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Filed under: Gaming

Filed under: Gaming, iPhone, App Store, iPod touch

Edge (the game) coming to the iPhone next week

No, not the Edge network from AT&T, but a rather unique app from Mobigame that uses the motion sensors of the iPhone and some powerful animations to make for a unique gaming experience. Looking a bit like something out of the movie Tron, Edge allows you to control a cube through several hazardous environments and traps that get more and more complicated as you move along.

The best way to get an idea of what the game looks like is with this YouTube video Mobigame has posted. Edge has been available on other platforms like the Sony Ericsson handsets, but it will debut on the iPhone and iPod touch next week. There are 26 different mazes to navigate, using the iPhone touch screen and accelerometer.

Edge has been nominated for several gaming awards in Europe and has the potential to be a major hit on the iPhone/iPod touch. We'll be anxious to try this one ASAP.

[Via Fingergaming]

Filed under: Analysis / Opinion, Gaming, Cult of Mac, Odds and ends, Developer

Lugaru shows why game devs should support OS X and Linux

Jeff Rosen of Wolfire Games has an intriguing post up about why developers of videogames like himself should go out of their way to support the OS X and Linux markets. Their game, Lugaru, is available on Windows, OS X and Linux, and the upcoming sequel, Overgrowth, is also being developed for OS X.

Rosen says right out that the prevailing opinion, that the smaller markets aren't worth developing for because the audience isn't there, is just plain wrong -- Mac sales accounted for a full half of Lugaru's sales. The people who are buying software, his data seems to say, are using Macs.

And he has five main points why it's worth the time and effort to release builds on these smaller platforms: you have sites like ours (and the great Inside Mac Games) to talk about your game for you. We Mac gamers respect companies that take the time to make sure we have just as great a gaming experience as our PC counterparts, and we talk about it when they do. He says that a Linux version gained them a mention on Slashdot, one place they'd likely never have been mentioned if they were "just another Windows game." And power users are often Mac users as well -- you want someone who will spend an entire night coming up with new content for your game just because they love it so much? Mac users are nothing if not disturbingly obsessive about the software they love.

Good points all around. Many game developers, both large and small, continue to scoff at the Mac markets as too small while at the same time wondering why they can't get a foothold of a community on the Internet. Of course, releasing a Mac version doesn't guarantee you higher sales and a rabid group of fans -- you have to make a good game first and foremost. But some of the most influential and insightful game players online are Mac users, and by shrugging them off as "not a big enough audience," you're shooting yourself in the foot.

Filed under: Gaming, Software, Reviews, iPhone, iPod touch

TUAW Review: Scrabble for iPhone

Hasbro's Scrabble is a classic board game, and Electronic Arts made the crossword game one of the first releases for the iPhone / iPod touch platform. Although the game has been available since July, I decided to wait to review it until some of the early bugs were squashed and new features were added. Since Scrabble is a holiday favorite for families, it's the perfect time for a review of the game.

The original board game is played with 100 small hardwood tiles, most of which have a letter of the alphabet and a point value printed on them. The playing board is a 15 by 15 grid with some squares marked as double or triple letters or words. The object, to those few people who have never played the game, is to create words from a rack of letters randomly assigned to you.

Points are assigned per word based on the individual point values of the tiles and whether a letter or word overlays a colored multiplier square. After the first word has been placed on the board, subsequent words must touch another word in crossword puzzle fashion.

Continue readingTUAW Review: Scrabble for iPhone

Filed under: Gaming, iPhone, iPod touch

SimCity for iPhone: A week later

Last week, Electronic Arts finally released SimCity for the iPhone. Like Rolando, which came a day later, SimCity was an eagerly anticipated game with a lot of high expectations. On the surface, it looks fantastic. The graphic capabilities really shows off what the capacity of the iPhone is capable of and it's very addicting.

One reader comment stated that our initial review wasn't really a full-on review, and that it only scraped the surface. In a way, he was correct. A game like SimCity is something that you play over time on the iPhone, and you actually can dedicate a lot of effort to it. Last week's review was based on observations after only a few hours of play. SimCity is a game where certain effects on the system can't be felt until you've played it longer than a day. In this case, it's been eight days since my previous review, and a lot of the game's faults have started springing up during that time.

So, what's the game like after a week?

Continue readingSimCity for iPhone: A week later

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Deals, iPhone, iPod touch

Aurora Feint announces two new iPhone games

Stick with us here: first, there was the free Aurora Feint: The Beginning, which has recieved some pretty rave reviews as one of the first iPhone games. Then there was Aurora Feint II: The Arena, which added multiplayer and some much-awaited MMO features. And now the folks behind it all have announced two more Aurora Feint games: there's Aurora Feint II: The Beginning, which features the gameplay of the first game with new graphics and the extra MMO features included, and Aurora Feint II: The Tower Puzzles, which contains more of the gameplay seen in the "Tower" location in the full game. Got all that?

The Arena and The Beginning are not compatible -- The Arena offers multiplayer, while The Beginning is all singleplayer. And the second version (II) of The Beginning is still singleplayer, but offers the MMO features introduced in The Arena along with the singleplayer gameplay. And The Tower Puzzles is more puzzles based on the "Tower" mode, and according to the iTunes description, does not include the MMO features. Whew. Complicated, no?

The good news is that it's all cheap -- for now, anyway. The very first game is still free. The Beginning (version II) and The Tower Puzzles are both 99 cents right now as an introductory price, to go up to $2.99 and $1.99 respectively in January. And The Arena is $7.99 -- pricey, but it's the only place you can dive into multiplayer (and it's also not compatible with both versions of The Beginning). All are available in the App Store right now, and even if you don't want any of them, feel free to scan your eyeballs over the pretty pictures below.

Gallery: Aurora Feint

Filed under: Analysis / Opinion, Gaming, Odds and ends, Developer, iPhone, SDK, iPod touch

iControlPad goes into production


I'm not so convinced any more that the iPhone really needs buttons or a d-pad (Rolando makes do with just touchscreen controls, and even a game like Tatomic uses "buttons" well on the touchscreen), but especially for retro gaming, they'll really help. So it's probably good news that the iControlPad, which we posted as a concept a while ago, is now real. The picture above is the final prototype before production (though the final product will apparently be black rather than white).

Of course time (including a little playtime) will tell whether it works or not -- Engadget thinks they need some official Apple support, but all they'll really need is developer support in the App Store (they say they already have strong support from the jailbreak folks). And of course that depends on lots of things: how it sells out of the gate, how easy it is to implement the buttons, and whether there's a need for extra controls on the iPhone as well. We'll keep an eye on this one -- it'll end up just another silly iPod accessory, or a must-have add-on for iPhone gamers.

Filed under: Gaming, TUAW Business

Win three games from Freeverse


If you wind up finding a shiny new iPhone, iPod touch or appropriate gift card in the holiday containment vessel of your particular cultural persuasion, Freeverse and TUAW want to hook you up with some games for said device. Freeverse is giving a promo code for Flick Fishing, Flick Bowling and Moto Chaser to one lucky entrant.

Just enter us a comment below telling us the game you wish was in the App Store -- who knows, it might just happen. But we're guessing it won't, because we have no control over wish fulfillment. This is a giveaway for those 3 Freeverse games. You could just as well type "noonan" into the entry form and be entered for the giveaway. But we prefer wishes. Rules below, and good luck!

  • Open to legal residents of the 50 United States, the District of Columbia and Canada (excluding Quebec) who are 18 and older.
  • To enter leave a comment telling us what game you wish were available on the iTunes App Store.
  • The comment must be left before December 29, 11:59PM Eastern Time.
  • You may enter only once.
  • One winner will be selected in a random drawing.
  • Prize: Three promo codes for 3 iPhone games (Flick Fishing, Flick Bowling, Moto Chaser) not to exceed $15 in value.
  • Click Here for complete Official Rules.

Filed under: Gaming, iPhone, iPod touch, First Look

First Look: Mouse House



Mouse House is a very adorable and surprisingly complicated puzzle game from Plaid World Studios. At first look, it seems like a very simple game with graphics that appear to be on par with Super Nintendo games. But, it's actually surprisingly tough and addictive.

The game's premise is simple -- eat cheese and progress through the unlocked doors once they open. Along the way, you have to dodge bees, evil rats, crumbling floors and try not to get pinned in a corner by pushing balls the wrong way. It looks simple, but isn't. After completing the 8-level tutorial, it took me a few retries to get through the next few levels.

The sound effects are truly what make this game stand out. The little noises from eating cheese and getting through an open door successfully are quite adorable. The controls are easy to use -- tap the screen in a vertical or horizontal line from where the mouse is and he'll move to that spot. There's no game soundtrack other than the sound effects. Instead, you can listen to the music already loaded on your iPhone or iPod Touch and the sound effects will play over the music. However, I enjoy the effects so much I simply play without the music.

Mouse House (link opens iTunes) is currently available for US$.99

Filed under: Analysis / Opinion, Gaming, Humor, Software, Odds and ends, iPhone, App Store, iPod touch

SnOwned tries multiplayer snowball on the iPhone

I kind of like the idea behind snOwned, a new wintry app on the App Store that claims to be a "multiuser, online snowball fight." I think there is some great multiplayer gaming to be had with the iPhone, and, if enough people are interested, there might be some in snOwned.

You download the app from the App Store (it's 99 cents, which is cheap but maybe not cheap enough for what it is), and then sign your email up along with a username. Once you've activated, you can then "throw snowballs" (which consists of three little fun minigame steps) at anyone else with the app installed on their iPhone or iPod touch around the world. And they can throw them back at you, you can play a short game to defend, stats are kept on the site, and so on. As with most social games, it all depends on who's in the game with you -- if you've got friends along to keep up rivalries with, it could be fun. But just throwing random snowballs at random people around the globe, as I did (my ingame name is "toucansamurai") isn't really worth the dollar's admission.

Still, it's a start -- the game can also track your location when you throw, so you can see where your snowballs are going on the globe, and who's throwing at you. I think there will eventually be a runaway game of this kind, where we're all playing with each other socially on our own phones in different places all over the world (Loot Wars is another game that's interesting in this vein, even if it's not quite there yet). And snOwned is another step closer to that. But as any MMO company will tell you, the only way to make a social game great is to have everyone playing it, and I'm not sure there's enough going on in this one to pull in a lot of really interested players.

Filed under: Gaming, iPhone, iPod touch

Review: SimCity for the iPhone


Welcome to my fledgling city of Saillune.

SimCity 3000 was the first computer game I ever bought for myself. Up until that point, I was happy with "borrowing" the games that my brothers bought and playing those. But, after a high school friend showed me SimCity 3000, I wanted it for myself.

SimCity for the iPhone is pretty much a port of SimCity 3000, and the game comes across beautifully. The graphics are amazing and you can't tell the difference between playing the game on the computer or on the iPhone. When I heard that Electronic Arts was bringing SimCity to the iPhone, I wasn't quite sure what to expect. I always felt that the port of the game made for handhelds was an inferior version to the computer-based originals. Part of me wasn't quite sold on the iPhone as a gaming device.

SimCity helped me change my mind.

Here's a look at a breakdown of the game, what works and doesn't, and even a neat Easter Egg.

Continue readingReview: SimCity for the iPhone

Filed under: Gaming, Software, Odds and ends, Beta Beat, iPhone, App Store, iPod touch, First Look

TUAW Preview: SlotZ Racer for iPhone

If you're a male who grew up in the 60's or 70's, you probably remember slot cars! You had a plastic race track with electric "rails" running through it, and your car had a little pin on the bottom that rode in a slot on the track for control -- hence the name 'slot car.' I have fond memories of setting up my slot car set underneath the Christmas tree, and racing against my Dad.

Someone at Freeverse apparently has the same memories, since they'll soon be announcing a new racing game called SlotZ Racer. I was able to test a pre-release version of the game, and it's a ton of fun. You can race on pre-defined tracks ranging from a simple oval to a curvy Grand Prix course, and there's a track editor for creating your own race courses. There are settings for the number of lanes, the car scale (1:32 or HO), and whether or not cars can change lanes.

To accelerate your car, you just hold down on the lower left corner of the iPhone screen. Like real slot cars, if you go too fast your car will flip off the track. You can slow the car down by taking your finger or thumb off of the screen.

No price has been set, but expect to see SlotZ Racer officially launched at Macworld Expo. Check out the gallery for pics.

Gallery: SlotZ Racer

SlotZ Racer Splash ScreenSlotZ Racer 2SlotZ Racer 3SlotZ Racer 4SlotZ Racer 5

Filed under: Analysis / Opinion, Gaming, Apple, iPhone, iPod touch

TUAW goes hands-on with Rolando


It's no secret that we've been looking forward to Rolando probably more than any other game on the App Store, and now that it's here, we can safely say it doesn't disappoint. From the beginning, Rolando has shown tons of potential as a completely original game that shows off just why mobile game developers should see the iPhone as a dream platform, and creator Simon Oliver has brought that potential to bear in an amazing puzzle/platformer.

There's almost nothing to not like here -- the graphics are colorful and run perfectly, the writing is simple and witty, and the gameplay is not only fun from the beginning, but creatively builds itself over time. Just like any great platformer should, every single level delivers a new way of thinking about the tools you're given, and even when you've conquered the whole game, there are multiple reasons to go back and play again.

TUAW got a copy of the game a few days ago (it's out on the App Store today for the first time since its announcement back in July), and since then we've saved Rolandos aplenty, worked our way through most of Rolandoland, and been charmed endlessly by the App Store's first real, original classic.

Gallery: Rolando

Continue readingTUAW goes hands-on with Rolando

Filed under: Gaming, Features, Interviews, iPhone, App Store, SDK

TUAW Interview: Rolando's Simon Oliver is ready for release

Rolando has been a long time coming -- we first heard about the game on a tip directly from Simon Oliver, the game's creator himself, while he was working with an unofficial iPhone development kit part time on a little physics-based puzzle game. And now, six months later, he's working full-time as an iPhone dev, his little game has expanded into a full-fledged story-driven platforming game with more hype and expectation behind it than perhaps any other App Store release, published by one of the biggest companies to come out of the iPhone gaming scene so far. Not to mention that the App Store itself has grown from a crazy experiment Apple thought up to distribute iPhone software, to a multimillion-dollar enterprise.

So today, on the release of one of the first games that really got us excited about the potential of the iPhone as a gaming device (yes, you can buy it right now if you want), we sit down again with Simon Oliver for an exclusive interview, this time to talk about the road he's traveled over the past few months, and how far both he and his game about little rolling "Rolandos" has come. He talked with us about the Ngmoco partnership and how it helped him as a developer, the viability of Rolando as a $9.99 game, and the future of both what he's working on and what the App Store needs as a gaming platform.

Continue readingTUAW Interview: Rolando's Simon Oliver is ready for release

Filed under: Analysis / Opinion, Gaming, Odds and ends, iPhone, App Store, iPod touch

Konami announces four big titles for iPhone

Unfortunately, not one of them is Contra. But the iPhone is going to get some pretty big name titles from Konami -- the company announced yesterday that Metal Gear Solid, Silent Hill, Dance Dance Revolution, and Frogger were all coming to our favorite mobile gaming platform from the company's vaults.

Frogger you know, and Dance Dance Revolution and Silent Hill look like fairly faithful (if a little tweaked) recreations of the dancing and horror games that both series are known for. Metal Gear Solid Touch seems the most interesting title -- that series seems to reinvent itself almost every time it reaches a new platform. There have been strategy versions, card-based versions, squad-based versions, and even the old 2D games, so though all we know is that MGS Touch has eight levels and will use the touchscreen, from there Konami could do anything they can think of.

Great to see that a historic publisher is investing heavily in the App Store, though. If these games turn out to do well, we could see some other big-time developers follow suit.

Filed under: Gaming, iPhone

SimCity comes to the iPhone


Electronic Arts has released a version of its famous SimCity game for the iPhone. SimCity now joins other EA-released games such as Spore, Scrabble, Monopoly and Tetris.

SimCity is the gateway drug into the Sims universe. Created by Will Wright and originally released for the Mac and Amiga in 1989, the game gives you the ability to create your own city. You're suddenly the mayor, City Council, zoning commission, public works department and school board all at the same time. You can craft a small town with a bunch of farms surrounding it, or your own Metropolis or Gotham City (sadly without associated super heroes). You also have the power to destroy your creations through UFO attack, tornado, fire, earthquake or toxic cloud.

SimCity (link opens iTunes) is now available for $9.99USD through the App Store. A full review of this game is forthcoming!

Thanks to all those who submitted this tip!

Tip of the Day

Catch all of TUAW's ongoing Macworld coverage at www.tuaw.com/macworld2009


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