iPhone controller accessories have been generating a good bit of news, here lately. More and more existing iOS titles are gaining physical control options via updates, and just last week we detailed the upcoming Gametel Bluetooth controller that will soon become a game-enhancing iOS controller option, alongside the iCade and iControlPad. The more the merrier, true, but long time readers may recall yet another controller we covered over a year ago that has been off the radar ever since. Does anyone remember the GameBone?
Once again, Stuart Carnie of Manomio (whose C64 for iPhone just got iCade support) reached out and pinged me to share a bit of exciting tech he's had his eye on, and I'm quite eager to fill the rest of you in.
Stuart showed me the following proof-of-concept video done by Jason Chan of Australian firm 22Moo, the main man behind the GameBone controllers, depicting the venerable Competiton Pro joystick -- a standard, 9-pin Atari-style joystick -- tethered to a Bluetooth controller board, controlling Retro Dreamer's Velocispider as well as Bruce Lee running under Stuart's C64 system as well as his retro iOS port of Flashback, via iCade emulation. It's pretty awesome stuff.
I got in touch with Chan and inquired as to what his intentions are regarding this demonstrated technology, and also regarding the GameBone controller we last heard about so long ago.
The App Store is home to a ton of unique ideas, and we've seen all sorts of games come along that started out one way and evolved into something entirely different due to content updates that are often spurred by feedback from gamers in our forums. It's one of the neat aspects about iOS gaming, and something that sets it apart from most other traditional gaming platforms.
However, Bryan Perfetto, creator of the awesome endless high scoring game Kitty Up [99¢] (the second title this morning that has previously been featured on the Kitty Korner segment of our podcast) is taking the app updating facet of the App Store to the extreme. He has just released Rocket Bits [Free], his latest game that's not really much of a game at all… yet.
The idea behind Rocket Bits is that he's soliciting any and all ideas from users and will try to implement them into the game the best he can. Right now, the game isn't much more than an extremely basic cave flyer with very little to do. You can control the dual thrusters of a tiny rocket by touching either side of the screen, and putt around an expansive randomly generated map, bumping into walls and… that's about it.
But just because there isn't much to do in Rocket Bits doesn't mean it's not off to a pretty good start. The thruster controls feel great, the retro-styled pixel art is quite nice, and the chip tunes in the game are fantastic. Since the game isn't much right now, it's being offered for free, and eventually after some updates have fleshed out the experience then Bryan plans to raise it to "the outrageously expensive price of one dollar."
If the concept of Rocket Bits intrigues you, you can send your game ideas via email to bryan@regularkid.com, on Twitter at @RegularKid, through his website www.regularkid.com, or just blurt them out in iTunes reviews for the game. The plan is to update the game weekly, though that will depend on how difficult the ideas are to implement and Apple's review process. If he uses your idea, you'll get your name forever emblazoned in the game's credits section.
It'll be interesting to see how Rocket Bits shapes up over time, and how well the developer will be able to use the ideas given to him. We'll keep our eye on its progress, and there's no reason not to grab the game for free to check it out and send along some ideas of your own.
It's been over a year since the last update, and many in our forums were worried that the app had been abandoned, but I'm happy to report that Manomio has released an update to C64 for iPhone [App Store], the Commodore 64 emulator and game store (at over 50 titles right now) for iOS, that we've been tracking since way back in 2008.
Stuart Carnie of Manomio filled me in on the license tangles he's been dealing with since late last year which stymied work on the app, but indicates all is now resolved and that he's excited to bring this update, as well as return his focus to development and the acquisition of new licenses for C64-loving iOS gamers.
The big news in this latest version of C64 for iPhone, version 2.2, is the addition of support for the iCade and compatible devices (such as the iControlPad and Gametel controller we recently covered), which is huge news given the nature of the typical Commodore 64 game title. In this initial implementation, iCade support means joystick and fire button emulation -- certain games with extended features, such as The Last Ninja, still require tapping the screen for key input and the like. This update also brings full support for iOS 5.
It's worth pointing out that, presently, C64 is not a Universal application, and so using it on an iPad in the iCade means running the iPhone app at 2x video magnification. However, Stuart has big plans for the app and shared a short-list of what's coming, down the road...
A new, Universal app!
This is a rewrite in order to add all the required features
PRO: By not replacing the iPhone version, we can keep existing users with old hardware on the current builds
PRO: For compatible games, we'll continue to add them to C64 for iPhone
Activate your original C64 for iPhone purchases if you have it installed
Cycle-exact emulation -- will require ARMv7 devices
The following demo video taken by one of our readers shows C64 for iPhone running on an iPad, being controlled with an iControlPad (in iCade emulation mode).
We're very glad to see Stuart out of the woods and moving forward with his efforts to bring retro fun to today's gamers. We will keep readers in the loop on the latest from Manomio as the news unfolds.
While the iOS device's multitouch screen has introduced a whole new way of interacting with software and enabled game developers to rethink the fundamentals of game control, there are definitely areas where it falls short. One such area is in the on-screen approximation of a physical control stick or D-pad. Ever since we first mentioned the iControlPad, three and a half years ago, button mashers particularly frustrated by virtual controls began eagerly waiting for such physical controller accessories to arrive. This summer, the iCade and iControlPad did arrive and developers wanting to go that extra mile began adding in support for these controllers, where it made sense.
Gametel controller
In a short time from now, the controller market will be gaining another iOS-compatible unit for gamers to choose from in the form of the Gametel Bluetooth controller from Fructel AB. News on this one began spreading a couple of weeks back, but we only just learned of the device, likely due to the Android-centric PR that surrounds it; there's scant mention of iOS devices on the product webpage. Luckily, C64 for iPhone[App Store] developer Stuart Carnie of Manomio pinged me to let us know that the unit works quite well with iOS devices (by way of an iCade emulation mode, the addition of which was driven by Stuart, himself), and that he is particularly impressed by the unit's ergonomics.
This past weekend, Elite Systems released their third round of 8-bit games brought to iOS through their Elite Collection of 8-bit computer games effort. The three games in question are stand-alone titles and each comes in both an iPhone and iPad "HD" version.
Denaris
One of the better scrolling shooters to appear on the C64 was Denaris [iPhone, (iPad coming)] by Manfred Trenz. Published by Rainbow Arts in 1989, Denaris was a re-release of the previous year's R-Type-alike shooter, Katakis.
Denaris pits you and your craft against a slew of evil robot enemies that arose from a typical Skynet-type scenario. (Silly humans.) Like R-Type, Denaris features multiple side-scrolling levels, plenty of asteroids to dodge, power-ups, and end-bosses.
The Denaris releases are available in both English versions and "DE" German language versions. A video of Katakis (the same game) playing on a PC under VICE emulation can be seen here.
Paradroid
The star of these releases is certainly Andrew Braybrook's Paradroid [iPhone, iPad] one of the most well loved games ever released for the Commodore 64. Originally published in 1985, Paradroid puts you aboard a large space vessel, in control of the "Influence Device," a special droid that must roam the many rooms and decks of said craft and destroy every other droid on the ship. All of the droids on board, including your own, have a certain power level indicated by an integer -- the higher the number, the more powerful the droid.
Each deck of the ship features a variety of rooms, doors, elevators, and computer terminals that can provide useful information about the ship. You can destroy enemy droids by shooting or ramming into them, though droids much more powerful than your own present a rather significant challenge. It is possible to take over another droid (even a more powerful one) by way of a timed mini-game, featuring logic gates and circuit diagrams, that challenges you to out-wire the enemy droid.
Paradroid is a highly unique game that has something of an eerie feel, for lack of a better word, and significant replay value.
Luke Schneider's awesome take on Space Invaders, Super Crossfire [$.99 / UHD], is now bigger than ever thanks to an early November update. Version 1.1 specifically adds a new "dark mode" that includes 150 harder waves complete with new backgrounds and a "new perspective" on the game's story. Super Crossfire is also now more stable than ever; Schneider went back and dropped in some performance improvements for older generation phones, nipped a nasty save bug, and addressed several minor problems.
The most exciting addition for us is the one that couldn't be noted officially: Super Crossfire HD now supports the iCade. Just switch to "ARCADE" in the configuration and you're good to go. It's nice to see some new iCade games out there, eh?
Oh! And if you're particularly interested in the HD version -- and you should be since we're huge fans of it and are never wrong about these things -- know that its price has been reduced. For a spell, the game is being offered at $.99 instead of its usual $2.99. Neat!
Wizardry is a series with a pretty long history, and the older you are, the more of it you're likely to recall. Thirty years after its original release, gamers still think of the same thing when they hear the word: a long dungeon crawl in the dark, careful stat management, and a pen and graph paper by your side. In fact, Wizardry was really the first graphical incarnation of the Dungeons & Dragons model, and gamers familiar with it would feel right at home on those subterranean treks through poorly lit mazes.
Fast forward to 2011, however, and you may see a game like Wizardry as nothing but an exercise in punishment. Or would a clean-up and polish of the interface make for a more modern experience? This version of Wizardry, called Labyrinth of Lost Souls [Free] ($9.99 IAP unlocks full game), is not exclusive to iOS -- it's already seen its original debut on the PS3 earlier this year.
One of my most anticipated games of this year is the rerelease of the Sega classic Sonic CD. Yeah, yeah, I know the poorly emulated previous versions of Sonic on the App Store were nothing to write home about, but Sonic CD stands to be different. It's been recreated from the ground up using a proprietary development kit that started off as an impressive fan project over two years ago, and takes into account the temperamental nature of touch screen controls. It remains to be seen how the final product will work out, but one thing I know for sure is that it will be a huge step up from the normal emulator that has housed all of Sega's previous Genesis iOS releases.
Anyway, stoking the flames of my already hot excitement for Sonic CD is a post on Sega's blog that reveals the addition of a special unlockable character in the rereleased game, Sonic's long-time sidekick Tails. According to Sega, Tails will become available after finishing the game once, though it's unclear whether or not there will be any sort of bonus story elements or other changes to accompany his appearance. At the very least, this shows the kind of versatility that is possible by remaking the game using their special retro engine, which will also allow for several other features and options beyond what was in the original Sega CD game.
In another interesting bit of Sonic CD news, the blog also goes on to reveal that the game is actually available right now, as long as you're willing to buy a tablet from one of your local participating GameStop stores or from the GameStop online store. Sonic CD will come preloaded on a selection of tablets that the gaming retail giant began recently selling, and will even be compatible with a special Bluetooth controller that GameStop is selling specifically for tablet gaming.
As for iOS device gamers like myself, we'll need to wait for the official Sonic CD release sometime next month. If you were already in the market for a non-Apple tablet, and you have a hankering for Sonic CD, it might be worth investigating the GameStop promotion to score a free copy a month ahead of everybody else. Buying a several hundred dollar tablet just to get a game that will likely cost between $10 and $20 might not seem like the most financially responsible idea, but at the very least you can wave the game in my face and mock the fact that you have it while I don't, which is something you really can't put a price on.
Last week we posted details surrounding the then-upcoming bundles of retro Elite Collection and Elite Collection HD for the iPhone and iPad, set to launch this past weekend. As we've learned from Elite Systems, the collections are still upcoming, unfortunately.
We spend countless hours tracking down the current owners of the classic 8-bit home computer games (and the associated intellectual properties) which we include in our Apps. We come across some fascinating people and stories whilst doing so.
Earlier this week, an organisation - from whom we’d previously received a written “clearance” - claimed an interest in a trademark in one of the twenty five games in the Apps. This interest does not appear on the public records.
Since one of our declared goals for the “Elite Collection” Apps is, “to restore some order to the market for 8-bit home computer games” we needed some time to check the claim. At the time of writing, that claim is still being reviewed and we felt it would be inappropriate to release the Apps until it had been dealt with.
Wilcox, at the same time, took the opportunity to share some rather good news concerning his studio's forthcoming 8-bit offerings. He indicates that the delay should provide the opportunity to include some additional "AAA" titles to the mix when, or shortly after, they are released. The coming titles he speaks of are likely to include an excellent collection of games from Interplay Productions: the classic fantasy RPG The Bard's Tale (I, II & III), the post-apocalyptic RPG Wasteland, as well as Dragon Wars and Neuromancer.
Elite expects the delay of the Elite Collection and Elite Collection HD to be brief -- perhaps a couple of weeks. For details on the (at least) 12 titles launching in the collections, have a look at our post from last week.
Penny Parlor [$1.99] wraps four antique coin-operated sports games into one release. But we're not talking about classic arcade games ...no, Australian-based GamesLab Apps are taking us further back in time, like pre-1950's, to the era of mechanical arcade machines which used to cost one penny to play.
The game displays a room (parlor) with four antique amusement machines shown in 3D, including: American Pro Football, Super Swing Baseball, The Amazing Golf Game and Smack'n'Whack Cricket. The old-fashioned color schemes, carnival music, and mechanical style movements and controls are all designed to convey the original feeling of playing these games at the fairground.
Retro gamers are about a week out from a true bundle of 8-bit gaming goodness, with a promise of much more to come. On the weekend of October 28th, Elite Systems will be releasing the Elite Collection and Elite Collection HD (for iPad) that bring a dozen 8-bit games to the App Store, and at a week-long introductory price of $0.99.
Last month I spoke with Elite Systems co-founder Steve Wilcox who took me through his studio's plans to bring a great number of notable 8-bit titles from years past to iOS gamers, using a new proprietary technology developed within Elite. This new system, or facilitator, brings these titles to iOS at near 100% accuracy and allows a great degree of control customization thanks to the studio's "iDaptive" control system. Elite's initial move in this effort involved ZX Spectrum-only titles, but it's worth noting that with this new collection, Elite has pushed beyond just the ZX Spectrum platform. (more...)
One of our very favorite platforming games here in the TouchArcade Mothership is Ravenous Games' League of Evil [$1.99/Lite], which was released and reviewed by us this past February. The charming pixel art and kick ass chiptunes created a modern-retro aesthetic that's right up our alley, and the virtual controls are amongst the finest we've ever seen on the iOS platform. The game can be tough as nails sometimes, but in that good "please sir, can I have some more?" kind of way.
One feature that has been requested by players ever since the original release is native iPad support for League of Evil. Today, that wish has come true. The game has been updated to be Universal, and it both looks and plays phenomenally on the larger screen of the iPad. One awesome little detail is that the game works in both landscape and portrait mode on the iPad, and I've found that I'm actually digging the portrait mode the most. It makes me feel like I'm playing a huge Game Boy, which is always a good thing.
That's right, my retro-loving brethren, Bounty Bob has tunneled his way into the App Store thanks to Magmic's release of Miner 2049er [free] for the iPhone and iPad (universal).
For those unfamiliar, the original Miner 2049er is a platform game that was highly popular in the early '80s home computer scene. (See Owen Linzmayer's February 1983 Creative Computingreview.) Released in 1982 by Bill Hogue through Big Five Software, the game puts you in the shoes of Bounty Bob on a mission to search through Nuclear Ned's abandoned uranium mines in search for the elusive Yukon Yohan. The treacherous mines, fraught with ladders, chutes and hydraulic scaffolds -- not to mention the radioactive creatures that roam the levels -- must be cleared by walking over every section of the platforms. There are 10 levels in all, which was quite a few, for its day. Miner 2049er was the inspiration for Matthew Smith's Manic Miner.
FakePup’s Super Bit Dash [$0.99] is an interesting combination of endless running and platforming all wrapped up in a nice retro-bow. Despite its incorporation of level randomization, Super Bit Dash's biggest weakness is the lack of content and variety within its gameplay. However, despite this shortcoming, this casual title still provides an enjoyable experience, assuming you’re a fan of its (increasingly prevalent) retro heritage.
Like a lot of casual games, Super Bit Dash doesn’t offer much of anything in the story department. You play the role of a caped pixelated hero moving through various rooms full of pitfalls and obstacles while collecting coins. Aiding your character is the ability to dash in any direction with a swipe. Each dash burns energy, however, which can only be replenished by collecting the coins that are littered throughout the playing field. You can use your dash ability to break through barriers, fly across chasms, or speed past spikes and other barriers trying to take you out. Since the dash is really the only special power you have (besides a normal jump), coin management becomes imperative as you’ll need to make sure you have enough dash charges for those harder areas.
Xurge [$0.99] doesn’t try to wow you with a particularly deep gameplay experience or with awe-inducing graphics. Rather, Xurge is one of those retro-style games that seeks to get you hooked on simple gameplay that becomes progressively more difficult and challenges you to simply get better at what it offers. As far as simple arcade games go, Xurge does a good job of hitting its mark.
Xurge doesn’t bother trying to create any kind of story to serve as a backdrop to your gameplay. You can discern that there are alien invaders attempting to take over your planet, and the only thing between them and world domination are your four cannons. Obviously, the goal then becomes to take out all the invaders with said cannons before the intruders take them out. Before a cannon can be fired, however, you must tap on it to prime it. Once primed, taking a shot is as easy as pressing the big ‘Fire’ button on the screen.