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‘Interview’ Category Articles

A Chat with Eric Chahi on 'Another World' and iOS Gaming

Friday, September 9th, 2011

We recently brought news of the BulkyPix announcement that the much anticipated iOS port of Eric Chahi's Another World will be landing in the App Store on September 22nd. Xavier Liard of DotEmu, the studio developing the iOS version, put us in touch with the game's renowned author to discuss details of the upcoming release.

As we indicated yesterday, Another World for iOS will feature both the graphics of the original game as well as re-mastered "HD" graphics done specifically for this release. (A two-fingered swipe up the screen will toggle the visuals at any time.) In speaking with Chahi, I learned that this 20th Anniversary Edition of the game is running a tweaked version of the core script from acclaimed 15th Anniversary Edition, as executed by Chahi's own custom script interpreter that has been converted from 68000 assembly to C++. All of the sounds in the game have been re-mastered as well, to deliver an enhanced audio experience as compared to the original.
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'Minecraft'-y iOS Title 'Junk Jack' Looks Awesome

Friday, July 22nd, 2011

Junk Jack is the latest super ambitious and super promising independent game to catch our all-seeing eye. At its core, it’s an adventure-ish game that borrows a lot from another indie darling, Minecraft. It also seems to draw from its side-scrolling cousin Terraria. In it, you’ll be tasked with gathering materials and putting them together, but mostly, you’ll be left to your own devices to explore and survive inside a world filled with treasure, Red Bull, and whatever else the two-man team, Pixbits, decides to drop into it.

Inarguably, Junk Jack is derivative of Mojang’s and Re-Logic’s respective titles, but I think you’ll be surprised when you hear that the team didn’t even know about Terraria when the game and it’s iconic smoking miner, Jack, were initially sketched out. Since then, the team has embraced that work and has allowed it to inform development.

“...we tried to get some inspirations without being too trivial,” Pixbits told us in a recent e-mail exchange. “When you develop for the iPhone you have to think about the fact that everything goes in a different way compared to a normal desktop game, controls are different, game experience is different, and also the time pattern you spend while gaming is different, so our focus in this regard was to develop a slick and fun gameplay, while maintaining the sandbox experience that users love and that we all know.“

“We don’t want to go beyond, since we really both respect Minecraft and Terraria (we play together to both of them), we just like to offer a similar gameplay experience to entertain with when you are not at home.”

Junk Jack is being developed with procedurally generated worlds in mind, and so a good chunk of time is being spent in the actual coding to ensure a smooth experience. The final world size hasn’t been decided quite yet, but you’ll get three different save files for three different worlds, none of which will trade usability in exchange for size.

Games like Minecraft typically lack structure, and that’s something Pixbits wants to provide in its open-world, exploration, and crafting game.

“We can say that the main goal of Junk Jack is to explore, craft and survive inside a procedural generated world full of features that we plan to add constantly. We were unsatisfied with the ‘only-sandbox’ approach, just because we felt that an iPhone game should give players secondary tasks to entertain themselves.

“That’s why, for example, we have implemented a simple yet effective mail system that allows the player to craft his own mailbox and use it to accept fun quests asked from various people which need to retrieve their lost items, providing rewards in exchange.”

Pixbits tells us that the mailbox is just the beginning of some sort of quest line -- the studio will continue to add tasks and give people something to do inside their respective worlds. Also, the studio will be looking to fans for ideas for future updates. To hear Pixbits tell it, users will have an actual stake in the game and will guide their hands after release.

Junk Jack is planned to hit at some point this September. The version you're seeing here is strictly for the iPhone and iPod Touch, but an iPad version isn't out of the question. It's just not on the docket at the moment.

'Shadow Complex for iPad?' Hey, It Could Happen

Tuesday, November 16th, 2010

When I talked with Chair Entertainment's Donald Mustard the other day about Infinity Blade I couldn't let the opportunity to talk a bit of Shadow Complex slip past me. If you don't know, Shadow Complex is a brilliant Metroidvania-style action title that I still consider to be one of my favorite games ever. How could I resist asking Mustard if Shadow Complex could ever be released the iPad? I want it everywhere at anytime.

I told Mustard before I even fired off the query to be prepared to hear something stupid. Shadow Complex is in no way a touch screen type of game. In fact, I can't think of a single way the game could be ported to iOS and end up playing as well as it does on Xbox Live Arcade. I think I caught him a bit off guard with my steamy, hot fanboy desire. He ended up asking me initially in response, "What do you think? How do you think Shadow Complex would control on the iPad?"

I replied, "I don't know! I just want to hear you say it," I exclaimed. We both laughed and then Mustard shared his thoughts on the matter.

Yeah, I mean, for me, I don't know," Mustard said. "I think for Shadow Complex to show up on a touch device would mean we'd have to figure out a way for it to control really, really tight and really, really awesome. I'm not saying that can't be done. In my few minutes of thinking about it I'm kind of like, 'well, I don't know. We'd have to compromise a lot of the tightness that came with the control scheme of Shadow Complex.'

As Mustard said, Shadow Complex for the iPad could happen. But for it to be a reality, Chair would have to feel comfortable with the way the controls translated to the device. It would have to feel perfect, just like the XBLA version does.

For me -- that's what it comes down to, if it can't be amazing, then I don't want to do it. I don't want to shoehorn controls in. I don't want to force it. Again, I'm not saying that it can't be done, but we'd have to come up with a way that it would still feel like Shadow Complex and still feel that tight. To me, one of the things that really made Shadow Complex feel good was that the controls were extremely responsive and worked. I'd have to be able to pull off a triple jump while shooting a foam gun while turning on my friction dampener to turn on so I could run across ceilings all with the touch pad. I dunno. We'll see. If anyone out there has a brilliant idea on how to make it control great, let us know!

Infinity Blade is Chair's first game since Shadow Complex. I tend to think sequel whenever a game hits with as much acclaim and sells as well as Shadow Complex did, so with this in mind, I asked if IB was the game Chair wanted to make following Shadow Complex. In short, yeah, it was.

This is the game I… when someone came to me and said, 'we would really like you to make a game for iOS devices and we'll have four months to do it…' What would you do? This is the game I would make. Absolutely. Given those constraints and that opportunity, yeah, we think this game is awesome for that.

But will Chair stick with the iPhone after the release of IB? We'll see. Mustard and Chair are committed to making strong games on every platform.

For us, we just want to make awesome games. We want to make games people like to play, that entertain people and make them happy. I'm pretty device agnostic. To me, every console there's opportunities to do really unique, cool stuff. We will continue to make games for every device and console that makes sense to make games for.

Infinity Blade, which is an actual iOS game created by Chair Entertainment releases this holiday on the iPhone 4, iPhone 3GS, and iPad.

Interview: Chair Entertainment's Donald Mustard On 'Infinity Blade'

Monday, November 15th, 2010

It's easy to get the gist of Chair Entertainment's Infinity Blade by watching a sizzle reel or by reading the various impressions pieces on the web. It's a medieval action RPG that pits you against various titanic foes in pitched battles that'll require you to approximate sword slashes and parries with swipes and gestures. But what you won't get from these mediums are specifics.

This is why I contacted Chair for an interview about IB. The game looks so great, looks so promising, that I just had to know more about it. The man I spoke with, Chair creative director and lead designer on IB Donald Mustard, filled me in.

It's More Of An Action Game
Think of the RPG aspects of Infinity Blade as a strategic compliment. The action part of the game, which has you reacting to attacks from large and small foes, and then dispensing your own punishment composes the core of the game.

When we sat down to look at the device and we had an opportunity to make a game for it we kinda had this idea kicking around in our heads for awhile about how could we make a really cool sword-fighting game that actually felt like you were sword fighting as opposed to mashing buttons. We thought that the touch screen on these devices would be the perfect place to do something like this.

Right down to its core, we thought it'd be really fun to have a game where I could have a big, nasty enemy on the screen that's coming at me with a sword -- a sword that could be coming from any angle at any time. And because I have a touch screen, I could swipe my finger exactly where that sword is coming at me and parry it away and knock that guy's blade back and then swipe at the guy.

As for those RPG elements, they come from how you customize your character with items like swords, shields, and armor found in the environment. Every sword and shield has EXP attached to it -- as you use the item, the EXP drains into you and into your overall EXP pool. You'll also master the item once it is drained. When you level up, you'll gain skill points that you can then apply to your character, so draining an item is something you want to do. Unless, of course, this happens:

You'll find yourself with a mastered sword that's pretty cool, but... let's say you have an ice sword that you've mastered and you're coming up to an enemy that's weak to ice. You've got a fire sword equipped currently that you're gaining EXP from. You're like, 'Well, do I really want to re-equip my ice sword that I'm not going to get EXP from in this fight? I really want to use it on this guy because he's guarding a treasure. I know can beat him easier that way.'

I should note that you can also use magic rings to cast spells. You'll have to draw the symbol of the spell on the screen. These can level up too and become stronger.

You're A Knight In His Version Of Gannondorf's Fortress
Interestingly, IB kicks off where most games end. You're an aging knight at his end goal ready to square off against the God-King and his last remaining Titans. It's an interesting twist that we'll learn more about as we play the game.

It's Not On Rails
There's a lot of speculation about IB being on-rails, as in the game will do the walking for you. That phrase has stigma attached to it, despite the fact that several games have managed to be great, guided experiences. IB is not an on-rails title, but it does plainly point out where you need to go via "nodes" in the world. To me, it sounds like Myst with some actual guidance.

In IB, you'll be able to move your character in the game world with a simple click on a destination, which is probably why it's commonly thought to be an on-rails game. The point of this streamlined method of control, though, had more to do with ease of play as opposed to a specific point of level design at first.

We really wanted to come up with a way to navigate the castle that was different than games I've played on my iOS device. We're not huge fans of games that try to emulate what a controller would do on the touch screen. We're way bigger fans of games that use the touch screen in a unique way that's more suited for that device. We tried with everything we did in Infinity Blade to make it a game that you can be play with one finger. That was our mantra.

When it came to navigation we settled on more… we call it cinematic click navigation. So, basically, I can use my finger to look around the environment by just holding down on the screen as I swipe back and forth to move the camera. And then I can click on certain points in the environment, kind of more like Myst or some adventure game, and then my character will cinematically move towards that location. While that's happening, I could be picking up gold or see other nodes to go in different ways.

The Multiplayer Won't Just Be Knight On Knight

Post release, Chair plans to release an update that will add competitive multiplayer to the game via Game Center. This component won't just be knight on knight action and furious swipe fests. Chair will try to put you in the shoes of some of the monstrosities in game to make things different.

We've got some cool ideas, how we could make it different than what you'd expect, to make it fun. One of the things that will be key to that is not just having it be 'my knight fights your knight.' But having it be more like, 'How can we have multiplayer that is a knight versus the boss?' We want to give people the opportunity to play as the big, 15-to-20-ft. tall titan. How do we make that work in multiplayer and have that be fun and engaging and balanced?

Epic Citadel Was The Show-Off App, IB Is The Game
Epic Citadel [free], which was the first App to use Epic's Unreal 3 Engine, was a commercial. IB will be the first Unreal 3-powered game. I want to make sure you're aware of that distinction because it's very clear that Chair is really behind IB and working as hard as it can to make a functional, iOS-specific and friendly title.

I think there's room for lots of different kinds of games on every console. Our personal taste is that we tend to gravitate more towards games on any console that are designed more specific to that console. So, if I'm making Shadow Complex on the Xbox 360, I'm going to do everything I can take advantage of what the Xbox 360 does well, whether that's the way it renders graphics or the way its controller is layed out. I'm going to utilize every tool on that device to make it cool.

The same with a touch screen device. There's a lot of things you can do with a touch screen that I can't do with a traditional joystick. And we tried to focus the game design to really take advantage of swipes and clicks and different things you can do that are cool as opposed to try to shoehorn in a traditional control scheme. I think ultimately that makes for a more seamless, more unique experience.

Infinity Blade is due out this holiday for the iPhone 4, iPhone 3GS, iPod Touch, and the iPad. Updates will, as Mustard said, follow soon after its release.

Developer Profile - Daniel Zandelin of Donut Games

Friday, February 5th, 2010

Daniel Zandelin, who is apparently a big fan of Mario Kart DS

Donut Games is the developer/publisher of well over a dozen iPhone games including fan-favorites like Rat On A Scooter XL, Comet Racer, and Cows in Space. Officially titled "Swedish Game Development Group AB," Donut Games has all of their games available in flash form on their website, where they can be played for free. With a arcade-like menu and three-star rating system for the levels in all their games, Donut Games has earned a large fanbase by consistently providing simple, quick experiences that draw players in for more, usually with a focus on increasing high scores.

I got the chance to find out a little bit more about one of the important faces behind the company, Daniel Zandelin, one of the founders of Donut Games.

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An Interview with Jon Kromrey of Namco Networks' Apple Games Group

Saturday, August 8th, 2009

namcoWe broke the news a few weeks back that Namco Networks had created a dedicated Apple Games group, separate from the rest of its mobile division, to allow a particularly strong focus on the iPhone as a games platform.  We recently had the chance to interview Jonathan Kromrey, head of the new Apple Games group, regarding the formation of the division and what it means to iPhone gaming.

Kromrey, who spent time as a producer at I-Play Mobile Gaming, has most recently been part of Apple's own, internal iPhone apps division and was involved with the phenomenally successful Apple iPhone game release of Texas Hold'em [App Store].  He came to Namco Networks, bringing with him a team of developers from both Apple and EA, with the goal of "bringing freshness and newness to iPhone gaming."  He indicates that his group has plans to not only bring a number of popular Japanese Namco titles to the iPhone, but also to generate wholly new titles written specifically for the platform.  And when asked if the division intends to act as a publishing arm for independent developers, his response was a definitive "hell yes!"  In fact, the group has signed two such deals, one of which will bear App Store fruit within the month.

804917Kromrey calls the iPhone "a wide open platform," ripe for both hardcore as well as casual game titles that everyone can enjoy.  And games along these lines should appear scattered across the price-point scale.  His group feels that a sound strategy for iPhone game releases involves basic, quick-play games at a low ($.99) price point, more involved and full-featured titles at a moderate ($4.99) price point, as well as long-play, large-scale games complete with microtransactions at a premium ($9.99) price point.  And, in our reckoning, this seems the right strategy to maximize a studio's market penetration.

iPhone 3GS owners have particular reason to be excited about Namco Network's newly formed division.  Kromrey calls the difference in capabilities between the iPhone 3G and 3GS "huge," and points to Namco's popular I Love Katamari [App Store] as an example of a title that illustrates the increased power of the 3GS.  And, more than just delivering games with higher framerates on Apples' new unit, Kromrey's team fully intends to exploit the features of the new device (such as the OpenGL ES 2.0 pipeline) in full.

Soul_Calibur_DCIn other, recent interviews, Namco Networks' Apple Games chief has been asked about the possible arrival of Tekken, Soulcalibur, and the like on the iPhone platform.  And while he would not confirm any specifics, Kromrey indicated that, with such titles, getting the controls exactly right is key, and that depending in particular on success in this area, the iPhone may indeed see such titles lighting up its four-inch touchscreen.

Christian Whitehead On 'Sonic CD' and His Retro Engine

Wednesday, July 29th, 2009

sonic_cd_titleThis certainly has been an interesting last couple of days, between Sega's challenge to gamers to come up with what game to make next and then Christian Whitehead's surprise response unveiling a remarkable Sonic CD proof of concept port created with his own Retro Engine Development Kit.

Eager to know more about both Sonic CD and the iPhone Retro Engine and Retro Engine Development Kit (or RDSK), we fired off a series of questions. The interview is totally worth a read, but beware, it will only make you want Sonic CD and other games produced by the RDSK even more.


Eli Hodapp: How flexible is the RSDK? Is it tied to a game like Sonic or would something like Castlevania with RPG elements be possible?

Christian Whitehead: All of the actual Sonic CD logic is script driven, so the Retro Engine is more than capable of different styles of gameplay. A game like Castlevania would definitely be possible, since the engine excels at handling 2D side scrollers. Stuff like top down RPG's would be fine too, I wouldn't count it on doing something like a full on 3D racing game though!

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WWDC: Interview with Gameloft CEO Michel Guillemot

Wednesday, June 10th, 2009

m_guillemotAt WWDC Touch Arcade had the opportunity to interview Gameloft President and CEO Michel Guillemot concerning his views on iPhone gaming and what the announcement of the new iPhone 3G S means to his studio.

Guillemot's involvement in the game industry began with the formation of Ubisoft Entertainment by him and his brothers in 1986.  Ubisoft quickly became a very successful publisher as gaming evolved into a major industry.  But as Guillemot tells it, he longed to get back to the days of home computer gaming, when people owned a computer primarily for reasons other than gaming, but would engage in casual gaming as a matter of course.  Seeing the rise of the mobile handset, which he (correctly) believed most everyone would soon be carrying, Guillemot saw an opportunity to provide games in a model analogous to the home computer days of old.  And so was born Gameloft in 1999.

The highly successful Gameloft of 2009, with 4,000 employees worldwide, develops games for around 1,200 different mobile handsets as well as most major home and mobile consoles.  But Guillemot makes no effort to hide his particular excitement for Apple's iPhone platform.

When Steve Jobs announced the App Store and the business model, I said they are going to do as well on the App Store and on the business model as what they did on the iPhone itself, which is creating something which is quite mature, quite balanced, quite sustainable in the long run.  And that's why, as a company, we decided to really invest and support it, because it was, to me, really a kind of very advanced thinking to have these three elements [iPhone, iTunes and the business model] connected and together, reaching consumers with a very comprehensive approach.  So, I think it was very much 21st century in the making and a clear cut from anything we had seen so far.

In his view, Apple set the tone for the mobile gaming device of the 21st century.

What I think is that two years ago, handset makers and carriers were a little bit lost. We were telling them that they should bet on the game side -- to make sure that the handset would be game friendly. But, for some reason, they were not. And then Apple came and convinced many people -- the right way: see, it works! And now what we see is that everyone is trying to emulate them. Apple came from outside and took the lead.... And so I expect that, in the race where the leader is still running and still accelerating [ laughs ], it's challenging. Because, if they already overtook you and they're still accelerating, you really have to consider that seriously if you want to remain in the race.

gameloft logo imageAnd while he is dedicated to supporting the newly emerging units that seek to surpass the iPhone, he points out that for gaming those companies are at a disadvantage.  The just-launched Palm Pre, for example, Guillemot considers to be a nice device, but feels its webOS HTML5 development model puts it just about where the iPhone was for gaming before the SDK was announced.  The Android devices, he feels, also hold less promise for gamers as compared to Apple's device.

Android is Java ... Java takes two-thirds of the power.  So, when you drive a car - if you take the same car with 1/3 of the horse power, you will not have the same experience.

Guillemot was pleased by Apple's announcement of the iPhone 3G S on Monday and is eager too see what advancements the new hardware will enable for his studio's games.  And while he feels the more capable device will raise gamers' expectations and make the coming year more challenging than the last for iPhone gamemakers, he appears to be rather undaunted.

Perhaps no surprise from a man whose studio creates games for most every mobile platform on the planet.

Game Day at the Luna City Arcade: An Interview with Peter Hirschberg

Monday, April 27th, 2009

luna_city_peterThis past Saturday was an open "Game Day" at Peter Hirschberg's Luna City Arcade.  Peter is a devout retro gaming fan and is author of the iPhone port of Atari's Adventure [App Store] as well as Battlezone-like Vector Tanks [App Store].

The Luna City Arcade is a two-story, 60' x 40' building housing, presently, about 80 retro video games and pinball machines primarily from the late '70s and early '80s.  Peter has a Game Day every few months at the arcade, which is located about 70 miles west of Washington D.C.

This past weekend, I was lucky enough to attend the Game Day and gather some photos and video footage of the retro gaming goodness taking place as well as corner Peter for a few minutes to get his thoughts on retro gaming and a few details that went into the making of Adventure and Vector Tanks for the iPhone.

See the fun that was had in the only existing arcade of its kind, the Luna City Arcade.


[ Full HD version | Low Bandwidth version ]

After the jump, see our causal video interview of Peter, held in the loft above the arcade.

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Digital Chocolate's Trip Hawkins Talks iPhone Gaming

Wednesday, April 15th, 2009

trip_hawkinsWilliam 'Trip' Hawkins III was the Director of Strategy and Marketing at Apple when he left in 1982 to form software house Electronic Arts which, during his tenure, became the world's largest video game publisher (and today, remains one of the world's leading publishers).  He left EA in the early '90s to form 3DO which, thanks to Sony and the Playstation, was a venture of rather less sucess.

As mobile devices began seeing widespread use, Hawkins formed mobile game development company Digital Chocolate in 2003.  The now 350 person, San Mateo, CA-based company has developed games for a wide variety of mobile handsets and has received a number of accolades, including the Best Developer of the Year awards from both IGN and Mobile Entertainment.

And while four of the five iPhone games Digital Chocolate has released for the iPhone since December have hit No. 1 in the App Store -- no small feat -- Hawkins admits to VentureBeat that the company was late to the game with the iPhone.

The iPhone for us was a spectacularly pleasant surprise. We had no idea it was going to be as good for us as it turned out to be.

Hawkins indicates that the iPhone presents a rare opportunity for Digital Chocolate and that it is really incomparable as a game platform to the myriad of mobile handsets on the market.

It’s by far our most effective platform. We make as much money with these games on one device as we do putting a game on 100 different cell phone platforms. Between the iPod Touch and the iPhone, I think the platform is freaking out Sony and Nintendo. Apple has sold 30 million units so far and it has created tremendous awareness. It has taken ground all over the world. But it has only penetrated one half of one percent of its total market.
...
The platform can finally keep up with the things that you want to do. It reminds me of the Sega Genesis, when EA finally had a platform that could keep up with the games we wanted to make.

See VentureBeat's full interview to hear more of Trip Hawkins' thoughts on Apple's mobile games console.

Firemint Talks about 'Real Racing' and Reveals New Details, Screenshots, Video

Thursday, March 19th, 2009

Firemint CEO Robert Murray

We've been closely following Firemint's Real Racing game since its initial preview back in August 2008. We were very impressed by the brief clip that was provided at that time and have been anxiously awaiting its release.

Now, seven months later, we are finally approaching the game's release, and despite the number of existing of iPhone racing titles, Real Racing seems even more impressive than ever. Since that time, Firemint has also released Flight Control which is a wonderfully polished and addictive original iPhone game. While Flight Control was a much simpler project, the quality of that title makes us believe that Firemint's Real Racing will deliver on the hype.

Firemint's CEO Robert Murray has provided TouchArcade with this exclusive interview to reveal some details about his company, the game, and why Real Racing should stand out amongst the competition. They've also provided new screenshots and a new high definition video:


[ Full HD version | Low Bandwidth version ]

Both Robert Murray and Alex Peters of Firemint have also been active in our forums and have also agreed to field some of our reader's followup questions in this forum thread.

Q: Thanks for speaking with us Robert. Can you tell us a little about Firemint, the company's background. How long you've been around etc...
 
Rob: I founded Firemint in 1999. I’d been working on PC and console games for a medium sized game development company and decided to start my own business. Initially I focused on providing high-end technology products to game development studios, but in 2001 I had the opportunity to develop a Nintendo GBA game, Nicktoons Racing, which led to further titles. Firemint really took off in 2003 when we started recruiting additional staff. 

Since then we’ve had growth bursts where we sometimes doubled in size in a short period. We now have 40 full-time people in our team and close to 30 published titles, mostly on mobile phone,  including three years of EA Sports Madden NFL 3D, The Fast and the Furious: Fugitive and Pink Slip, FIA World Rally Championship and also The Sims DJ for click-wheel iPod.

Our core business is still developing games commissioned by top tier publishers, however we are increasingly working on original IP, both for ourselves and for our publishers.
 

Q: So, getting straight to the heart of the matter, as you know, there's no shortage of racing games in the App Store. Tell us about Real Racing and what makes it different or better?
 
Rob: Well, Firemint Real Racing is a high calibre pro racing game. I haven’t seen anything like that on iPhone yet. I think there are a lot of racing games on iPhone because it is a genre that the platform lends itself to very naturally. Similarly you will find lots of great first person shooters on the PC, simply because the controls work so elegantly.  I think this is a great thing for racing fans with an iPhone.

As for what makes Real Racing special, we have a lot of unique features that I think people are really going to love.

For example, we have a cockpit view with animated driver and integrated instrumentation.  In other camera views we have a HUDless UI (that is, there is no head up display cluttering the user interface).

The game has amazing graphics and effects like lighting, specular highlights, filtered light effects, shadows, reflection mapping, smoke and skid marks. Our engine delivers extremely high polygon and texture throughput, optimised through years of work on lower spec’d hardware. The control system works the way you want it to; holding it in front of your face, in your lap, upside down in bed or using the touch screen if you choose.  We’ve brought together a brilliant physics engine with the right camera and control systems to produce that elusive ‘feels right’ vibe.  The game has a massive amount of high definition content , with 12 uniquely built tracks, 36 cars and numerous online leagues.

The other unique aspect is the connectivity built into the game [with YouTube and other social media networks].

However, what’s really important to Real Racing is not just the unique features, but how polished they are and how well they fit together into the whole game.  Some games feel so polished, so whole and complete that everyone appreciates them, whether they are fans of the genre or not. When you deliver a game like that, all people can say is “it’s great, you have to play it”, they can’t always explain why in terms of features. That sort of game, and that sort of polish is the holy grail for us and it is what we want to achieve with Firemint Real Racing.

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Interview with 'Metal Gear Solid Touch' Team

Saturday, March 14th, 2009

Metal Gear Solid Touch will arrive in the App Store on March 19th, and the upcoming title has been a hot topic of discussion lately, what with its tap-to-shoot gameplay that is a departure from the style of the popular console franchise.  G4 recently spoke with the game's producer Yasuyo Watanabe and director Ikuya Nakamura about their upcoming iPhone release.

In the interview, director Nakamura shares a few gameplay details.

G4: Kojima Productions is known for taking advantage of new hardware for some great gameplay. How will multi-touch change the way we control Snake?

Ikuya Nakamura, Director: The theme for MGSTouch is "Simple MGS."

As a result, we have come up with a simple, yet strategic control scheme that takes advantage of the unique strengths of the iPhone/iPod Touch platform.

G4: How does the actual gameplay work with targeting and shooting? Is it an on-rails shooter? How much control do you actually have with Snake?

Nakamura: Players can trace their finger along the screen to move the targeting sight, then tap the screen to fire at enemies. Headshots are possible.

In addition, you can pinch out on the screen to switch Snake's weapon to a sniper rifle, or lift your finger from the screen to take cover and hide behind walls.

They indicate that the iPhone holds appeal for Kojima because of its unique input methods, large high resolution screen, and the fact that, as a platform, it holds the potential to get the game into the hands of those outside their typical gaming audience.  Kojima hopes that once people get a glimpse of the Metal Gear Solid world through Metal Gear Solid Touch, they will become interested in the overall series.

Interview with 'Payback' Designer James Daniels

Tuesday, February 10th, 2009

Pocket Gamer recently sat down with Apex Design's James Daniels, the man behind Payback [App Store], the Grand Theft Auto clone that started life on the Amiga in 2001 and saw recent release for the iPhone and iPod touch.  The interview covers Daniels' beginnings as a developer as well as his thoughts on bringing the game to the iPhone platform.

Payback's been around for quite some time now. Can you tell us how it began, and give us a bit of info about the game on other systems?

It began way back in 1998. I'd written a few games for the Amiga in my spare time and decided I wanted to have a go at a commercial project. I experimented with a few ideas (everything from a first-person RTS to a Zarch/Virus-style game) before stumbling across a certain little-known game called GTA. I really liked the concept and there were a lot of additions I wanted to make to it - not to mention that it wasn't available for my platform of choice at the time.

I initially developed the game in my spare time, but it soon became a full-time job. Payback was released for the Amiga in 2001 and won several "game of the year" polls. Support for 3D graphics cards and PowerPC processors quickly followed.

Amazingly, the game is still popular among Amiga enthusiasts today.

We reviewed Payback when it debuted in late January.  See the full interview with Daniels at Pocket Gamer's website.

2nd Generation iPod Touch Faster than iPhone

Sunday, November 23rd, 2008

While we had generally considered the iPhone and iPod Touch to be one cohesive platform, as games have started to push the boundaries of these devices, it has become apparent that there are differences in performance between the different models.

Handheld Games Corp's CEO Thomas Fessler has reported to Touch Arcade that performance of their 3D TouchSports Tennis game [App Store, $4.99] is noticeably different across models. TouchSports Tennis delivers some impressive 3D rendering (video) and required optimization specifically to run consistently on every device.

Our first step to increase fps performance was to introduce hardware dependent levels of detail. Where we can easily display two 1500 polygon tennis players with 32 bones each on the iPod touch 2G and maintain fast and fluid game play, the original iPod touch just chokes, and in some instances so do the iPhones. To speed up the touch, we reduced the players to 800 polygons in farther away moments of gameplay, and are now using 1000 polygon models for close ups, bringing the original iPod touch game play performance level close to that of the iPhone 3G. We've taken this approach across the board with great results.

The most clear difference is that fact that the iPod Touch's processor was quietly boosted to 532MHz (up from 412MHz) with the 2nd generation model introduced in September. Meanwhile, the iPhone 3G, Original iPhone and 1st Generation iPod Touch continue to run at the original 412MHz. Though not the intended purpose, this video from Handheld Games Corp shows that the app load time of the 2nd Generation iPod Touch is notably faster than the 1st Generation model.

It seems that there are additional factors, however, as there are performance differences even found between the models that run at the same speed. The models rank in the following order (fastest to slowest) for 3D rendering, with the 2nd Generation iPod Touch being the fastest "by far".

#1. iPod Touch 2nd Generation
#2. iPhone 3G
#3. iPhone (original)
#4. iPod Touch 1st Generation

Due to the heavy 3D nature of his game, Fessler speculates the GPU speeds could have been tweaked as well, but there is no hard evidence of this at this time. Due to these findings, Fessler even says he would not recommend anyone interested in gaming to buy a used 1st generation iPod Touch.

Our in-depth look at the iPhone's internals, "Under the Hood: The iPhone's Gaming Mettle," has been updated to reflect this new information.

A Spotlight on Three Talented Indie iPhone Developers

Thursday, September 25th, 2008

Design Week recently ran an article in its Interaction Design supplement that examines the golden opportunity for indie developers that is the iTunes App Store. With $30 million in sales for its first month alone, Apple's access-anywhere mobile application delivery vehicle is quite a success.  Design Week sits down with three indie iPhone developers and shares their experiences and thoughts on the platform.

Nathan Hunley of Igloo Games, author of Dizzy Bee

‘BUDGET? What’s that?’ laughs Nathan Hunley, Dizzy Bee’s designer, when asked how much the development of his first iPhone game cost. ‘I made Dizzy Bee by begging. Every few months I had to borrow cash from my dad to pay for rent and macaroni cheese. Friends helped translate some text, and did the play-testing, and I was even borrowing the iPod Touch I did my development on.’

Simon Oliver of Hand Circus, author of the upcoming Rolando

Despite being one of the iPhone’s more ambitious first-wave games, the oddball Rolando is largely the work of one person – Simon Oliver, a Flash developer who contracts for design consultancies such as Ideo and All of Us. With a day job creating experience prototypes and game-based museum exhibits, Oliver had been circling the indie development scene for some time, searching for a way in. ‘I’d been looking for the right platform to focus on, but the opportunities for innovation and huge potential user-base of the iPhone stood out,’ he explains. Oliver set up Hand Circus, his own micro-studio, in June 2008. ‘It’s just me at the moment,’ he says, ‘but the plan is to bring other people on board on a project-by-project basis, to get the best and most suitable people working on each title, according to genre and style.’

Steve Demeter of Demiforce, author of Trism

By day, Steve Demeter writes ATM software for Wells Fargo. By night, he programmes and releases casual games under his own Demiforce label. His latest, Trism, has become one of the early success stories of the iTunes Apps Store.
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Demeter suggests the iPhone games market is likely to become crowded fairly quickly. ‘Within the next month, people will start getting their first pay-cheques from Apple. Companies like EA are probably already well on their way to getting a return,’ he predicts. ‘In one year the iPhone will have a lot of all kinds of games on it. I’m interested in seeing how long that period lasts. In the end, I think we’ll see a good variety of simple timewasters – a mix of casual games and toys, simple experiences for busy professionals.’

Hats off to these and all indie developers who are turning the iPhone into the best mobile games platform on the market.  See Design Week's story for the full interviews with these three talented individuals.


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