So the first generation of games and apps is in the iPhone's App Store, and as predicted, we've got more than our share of accelerometer races and the usual gaming standbys -- Tetris, poker, and even some nice tech demos like Andy Qua's Cube Runner. But now it's time to iterate and see if we can't start filling some of the promises a great would-be gaming platform like the iPhone offers. How about an in-depth RPG that uses the clock or camera, or a full-length platformer, or a social game that takes advantage of things like location awareness?
Italian company KikiTechonlogy dropped us a note to say they're doing their part -- they're working on a full-length, console-style RPG for the iPhone called PanfobiA. Unfortunately, we hope the game's translation is better than their blog post -- they're working towards "performing not less than 100 hours in single player," and "Online Gameing Modality," which is supposed to be some type of online gameplay after the singleplayer experience. The pictures provide a little more hope -- they show a nice sense of art direction and some old-school style RPG characters.
But even if PanfobiA is nothing but vaporware, they've got the right idea. For years, PDAs and mobile phones have had games, but they've all boiled down to poker, puzzles, and putrid junk. Now that the App Store is up and running, we can't wait for a developer to step up and provide a really deep and satisfying gaming experience on the platform.
One game that jumped out at me while I was pawing through the virtual game racks at the App Store was Crash Bandicoot Nitro Kart 3D from Vivendi Games Mobile.
A racing game featuring Playstation perennial Crash Bandicoot, Nitro Kart 3D is sure to wear out your iPhone batteries quickly. This app uses the accelerometers in the iPhone for control; turn the iPhone left or right like a steering wheel to turn, and tilt the phone up or down to accelerate or brake.
The entire time you're racing against the other characters, including the nefarious Brio, you need to avoid oil slicks and weapons used by your opponents, try to pick up a little time by hitting rainbow-colored "hyperdrive spots" on the track, and hit boxes containing weapons (like surface-to-surface missiles, my personal favorite) so you can slow down the other racers.
The game is localized for English, French, Italian, German, and Spanish, and you can adjust the sensitivity of the accelerometer to keep you from over-controlling your kart. With smooth 3D graphics, fun sound effects, and the enjoyment of waving your iPhone around to steer, Nitro Kart is well worth the $9.99 price in the App Store.
In the Electronic Arts booth here at E3, nestled in among the raucous noises of various first-person shooters, is a completely white room with a few cell phones on tables. This is the EA Mobile space, and it was here that we got to play Spore Origins, the iPhone version of Will Wright's sure-to-be masterpiece.
Like the EA Mobile space, Spore Origins is pretty simple and clean, and stands out as a fairly calm experience among the racket of a lot of other iPhone games. Spore takes you through a civilization from ameoba to space travel, but Spore Origins sticks with just the ameoba stage. You play a creature of your own creation and float through the microbial ether, eating things that are smaller than you, and running away from things that are larger.
Read on for TUAW's impressions of one of the most anticipated iPhone games, and why it might not be all we had hoped.
I'm here at E3 in Los Angeles all this week (come say hi at the Joystiq meetup tonight if you're in town!). Yesterday, I got to sit down with Brad Pitser, the Director of Global Production for THQ Wireless, a company that makes games for mobile platforms like the iPhone. Pitser has helped oversee two iPhone games so far: De Blob (now on the App Store) and Star Wars' Force Unleashed (coming out later this year -- Joystiq has my impressions of both). He said that developing for the iPhone so far has been "a dream." They've partnered with Apple to publish on the iPhone and iPod touch as much as they can. "Apple was interested in our brands," Pitser said, "and we were interested in their platform."
One concern he does have about the App Store so far is the pricing -- "everyone thinks $9.99 is too much," he told me. THQ released De Blob at the $6.99 price point. He says THQ has a lot of licensing fees and costs to pay for every game they make, and when those games compete with software that sells for 99 cents, they don't necessarily have a money-making proposition. But at the same time, he'd rather let the market figure things out -- the App Store has a lot of settling down to do, and Pitser is sure that companies will find their place in the price plan soon enough.
I asked him what he thought of what he'd seen in the software that wasn't his, and he said he really enjoyed the iPint visual gag, the UrbanSpoon restaurant finder, and Aurora Feint (all very nice choices). It's great to have a bigger company like THQ interested in getting some good licenses on the iPhone, and hopefully we'll see more come out of Pitser and the division he oversees.
CrunchGear has a cool video of the upcoming Star Wars: The Force Unleashed running on an iPhone. The first half is just dialog and cinematics from the game, so feel free to jump ahead a bit.
You'll see how the game makes use of the iPhone's touch screen. For instance, different gestures produce different effects (Force power, lightsaber deflect, etc.). I'd like to see how other aspects of the game work as well, like piloting a ship and other battles.
It definitely looks like fun, though constantly having your finger on the screen could get distracting. In any case, the iPhone is certainly becoming quite the little gaming platform.
Now that the App Store has launched various developers are talking about the iPhone's capabilities as a gaming machine. Gizmodo paraphrases a developer from EA as saying: "On a scale of the three, it's in between the DS and the PSP, but sliding more towards the PSP." Over at Kotaku they have SEGA of America president Simon Jeffery saying that the iPhone is about on a par with the old Sega Dreamcast.
On the downside, control remains a bit of an issue. The EA developer compared the iPhone's accelerometer to "a loose analog stick" with lots of "random data" that has to be smoothed out. In any case, I think it is impressive to hear developers talk about how powerful the iPhone really is. This naturally gives good reason to hope for even more impressive games as developers get more comfortable with the device and its capabilities.
I'm at E3 in Los Angeles all week for TUAW's sister site Joystiq, and this afternoon we got to see the Electronic Arts press conference at the Orpheum Theater. Among bigger EA games like Spore and Dead Space, Travis Boatman (who has graced these pages before talking about mobile games on the iPhone) of EA's mobile games division came out on stage to talk about iPhone gaming. He said that obviously there is "a lot of interest" around mobile gaming lately, especially around the iPhone, and that EA is committed to capitalizing on that interest.
They premiered three games in the App Store at launch (Sudoku, Tetris, and Scrabble), and Boatman pointed out that they've tried to innovate in all three -- Tetris features a unique piece-drawing system, and Spore (full name: Spore Origins, a mini version of the bacteria stage of the game, complete with a creature creator) will use the accelerometer to control its creatures. Additionally, EA wants WiFi to be a big part of their games on the iPhone -- they're planning on releasing a patch to the Scrabble game that will allow people to play together online.
Finally, Boatman hinted that they were aiming to do a lot more with the iPhone's processing power -- they plan ports of Tiger Woods and Need for Speed on the iPhone. As Mac gaming fans, EA isn't exactly our favorite game developer, but getting big developers behind real innovation on the iPhone will help lift the tides of the software in the App Store.
Today, I got a chance to play Mobile Age's two App Store games: Blackjack 21 and Shanghai Mahjong. As the names suggest, these two familiar classics were ported to the iPhone platform. I started off with the Mahjong, which is a solitaire game the goal of which is to remove all the tiles on-screen by matching pairs.
The game itself is beautifully presented but the interaction falls short. Rather than re-design the game for iPhone, it was ported. The tiles are tiny. When I placed my finger tip on top of the display, I covered about 6 tiles at once. The presentation made selecting individual tiles tricky and identifying them harder -- especially for one as myopic as myself. Two on-board buttons at the bottom left and right of the screen proved particularly difficult to tap. The game does not offer zooming. In the end, I was unable to enjoy playing the game.
To play Blackjack 21, you need to learn an odd swipe language. Swipe down to hit, swipe across to stay, double-tap to double-down, and so on. Although it was a bit confusing to pick up (and a little anti-intuitive, since in our family games, we double tap the table to hit and swipe our hands to stay), I soon was betting, hitting, standing and so forth. In Blackjack 21, most of the gameplay is about the animation and sound effects. There are plenty of both. I'm not a huge gambler so I can't really say much about the gameplay relative to real life. It seems to follow Vegas rules, offering you insurance, etc. at the proper places.
Neither game really blew me away. I was more disappointed in Mahjong because that's normally a game I adore. Many wasted hours in Graduate School were dedicated to multi-player timed challenges. By porting the game rather than redesigning to meet the iPhone's small interaction space, Mobile Age missed an opportunity to deliver a hit.
Blackjack 21 and Shanghai Mahjong each sell for $4.99 at the iPhone App Store and can be played on both iPhone and iPod touch.
Griptonite Games' Chimps Ahoy! is a silly, fun breakout game. I'm not a huge breakout fan (to be fair, I'd rather clean my house and do my taxes) but Chimps' beautiful graphics and silly music won my heart. It's a graphic design tour de force. You play by throwing a coconut between a pair of monkeys, chipping away at inner barriers. Control the monkeys by sliding your thumbs up and down the sides of the screen.
The introductory material made me think that game play was going to be a lot more complicated than it was (game play is quite easy) and there's no accelerometer support. Plus it's a breakout game -- but there's no getting around that part. But if you enjoy breakout games, Chimps Ahoy!'s multiple levels and bright inviting screens offer a nice twist on the genre.
Given their high design standards, I can't wait to see what other products Griptonite delivers at App Store.
Chimps Ahoy! costs $9.99 and can be played on the iPhone and iPod touch.
The last time we covered Tap Tap Revenge, the AppStore hadn't yet been released. Now that we've been able to get a hands-on with the app, let's take a new look at TTR by Tapulous. When you first launch this application, you get a fun interface that is very straightforward.
The game play is very simple; just tap along to the beat of the song playing. The red, green and blue colored dots will guide you. There are four difficulty levels: easy, medium, hard, and extreme. Some levels in TTR add in "shakes" that make you shake the iPhone to the left, middle or right to complete the beat (you can turn this feature off in the options). While TTR has the ability to download additional songs, there are currently no new songs available to download (hopefully this will change soon, as you get tired of the same four songs).
In addition to scoring locally, TTR can also interface with an online scoreboard complete with a profile picture. You can also participate in the TTR tournaments for a chance to win a $25 iTunes gift certificate.
Tap Tap Revenge is available for free from the AppStore, so download this amazing application and get your tapping on today!
After the WWDC '08 Keynote, everyone wanted this iPhone game -- it received almost as much hype as the iPhone itself. Super Monkey Ball from SEGA definitely has some good qualities, however it does have some bad qualities as well. First off, this game costs $9.99 -- a little steep at first glance, but totally worth it after you notice that it comes with 100+ levels.
The graphics are beautiful, and it definitely pushes the system, but I do have some complaints about the game. First off, the game is extremely hard to control with the tilt-sensors -- perhaps an update with some refined calibration is in order. A bigger complaint about the game: when you have the silent switch flipped on (meaning that the phone shouldn't make ANY noise), the game overrides this and plays the sounds anyway. So, be sure to change the sound settings before you start trying to play this game in a very quiet library or doctor's office. You also cannot pause the game, go to the home screen, and reopen it to start playing again (this might be an SDK issue, rather than a specific SMB problem).
Overall this is a solid game with good performance/graphics. While you won't be able to play this game in the car, it still provides hours of fun sitting extremely still so as not to anger the tilt-sensors. This game is available for $9.99 from the App Store.
Last night, I had the opportunity to sit down and play with Moto Racer (iTunes link) for over an hour. Retailing for $9.99, it's one of the new Freeverse titles available at the iPhone App Store. In it, you play a motorcycle racer and race along several courses. Newer harder courses unlock as you pass easier ones.
I had no trouble passing the first dusty town course -- it was very easy to ride -- but I did have to lower the difficulty (found in the Options screen) to get past the second old-growth forest course. My girls insisted on testing the game and proved to be far better riders than me.
We all gave thumbs up to the game play, the placement of the left-thumb controlled gas pedal and the optional female racer (girl power!). Thumbs down went to the sound track, the weakest part of an otherwise excellent game and the relatively high default difficulty.
Both phone orientation as well as the gas pedal control your progress through the various courses. The camera-work really zooms you into the action with cut-pieces as well as rider point of view.
The game play is familiar to anyone who's done arcade gaming. You have to pass each checkpoint to earn extra game time. Coins appear in the road, boosting you to higher speeds to help you make it to the next checkpoint.
I found that I often suffered from "lead thumb", forgetting to ease up on the gas before entering curves. Going off road significantly slows you down and is a killer for making those checkpoints happen.
All in all, I found Moto Racer entertaining. The girls rated it extremely entertaining. On a Gameboy scale, this is the kind of game that we'd usually pay $4.99 rather than $9.99. On the more expensive Wii scale, this would clock in right at the $9.99 mark. It's no Excite Bike but it may keep you or your kids happy on a long car ride.
Like Erica, I've been poking around the App Store all morning. Unlike Erica, I'm not brave enough to install the firmware without the official word from Apple, but in the meantime, here's a few free apps in there that are definitely worth a download right away.
Phonesaber: Yes. This is exactly what you think it is. And it's free.
Light: Don't spend money on one of those other flashlight programs -- get Erica's original for completely free. (In fact, you might as well go ahead and get all of her apps, they're all great.)
MixMeister Scratch: Free vinyl scratching over your iPod touch or iPhone's background music. Silly, but fun for aspiring (or, more specifically) wannabe DJs.
Zenbe Lists: A pretty good-looking free alternative to all the other To-Do applications out there.
???: I have no idea what this is (looks like some kind of Memory-type game), but it's free and it's hilariously beautiful. Update: Actually, this looks like the non-English version of Jirbo Match. But still, it looks like amazing and colorful fun.
NetNewsWire: This and AIM aren't really hidden, but they're must-haves, of course.
Have more that you've seen? Link us in the comments. I may not have the ability to install apps on the phone yet, but when I get it, I'll be ready.
id software's CEO Todd Hollenshead met up with Kikizo for an interview recently, and the conversation turned, as often seems to do with id nowadays, to gaming on the Mac. Hollenshead was confronted with what his peers Gabe Newell (of Valve), and id's John Carmack had previously said about Apple, and he agreed that while "the Apple guys would probably frown to hear me" say so, it's true: Apple has stepped up on gaming before, and never "followed through" with their support.
He doesn't paint an extremely dark picture -- he says that Apple did send engineers this time to promise their support for the future, and that developing on Intel architecture makes things much easier than dealing with the "weird PowerPC" setup. And in Apple's defense, we've seen more support for gaming out of them, both on the Mac and on the iPhone and iPod, than ever before.
But so far, it's all talk on Apple's part, and we have yet to see indie games on the App Store and working day 0 releases from id and EA. Hopefully, Apple's following through this time, and those things are right around the corner.
touchArcade has a quick look up at Ambrosia's new version of the old Sudoku game for the iPhone, coming soo to an App Store near you. It looks like Sudoku to us -- there's numbers, squares, and entering one in the other with the touchscreen to fill out the puzzle. Yup, seems like if you want to play Sudoku, you'll be able to do it. Not a lot of extra flair, especially for $10 (there is a free version already on the web), but we'd guess it's not really needed in this case.
And Ambrosia is also working on a version of Mahjong, called Aki Mahjong Mobile for the iPhone. They don't have video of that that we've seen, but work, they say, is progressing steadily towards an App Store launch.
In terms of innovation, there's not a lot to find in these two games but every new game platform needs a few standbys to fill out the library (we'll almost certainly see Pac Man and Frogger clones in the App Store at launch, not to mention that we'll have to see a good poker game as well), and it looks like Ambrosia's ready to fill the quota for these two traditional games.