummer, but the backgrounds in The King of Fighters-i are much crisper and more vibrant than the drab, fuzzy ones found in Capcom’s offering. Where the game really stands out visually is in the amazing hand-drawn sprites which are animated so fluidly it almost feels like you're watching a cartoon. The character sprites are a bit jagged around the edges, but you’ll hardly notice once you see them in motion. The animations, to me, are what make The King of Fighters-i feel the most like an actual console fighter as opposed to just a mobile version of one.
With all the things there are to love about The King of Fighters-i, there’s still one big thing missing which is the lack of online multiplayer. This might normally have been forgiven on a platform like the iPhone, but since Street Fighter IV Volt just proved that it’s possible to pull off and will likely only get better in the future, it’s something I’d like to have in a fighter. There is a local Bluetooth multiplayer mode, but in my limited testing the performance seemed fairly sluggish. Still, I appreciate its inclusion and hope that SNK Playmore will explore more options for multiplayer in the future.
As a single player experience though, The King of Fighters-i has a lot to offer. The several arcade modes and combo training alone will keep you busy for some time, not to mention the Game Center leaderboards and achievements, but there’s also a really great collectible component to the game. Coins can be earned while playing the various modes and then spent in an in-game shop on things like concept and promotional art as well as collectible character cards. There are also different pre-fight dialogues for every character matchup in the game, which is a cool little detail if you have any vested interest in the various story elements of the characters. Luckily, it can also be disabled in the options if you choose so as not to slow down the matches starting.
I really can't find much fault in The King of Fighters-i apart from a lack of online multiplayer. If that ever comes into the picture it will just be icing on what is already a very delicious single player cake. Players have been raving about The King of Fighters-i since release, and as far as iOS fighters are concerned it’s raised the bar significantly against the competition, including the mighty Street Fighter.
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The TouchArcade Show – 07 – Captain America’s Shield Ricochets Off Thor’s Abs; Jared Gasps
This week in another splendid episode of TAS, we discuss a lot of different stuff. Puppies and big quads leads off the discussion, as Jared paints us a word picture of his visit to EA HQ in Redmond, CA. Later, we dive into the games he saw at the event and the news that broke during it, and we also find the time to talk about beards, F2P, rat infested trees, and the hottest games on our minds.
Captain America even rears his red, white, and blue head in a podcast that tends to go off the rails at the oddest of times.
You can listen just below, of course, via direct download or stream. You could also give us a listen via the iTunes podcast aisle or the Zune Marketplace, as doing so awards more experience points than streaming it especially if you rate us. (And very well might be part of the iTunes podcast featuring voodoo!)
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-007.mp3, 50MB
Need some show notes? We got your back. Below you’ll find all the relevant links to our discussion topics, including reviews to some of the games we talked about. Convenient!
GAMES
- Swords & Soldiers [$2.99 / HD]
- iCade, The Dungeon Saga [$1.99 / HD]
- DeathSmiles [$4.99 / Lite]
FRONT PAGE
- Origin for iOS Revealed
- Realm of the Mad God On Mobile? It Could Happen
- Pokemon Coming To The App Store
- F2P Revenue Overtakes Premium In App Store
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‘PipClock’ – A ‘Fallout’ Themed "Survival App"
I've always thought the early Fallout games would work great on the iPad, (and to some extent they do, if you were able to download iDOS before it got pulled) but like many ancient PC games, the Fallout IP is securely locked up in a twisted web of developers and publishers that have been bought and sold over the years. In the case of Fallout it was originally an Interplay project, which got rolled into Bethesda, which now is part of ZeniMax. There's even been some brutal legal drama as has been duked out in courts. What I'm getting at, is I'm not holding my breath for an iOS Fallout anytime soon.
So, having totally written that off long ago, imagine my surprise when I stumbled across PipClock [99¢ / Lite] randomly browsing the App Store today. In a nutshell, it takes the "dashboard" style clock and weather apps, but applies a glorious level of Fallout-esque style to it. Seriously, just check out the screenshots:

The functionality is basically what you'd expect out of one of these sorts of clock and weather apps, although everything has a wonderful Fallout spin. For instance, here in the "Ruins of Los Angeles" in "California's Wastelands" it's 85 degrees out with "poisonous fog not detected". Oh, there's a faux geiger counter built in too. Each element also has subtle animations, with static, scan lines, and even sparks.
Since upgrading to an iPad 2, I've been looking for a good use for my original iPad outside of checking to make sure games we're reviewing still run on it. With PipClock, I'm thinking I might have to relegate it to night stand duty as PipClock just looks too awesome to not be running all the time. It's universal too, so you could do the same with an old iPod touch if you've got one laying around.
PipClock, $0.99
PipClock Lite – Survive the Apocalypse, Free
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