Posts Tagged ‘iPhone’

iDracula update

iDracula updateThe developer has released a meaty update to the fantastic iPhone dual-stick shooter iDracula (my review). It includes two new levels, new weapons, and new game modes. It really adds quite a lot to a game that was already well worth the cost of admission. If you were waiting, maybe this is the incentive you were waiting for.

iPhone review: Zen Bound

Zen BoundAs soon as you launch Zen Bound, you’re going to realize you’ve stumbled into something really special. True to it’s name, the game is really a zen experience. The feelings I get playing this game are very close to those I get playing Flower on the PS3. I’m sure it’s much easier to sell a game if you stick guns and blood into it, but bravo to brave developers willing to stretch the definition of gaming even if it makes the marketing a bit more labored.

zenbound-2Zen Bound allows the player to manipulate a wooden object by way of touch control. A rope is stretched from the screen to the object at an angle determined by the accelerometer. Players twist and turn the object to wrap the rope around it. The goal is to touch as much of the object with the rope as possible while soothing music plays in wonderfully separated stereo. There are two modes. As best I can tell, the difference is in the types of objects you are given to bind. The Tree of Reflection presents the player with a series of representative objects (usually animals carved from wood) while the Tree of Challenge contains more abstract and geometric shapes. As you bind the objects, they become “painted” a different color. The unpainted portions are those still left to touch.

Zen BoundIt sounds like a very simple concept but there is really a lot of strategy involved. I can’t just string my rope anywhere as I might bridge the rope over portions of the object that I will then be unable to touch later. Also, you are limited to a length of rope for each object forcing you to be economical with your use of it. Each stage has three flowers the can be attained. The first at 70% coverage, the second at 85%, and the third at 99%. It is possible to obtain all three at once by achieving 99% on your first completion of a level. Flowers accumulate to grant access to new stages higher up each tree. A level is completed by tying a second nail that begins glowing when you have reached the first completion level (70%). This adds another level of challenge as the level will end as soon as the rope makes contact with the nail after reaching at least 70%. If you want to achieve the second or third level of completion, you will have to avoid the second nail until you reach your desired coverage.

Zen BoundThe graphics are simple but beautiful. Granted, this isn’t a game with high polygon count models, but the models are beautiful and serve the purpose perfectly. The style of the art is complementary of the music. Everything feels relaxing and very… well, zen. The game opens with a text message which says that it is designed for use with headphones. Please take this to heart because the iPhone speaker does not do justice to the wonderful music in this game.

There are currently 6,000 games on the app store. Far less than 1% of those are entertaining. Less than 1% of those are unique. This game is in that 1% of 1%. I implore you to reward developers that think outside the box and toss out the tropes of gaming that have been established over the past 30 years. Zen Bound is an incredibly unique and rewarding experience that should appeal to nearly everyone.

iPhone review: The Quest

The QuestThe Quest is a first-person Western RPG in the vein of Daggerfall and probably some older titles I don’t recall. RPGs on the app store are few and far between. Most of those are JRPGs which are often characterized by cookie-cutter save the world/princess storylines and strictly linear gameplay that rarely strays from the main storyline. The Quest, like other Western RPGs, is open-world nonlinear and contains many quests that are off the main storyline which can be completed in any order. This game is something of a throwback and may not appeal to new gamers who have only joined the fray in the last five or so years but veterans like myself will find much here to appreciate. The graphics are serviceable but nothing particular special to look at. However, the depth of this game is unmatched by anything I have seen thus far. The game includes a robust inventory system along with in-game shops that will sell you new items and buy your old ones. The game includes a magic system in which spells can either be cast from scrolls or learned from books. There are projectile and melee weapons at your disposal.

You will not find yourself running out of things to do here. At any given time, you will probably have multiple quests which can be completed in any order. There are townspeople to talk to. The game employs a day and night cycle which will actually have bearing on what you may do in the game. There is so much here it would be impossible to cover it all.

The Quest inventoryThe game’s interface is a success in some areas and a failure in others. Movement can be accomplished in one of two ways: via the on-screen arrows or by gesturing on the actual viewport. The game recognizes six different movements: forward, backward, sidesteps left and right, and turns left and right. Arrow movement is straightforward; there is an arrow for each movement type. Gesture movement is less obvious but still fairly intuitive; swipe up to move forward, down to move backward, left or right for sidesteps, and diagonals for turning. Navigating the world is pretty easy using this system. Games like this are obviously better suited to a mouse and keyboard, but this is a good implementation given the platform. The inventory system is a bit unintuitive. When shopping or picking up an item,  the game allows you to switch between viewing your own items and the other party’s items (be that party a seller or the ground) by way of a pair of curved arrows. Unfortunately, it is not immediately obvious (at least to me) which arrow is which. The green arrow pointing up will display the other party’s inventory while the yellow arrow pointing down displays your own.

The QuestCombat is turn-based and simple enough to execute. Simply face your target and tap the attack button to perform a single attack after which the enemy will have an opportunity to either move or perform an attack on you. There is a little luck involved and health potions are strongly recommended.

I can’t recommend this as a game for the masses. Not everyone will enjoy it. It appeals to a small albeit devoted audience. However, for RPG gamers, this is a game that is hard to find on the go. A game with the depth of The Quest on a mobile platform is a real treat. It’s not without it’s problems, but those can easily be overlooked by anyone looking for a substantial RPG to play on the go.

iPhone review: iDracula

iDracula screenshotAt first glance, iDracula is visually reminiscent of the Diablo series (no, not the new rainbow/unicorn-riddled Diablo 3). Imagine my surprise when I fired up the game to find it has both feet firmly planted in a genre resurrected by Geometry Wars: the twin-stick shooter. For anyone unfamiliar with this type of game, it utilizes two different directional inputs—the first for traversing the arena and the second for controlling the direction of fire. In this implementation of the genre, you are a vampire hunter fighting wave after wave of monsters, picking up weapons and skills along the way to help you deal with the ever-encroaching onslaught.

Of course, the iPhone does not have the “twin sticks” from which the genre derives it’s name. Instead, like others that have come before, the developer had to devise another control mechanism. iDracula uses two on-screen directional controls giving it razor-accurate response. Per convention, the left side controls your character’s movement while the right side controls firing. The controls are rarely obtrusive and are positioned to still allow for a large play area while still being large enough to facilitate intuitive controls. It’s easy to find where your thumb needs to be to move and/or fire in any given direction.

iDracula screenshotThe game comes with two modes: “Rush” and “Survival.” Rush mode throws you right into the fray. At all times, you’ll be surrounded by tons of monsters, and, armed with your machine gun and unlimited ammo, you’re tasked with mowing down as many as possible. This is the game mode for a quick play session. If you just have a minute or two to play, fire up “Rush” mode to dispense with all the foreplay. Throughout my play in this mode, there isn’t really any progression. That’s where “Survival” mode comes in.

“Survival” mode is the meat of the game. This mode couples the frantic arena shooting with RPG-like progression to give players a surprisingly robust experience. The mechanics are identical, but there is real progression here and incentive to play for more than a few minutes. You start with a handgun, and you’re looking at two or three shots to kill the weakest enemies. Luckily, the enemies will trickle in slowly at first to ease you into the action. Before long, the pace will pick up, new and stronger enemies will be introduced, and you’ll most likely have found a better weapon just about the time you were thinking you weren’t going to hold up much longer with just the pistol. The game seems to be intelligent about when new weapons are dropped so that you never feel like you are either underpowered or overpowered. You also have to manage ammo, but, honestly, once you start getting new weapons, ammo is not tough to find either although you may not necessarily find ammo for the particular weapon you want to use.

Monsters Killed- 666!

The progression comes in other forms as well. Perks are iDracula’s analog to leveling and learning new spells in an RPG. After a number of kills, you will see the perks icon light up in the top-right of the screen. Tap it to access a menu with four randomly selected upgrades like the ability to do more damage when your life gets low or a greater maximum health. These upgrades are persistent throughout your play session. In addition, you will periodically encounter Dracula. He is much tougher than the other enemies. If you defeat him, you are awarded with a shard. Collect shards to advance in rank. Unfortunately, rank is purely superficial; it’s nothing more than a word displayed at the end of the statistics screen displayed when you die leaving little incentive to strive for higher rank.

Now this is sounding like more of a timesink, right? Luckily, the developer considered the habits of mobile gamers and included an autosave that will allow you to resume your game after you have closed the game (or received a call). There is an in-game pause button as well, which is also convenient from time-to-time.

iDracula screenshotMy complaints are few and minor. The character’s lower body moves completely independent of the upper body which creates some wacky-looking scenarios such as running full-speed forward away from monsters while your torso is facing and aiming in the exact opposite direction. The character’s feet should always be within a 90° radius of the direction of his face, but that is not necessarily the case here. I would love to see some sort of narrative and a progression through that narrative although that is a bit much to ask of a game at this price-point. (Maybe in the sequel?) ;) An audio cue for perks would be nice. I often don’t know until I glance at the top-right of the screen that I have perks available. Finally, it is somewhat difficult to switch weapons in the game. The task itself is simple, but it requires diverting one of your thumbs from a directional control to execute. This is often dangerous by the time you might want to switch weapons because of the frantic pace of the game. To halt either firing or moving at these times is virtually suicide.

iDracula screenshotI’m really excited to see more from this developer. This is a near-perfect mobile gaming experience for players craving a bit more in the realm of hardcore gaming experiences on the iPhone. It is a genre-bending title that expertly melds a game well-suited to short, quick play sessions with some elements that make it worth coming back to. The game is currently $.99 at the time this review is published and will be for a little while longer. The developer is also promising some meaty additions (like a new game mode) in an upcoming update. The regular price is $2.99. It’s an incredible value at either price, and I’m sure iDracula will remain on my home screen for some time to come.

Flash confirmed for the Palm Pre

Gizmodo reports that Flash support is definitely happening on the Pre giving it one more mark in the “win” column over the iPhone. Palm is mounting quite an attack and seems to be specifically targetting complaints of iPhone users which sounds to me like a good way to differentiate your product from a very similar one in the same space. If they would just open up the platform for native apps, I would be on board.

Confirmed: Palm Pre To Support Flash

Oregon Trail making a comback?

Oregon TrailOregon Trail, the computer game released on multiple platforms beginning way back in 1971, is making something of a comeback online. I have to admit I have gotten caught up in the fuss by playing through the game as emulated in Flash. It was rough going about three-quarters of the way through, but my carpenter and his family managed to make the voyage with only one casuality. The next day after rediscovering this game, I found that a lolcat had been produced with an Oregon Trail theme to great effect. The final nail in the coffin that fully assured me that the primitive game has, in fact, risen from the grave, is the recently surfaced screenshot of the upcoming iPhone version! What does it say about me that I am eager to buy and replay a computer game 12 years my senior?

Get Emoji on non-jailbroken iPhones for free

I recently tried a little hack using a $.99 iPhone app to enable the cute Japanese Emoji icons on my iPhone. They are definitely a novelty with limited utility as they only show up to other iPhone users, but, if you know other users, they are actually pretty cool. They sure beat Ascii emoticons. There are a ton of the things covering nearly every idea or emotion you could possibly want to convey.

Emoji 1

Emoji 2

Jailbroken phones have had methods for unlocking them virtually since the Emoji were added to the iPhone, but non-jailbreakers have only recently gotten a couple of somewhat convoluted ways to access them. Here is a new method that looks pretty simple. It uses an iPhone app called Spell Number (iTunes link) that is available for free. It involves entering a specific number into the app to unlock the international keyboards. Hit the link for the entire procedure.

Easter egg on Spell Number v1.03 that enable Emoji icon on non-jailbreak iPhone/iPhone Touch (via Waterworld)

Track iPhone app price drops through RSS

The next time you’re on the fence about whether or not to purchase an app and price is a factor, here is a simple way to watch for a price drop. App store games and applications seem to drop in price much more quickly than most other pieces of software so it’s often worth it to wait a couple of weeks. Apps often drop $5-$10 in practically no time!

App store price drop tracker

I created this Yahoo Pipe which asks for the app name and generates an RSS feed that will update whenever the price of the app decreases. I myself could probably have saved $20-30 up to this point if I weren’t so impulsive!

App store price drop tracker

Which apps should you start tracking? Of course, I have a few suggestions (in no particular order). For your convenience, I have already linked the titles to their respective price drop feeds. The feeds will appear empty unless a recent price drop has occurred.

  1. Baseball Superstars- Popular baseball game available on several mobile platforms
  2. Guitar Rock Tour- Rhythm game akin to Tap Tap Revenge
  3. SimCity- Deep city-building simulator
  4. Things- Slick task management app
  5. PushupFu- Makes doing pushups a game using your iPhone
  6. Touchgrind- Fingerboard simulation. Skateboard with your fingers
  7. Hero of Sparta- Has been compared to God of War
  8. Tweetie- Fantastic Twitter client

Collection of 351 iPhone wallpapers

This is my collection of iPhone wallpapers. It includes 351 wallpapers I have collected during my six months as an iPhone user. Only the absolute best wallpapers I have found are included. This should be plenty to keep you busy customizing the look of your phone for for quite some time. Please note that I have not created any of these wallpapers, and I do not intend to take credit for them. I have merely assembled them here to make them easier to obtain.

Wallpapaer that looks a little like the Atari logoBuilding photo with illustration superimposedBlack bird with red ribbonWhite abstract wallpaper

iPhone wallpaper collection (27.48MB)

App brings MMS to iPhone

Fetch MMSOne of the oft requested iPhone features has come to the iPhone by way of a (currently) $4.99 app called Fetch MMS. The implementation is far from perfect. AT&T users must first change a setting through the carrier’s online messaging center. Also, it is impossible to send MMS to other iPhone users. The app uploads your photo to a remote server which then determines the carrier of the recipient based on the phone number. I assume the recipient’s e-mail address for text messages is then used to send the photo on its way. It’s not a great solution, but it may be as close as we have right now. I really hope some upcoming smart phones *cough*Pre*cough* can put the pressure on Apple to implement some of the long awaited basic features the iPhone lacks natively.

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