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‘Retro’ Category Articles

Xbox Co-Creator Assembles Atari "Dream Team" in iOS Game Startup

Friday, February 3rd, 2012

When Apple announced, four years ago, that they would be releasing an iPhone SDK (for free) and opening an App Store where developers far and wide could peddle their creations, it became immediately clear to us that iOS (née iPhone) gaming was going to be huge. As developers jumped on board and began crafting titles for the platform, many noted that a game creation environment emerged that harkened back to the early-'80s home computer days when a single developer could sit down with an idea, bang out some code, and sell his game at the store down the block -- a floppy wrapped up nicely in a zip-lock bag. The barrier to entry was, again, nil.

Plenty of major studios began porting iOS versions of their large console titles over, sure, but it's really been the wonderful indie developers out there, following that development model of olde, that have contributed most of what's really special to iOS gaming. It's also worth noting that a great many of the true App Store gems adhere to the gameplay model that was the standard back in those early days of video games, both in the home and in the arcade: simple gameplay that's instantly engaging, delivering "just one more game" fun in short play-sessions. They really knew how to do it way back when -- fields of encroaching Asteroids, a furiously barreling Centipede, the quick thinking demanded of a Missile Commander, and the battle with gravity that is Gravitar. Wonderful stuff.

I'm thrilled to report that something incredible has just been revealed that stands to generate gameplay opportunities for iOS gamers that marry that white-knuckle gaming excellence of decades past with the here and now of a particular mobile gaming platform. In perhaps the biggest news ever to come out of an iOS game studio, Seamus Blackley, co-creator of the Xbox, has formed the startup Innovative Leisure and has pulled together a team of famous designers from the Atari of the '70s and '80s to create original, new games for the "new arcade," which is this team's term for the iOS platform.

The veteran Atari developers in question, or "Jedi Council," includes Ed Rotberg, creator of Battlezone; Owen Rubin, creator of Major Havoc and Space Duel; Rich Adam, creator of Gravitar and co-developer of Missile Command; Ed Logg, co-creator of Asteroids and Centipede; Dennis Koble, creator of Touch Me and Shooting Gallery; Bruce Merrit, creator of Black Widow; and Tim Skelly (of Cinematronics, not Atari), creator of Rip-Off. In all, 11 developers of olde, along with several young interns, make up the group. "This is the dream team from Atari," says Blackley.

As Blackley told VentureBeat,

“We had that big collection of games, and we love the history of game design,” Blackley said. “I’m lucky because I love games and following that love has always done me well. Once we figured out the iPhone is the new arcade, that games from the old days fit this new audience and their on-the-go lifestyle, we knew what to do. There is already a group of people who know how to operate and innovate in this space. They had the longest string of hit games in history. And they wanted to get back together again.”

Blackley's partner in the venture, chief executive Van Burnham, came to know many of the early Atari game designers in writing her 2003 book Supercade: A Visual History of the Videogame Age 1971-1984. She introduced them to Blackley, and the like-minded group formed a close relationship. During this time, Blackley and Burnham created their own arcade in an LA warehouse, which they called the "Supercade," filled with rows and rows of vintage cabinets, gathered to illustrate the history of gameplay, as viewed by its curators. And, it is within this arcade in LA that the team of designers will work together on their new iOS creations, so as to gather inspiration by the games that surround them.

To start, the team came up with 30 game ideas in all, narrowed the list down to the 10 best, and pitched them to the publishing house THQ, who indicated they wanted them all. Right now, seven of the titles are in development. (THQ has first right of refusal on all of the team's titles, in exchange for funding, but Blackley indicates he can shop around any ideas the publisher dismisses.)

As a particular retro game lover -- and lover of those titles that stay close to that lean formula of decades past -- this news excites me in ways not easy to express. And, I have a feeling I won't be the only one whose hair stood up on the back of their neck in hearing it. Rest assured we will bring full coverage of any and all news out of Innovative Leisure, including further details the team will be sharing at next week's DICE Summit in Las Vegas.

Read the full interview story over at VentureBeat, and the photo gallery at Time is worth a look.

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'Transformoid' Review – Steampunk Does Little For This Breakout Clone

Friday, January 13th, 2012

Breakout-style games can be tough to create. On one hand, their relative simplicity and timelessness offer gameplay that can be considered universally accessible. On the other hand, this simplicity challenges developers to incorporate new gameplay elements to avoid being classified as stale or boring. This is the exact problem with Transformoid [$0.99], the latest in a long line of Breakout clones. While the steampunk-inspired game does offer a different take on some standard elements, in the end there’s simply not enough to overcome what is otherwise a somewhat boring take on the genre.

As far as core gameplay is concerned, Transformoid stays very close to its roots. The game places you and your paddle at the bottom of the screen versus the blocks up top; there are no barriers or enemies looking to destroy your paddle or any other twists in the formula. In this regard, Transformoid doesn’t offer anything unique or innovated, although it does offer plenty of levels to play in, along with elements that seek to separate itself from the competition, particularly when it comes to physics manipulation.

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TouchArcade Rating:

Madgarden's 'Saucelifter! Heavy Disc' Gets iCade Support

Sunday, January 8th, 2012

Lots of folks out there became new iOS gamers over the holidays, and one of my personal App Store favorites that may not be on their radars just got iCade support in an update. Madgarden's excellent Saucelifter! Heavy Disc [App Store] is a Choplifter clone that started life on the PC and landed on the iPhone in early 2009. Since then, it has seen numerous updates, getting iPad support as as universal app and receiving various gameplay tweaks here and there.

Gameplay involves piloting your flying saucer to various Earth-based prison barracks, blasting open the doors, picking up your captive crewmates, and dropping them off at the transporter where they're beamed safely back to your alien world.  This is made challenging by evil Earth forces, including tanks, laser turrets, fighter jets, and flying attack drones.

There are a lot of nice touches to the title. The stylized, vector-based 2D graphics lend the game clean, future-retro visuals, with a day-into-night changing skyline that adds nice variation to the scene. A letter-box effect alters the aspect of the play area to provide early warning of incoming enemies. It's extremely well done.

On the iCade, the leftmost six buttons control fire / autofire in the three relevant directions -- left, down, and right. I greatly enjoy Saucelifter! via tilt-control, but I have to say that gameplay on the iCade more closely delivers the kind of fun I remember having in front of Gorlin's helicopter classic, hour after hour, back in 1984. Other iOS controller accessories that feature iCade emulation, such as the iControlPad, should also work fine with Saucelifter.

Those not sold on Saucelifter! should at least have a look at the Lite version [link].

Atari Pulls the Plug on 'Vector Tanks' and 'Vector Tanks Extreme'

Friday, December 30th, 2011

If you're feeling like reading some legal tea leaves this afternoon, put the kettle on and try this on for size: We just got news that Peter Hirschberg's Vector Tanks and Vector Tanks Extreme have been pulled from the App Store due to their resemblance to Atari's Battlezone. According to the recent Kickstarter update for the planned-but-currently-unfunded Vector Tanks 3, "Tank games, asteroid shooters, and so on have all been pulled."

There's a number of ways you could read into this, largely depending on which way your dowsing rod is pointing. Atari could be planning on releasing their own version of either a direct port or modern re-imagination of Battlezone, and are sweeping the App Store of "clones" (I'm using that word very loosely, mind you.) to make room. Alternatively, it's entirely possible that Atari has a whole department of lawyers whose sole purpose is to protect their IP by any means necessary, and the Vector Tanks series were just casualties of of a legal war.

I could really go either way on that one, as Atari is all about milking their old IP, but they've also become a company that seems to consist of little more than retro branding and lawyers. Either way, it's just sad to see Vector Tanks and Extreme caught in the crossfire, as I never saw those games as "rip-offs" or "clones" of Battlezone, rather, just very tasteful fan-made homages.

If you haven't already, it's a good idea to backup the .ipa files for both Vector Tanks and Vector Tanks Extreme, as it's unclear if they'll ever be back on the App Store.

Famitsu Reveals Taito's 'Rayforce'; Coming This Winter

Thursday, December 29th, 2011

It's always great to see companies with so much history (like Taito, in this case) bringing some of it to the App store. According to Famitsu [Translated], Taito will be bringing Rayforce to the App Store, and it'll be hitting at some point this winter. (Or, before March 20th, for those of you playing along at home.)

Rayforce is a vertical shooter which I'd guess not many North Americans have much experience with. It originally hit in the early 90's, with a new name for seemingly every region it was released in, you might remember it as Galactic Attack or Gunlock. Or, you might not remember it at all, since outside of Japanese and European arcades it was only ever available as a Sega Saturn game until PC ports started materializing much later.

[Andriasang via Joystiq]

A Fascinating Look Under the Hood of 'Another World'

Monday, December 26th, 2011

Here at year's end, we recently posted our Best iOS Games: 2011 Buyer's Guide to give the millions of new iOS users that were created yesterday a place to get started. Among the 5-star best on the list is the (universal) iOS port of Eric Chahi's superb 1991 cinematic platform adventure Another World [App Store] (a.k.a. Out of this World). In our early review of the iOS version posted back in September, we called Another World an absolute App Store must have. Given our fondness for this title, it's with no little interest that we recently discovered and digested Fabien Sanglard's fascinating blog post "'Another World' Code Review."

Within, Sanglard details the results of two weeks spent reading and reverse engineering the source code to Another World. He starts his post off with a brief introduction.

I was amazed to discover an elegant system based on a virtual machine interpreting bytecode in realtime and generating fullscreen vectorial cinematic in order to produce one of the best game of all time.

All this shipping on a 1.44MB floppy disk and running within 600KB of RAM: Not bad for 1991 ! As usual I cleaned up my notes, it may save a few hours to someone.

In explaining the internal structure of the system, Sanglard draws upon original author Eric Chahi's own descriptions of how his virtual machine is structured, to augment his own analysis.

Sanglard's post delves into the extremely technical, but does offer several illuminating videos that demonstrate what is happening as the game executes. It's a look under the hood that helps explain how the title has been ported to so many different platforms over the years, including iOS, with relative ease.

I would encourage any readers intrigued by this analysis to have a look at Eric Chahi's GDC 2011 presentation Classic Game Postmortem: Another World / Out of this World, hosted at the GDC Vault, as well as our own interview with Chahi, conducted just prior to the iOS version's release. It's also worth nothing that Another World isn't Fabien Sanglard's first in-depth code review; he has also gone spelunking within Quake 2, DOOM (both for DOS and iOS), Wolfiphone, and Quake, all of which are linked from his home page. He's also the author of the iPhone shooter Shmup [App Store, forum thread], released last year.

App Store Link: Another World - 20th Anniversary, $4.99 (Universal)

'iDOS' Returns… Sort of, as 'Aemula Oldies'

Thursday, December 22nd, 2011

Let's wind back the clocks a bit so those of you who weren't around for the great iDOS fiasco of 2010. It all started with Apple ever-so-slightly easing up on their approval guidelines which opened the floodgates for quite a few apps (such as the Google Voice apps) that seemed to eternally be trapped in approval limbo. Whether this had anything to do with iDOS or not is debatable, but it seems awfully coincidental otherwise. Anyway, on the morning of October 26th last year, iDOS hit the App Store. It was a shockingly full featured DOS emulator complete with keyboard and mouse support, as well as a basic virtual gamepad, multiple screen modes, and so much more.

The crazy part about iDOS is there seemed to be nearly no limit to what it was capable of. If you scroll down on this story you'll even find someone successfully installing Microsoft Windows, within iDOS, on their iPad. iDOS was quickly pulled, then re-appeared in late January of this year with quite a bit of its functionality stripped. Regardless, people quickly figured out how to load things into iDOS, utilizing utilities like iExplorer and other Mac/Windows programs that allow you to fiddle with the file system of your iOS device. Once again, iDOS was removed from the App Store.

Yesterday, iDOS hit the App Store once again, this time as Aemula Oldies [Free] for the iPad and Aemula Oldies S [Free] for smaller screen devices. There's also the Aemula Gamepad [99¢] which works a lot like the other gamepad apps and pairs with an iPad playing a game. It seems that the functionality has been stripped even further, as all the previous command line access has been traded for a simple menu to load the included games.

The freebies packed in with Aemula Oldies are Mille Bornes, Commander Keen 4: Secret of the Oracle, Duke Nukem, Dangerous Dave in the Haunted Mansion, Scorched Earth, CD-Man, The Catacomb Abyss, Bio Menace, Monster Bash, StarMines II: Planet of Mines, 4D Prince of Persia and CHAMP Kong. They all seem to work decently well, too.

I sort of think third time is the charm for iDOS, err, Aemula Oldies, as I'd imagine that there aren't any holes for slipping other things to emulate in left anymore. Of course, I could be totally wrong on that, so if anyone figures out any tricks, be sure to let us know.

App Store Links:
    Aemula Oldies S, Free
    Aemula Oldies, Free (iPad Only)
    Aemula Gamepad, $0.99

Get It Before It's Gone: 'iMAME' Hits the App Store

Wednesday, December 21st, 2011

Emulators have had an interesting history on the App Store, to say the least. There are a few emulator apps that have received Apple's blessing, namely Manomio's Commodore 64 [$4.99] and a choice group of similar emulators. More often than not though, they randomly appear, having slipped through the Apple approval system, then are quickly pulled. Right now we've got no clue which side of the fence iMAME [Free] is sitting on, but it's free, so there's absolutely no reason not to download it just to have it.

iMame comes preloaded with nine less than stellar ROMs to play, but the real interesting part is going to be whether or not it's possible to side load other ROM files into the app. I've been tinkering around with various tricks to load other ROMs into the app that have worked in other instances of similar emulators on to the App Store, and so far haven't had anything work. Regardless, I give it about two hours (or potentially much less) before someone figures it out, and a few hours after that for Apple to pull it from the App Store.

Go go go!!! I'll keep this post updated as new things develop.

Update: It seems that the same method used to get games into iDOS also works in iMAME. Twitter user @mattlukens mentions, "Yep, add a .zip rom to the Docs folder through PhoneView and it works perfect! Just tried Crime Fighters!" He also provided a screenshot. The clock is really ticking now on Apple pulling this down.

Update: iMAME supports the iCade.

Update 12/23: iMAME has been pulled from the App Store.

App Store Link: iMAME, Free (Universal)

'Mad Dog McCree' Review - 90s Arcade Gunslinging in Your Pocket

Wednesday, December 21st, 2011

Last week when we learned the classic laser disc arcade game Mad Dog McCree [$4.99] was coming to the App Store, I was stoked. I had fond memories of gunslinging at that giant arcade cabinet as a kid, and figured reliving the experience on my small touch screen device would give me that great shot of nostalgia that I've been fortunate enough to encounter often on the App Store. Then I actually fired up the iOS version, and learned once again that nostalgia is a fickle beast.

Mad Dog McCree has not aged well, and I'm not so sure it was ever a very good game to begin with. With a certain part of the video game spectrum always striving for the most realistic visuals possible, and the introduction of disc-based storage in gaming which started becoming prevalent in the late 80s and early 90s, mankind embarked on one of its most hideous inventions of all time – full-motion video games. What could be more real than actual real-life video footage?! It was THE FUTURE.

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TouchArcade Rating:

Classic 'Battle Squadron ONE' Gets New iPad Release, Major Update

Sunday, December 18th, 2011

Back in July I had the pleasure of welcoming one of my favorite shooters of all time, Cope-Com's excellent Battle Squadron, into the App Store in the form of a native iOS port of the original Amiga game. Today I'm happy to bring news of a new, lower-priced iPad-only release of the title featuring two-player, split-screen action and Game Center achievements as well as an update to the original, universal release.

The new iPad-only release, entitled Battle Squadron ONE 2-player [App Store], allows two players to face off on the same device, thanks to a new split-screen, portrait play mode that lets you and a friend share in the action (for those equipped with a friend). In this mode, each player is able to choose their own control configuration, and gameplay is as smooth and fast-paced as it is in the one-player mode. What's more, two-player network gameplay is planned for a future update.

A number of other improvements have arrived in this new release, as well. The game features 36 Game Center achievements and a new super-tough "Air Commodore" difficulty level (get it?) with a particularly intense level ending. Cope-Com has listened to player feedback and has tweaked every control mode and rolled-in a new one. The main user complaint was that it was "tedious" to have to move a finger all over the entire screen to control the ship. To address this, a drag control mode with 2x the movement vs. finger rate was added (with the original 1x control still available). Additionally, the joypad and tilt control modes have been adjusted to allow movement in all directions (analog) as opposed to the earlier release's 8-way (digital) movement.

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'Sonic CD' Review - Absolutely Incredible and Redefines Expectations of iOS Ports

Wednesday, December 14th, 2011

The only way I can start this review is with a little history lesson, both for people who aren't familiar with Sonic CD, as well as those of you who might not have been reading TouchArcade since the summer of 2009. Let's start at the beginning, so everyone can truly appreciate just how wonderful the very existence of this game is.

Sonic CD, or Sonic the Hedgehog CD was originally released in late 1993 for the Sega CD, Sega's CD-ROM accessory for the Genesis console. Sega CD had actually come out earlier that year, and many gamers (myself included) couldn't wait to get their hands on one as the promise of full motion video powered gaming seemed incredible. Unfortunately, both due to the many technical limitations of the system, as well as the games themselves just not being very good, the Sega CD never really took off quite how I imagined Sega wanted it to. (There's actually a bunch of reasons I could also get into, but I digress.)

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TouchArcade Rating:

Bungie's Classic 'Marathon 2: Durandal' Hitting the App Store this Week

Wednesday, December 14th, 2011

In early February of this year, we learned that a rogue developer named Daniel Blezek was spending his spare few minutes in-between a full time job and a full time family life toiling away at bringing Bungie's seminal FPS Marathon to Apple's iPad. The port was in progress at the time and looking great, but there was still a bit of uncertainty whether or not a release of Marathon would completely jive with some of the rules of App Store and the open source licensing of the codebase.

Then in June, Bungie sort of shocked everyone by announcing that they had picked up the project and would be officially supporting its release. Just a couple of weeks later, on Bungie Day no less, Marathon 1 [Free] launched for the iPad and we thought it was pretty dang awesome. Perhaps the best part was the choice of business model, as the entirety of Marathon 1 was available for free, with the ability to purchase hi-res assets or a cheat mode as optional IAP. While having the entire first entry in the Marathon trilogy literally at my fingertips was fantastic in its own right, we still couldn't help but wonder if the second and third entries in the series would make it to the App Store too.

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'Elite Collection' Lands Friday with Twelve Games for a Buck [UPDATED]

Sunday, December 11th, 2011

Back in late October we posted an update on Elite Systems' coming Elite Collection (iPhone) and Elite Collection HD (iPad) apps, which will offer a bundled collection of classic Commodore 8-bit home computer games, as well as an in-app game store for purchasing additional singles and bundled arrangements of games. At that time, Elite indicated that these applications would be delayed due to a trademark complication. We're now happy to report the studio has informed us that the titles will land in the App Store on Friday, December 16th, and at a one-week promotional launch price of $0.99 each. [ UPDATE: Apologies to readers in our overlooking the fact that the stated release date does not apply to the Americas. These titles will see release there in mid-to-late January. ]

As we detailed earlier in October, the Elite Collection apps will come bundled with the following titles:

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'Chrono Trigger' Hits the App Store

Thursday, December 8th, 2011

Hey guys! Here's a surprise, Chrono Trigger [$9.99] just came out of nowhere. Well, not entirely out of nowhere, since Square Enix had mentioned that it was coming this month… But after the rampant delays that Final Fantasy Tactics saw, my hopes that they'd hit this release window could be best described as "cautiously optimistic."

My first impressions are fairly positive so far with this port, mostly because Square has re-rendered all of the text and game UI to actually be legible, unlike Final Fantasy Tactics! We'll offer a more thorough review in the not too distant future, but in the meantime you can swing by the thread to check out forum user impressions as well.

App Store Link: CHRONO TRIGGER, $9.99

'Vector Tanks 3:' It Could Happen

Thursday, December 8th, 2011

Fans of the excellent Battlezone-like Vector Tanks and Vector Tanks Extreme titles will be excited to hear that Black Powder Media has taken the baton from original developer Peter Hirschberg and is creating the next installment in the Vector Tanks series, Vector Tanks 3, on iOS. Larger in scope, Vector Tanks 3 will try to introduce competitive local multiplayer to the franchise, as well as "bold new graphics," new vehicles, and configurations. One problem: it needs funding, and the creators are crowd-sourcing that via Kickstarter.

Some of its goals might change based on hitting different levels of funding. The best example of this is in the multiplayer arena. Depending on the cash received, the team might or might not be able to incorporate world wide, Internet multiplayer. Or consider platforms like the PC or XBLA.

If this project succeeds, chances are that we'll see more Vector Tanks in the future. On the game's funding page, it's mentioned that this is just one chapter of up to seven in the series, all following the adventures of Vic Vector.

We're huge fans of the first two Vector Tanks games, so we'd love to be able to get our hands on Vector Tanks 3 at some point in the future. Extreme, in particular, was a sharp, focused, and really well-executed iteration that amped up the action in glorious ways. If the trend of bigger and better continues with each new game, Vector Tanks 3 could be really special.


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