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Filed under: Gaming, Software, iPhone, App Store, iPod touch, App Review

iAssociate: Mind mapping fun

Last year, I was introduced to Funny Farm while working on a team project with my inlaws. I absolutely loved the idea of a puzzle that grew as you solved parts of it. The game works by associating words with their natural connections, e.g. "On the Farm" could inspire you to think of cow, chicken, and farmer (among other words). You then spin out those ideas to further connections. The chicken might be associated with rooster, hen, and egg, and so forth. So I was really excited to encounter iAssociate (iTunes link).

Developed by Fredrik Wahrman, iAssociate brings Funny Farm-style interaction to the iPhone. It's a really fun (and quite challenging) implementation with over a half dozen separate puzzles to work on, promising hours and hours of game play.

Each puzzle starts you out with a core idea. It's up to you to brainstorm ideas that fit around that idea, expanding each node into a wider set of associations. The word map is easy to scroll, and even though the iPhone display is quiter small, you can interact with a virtually large puzzle.

The game play is slightly different from Funny Farm in that instead of entering text into a central guessing area, you type text directly into nodes. If there are five nodes with six letters each, enter your guess into the central node, matching against all connected nodes. (You do get partial credit for guessing the right starting letters but the wrong word.)

I have only one real beef with iAssociate, which Wahrman promises me is being addressed in the next release. And that is the text size, particularly for the instructions. As you can see in the following image, helper overlay text is tiny. Speaking as a member of the graying community with weak eyes and a growing obsession with high fiber foods, iAssociate proved to me that I really need to look into bifocals or reading glasses. The text was headache-inducing small.

Beyond that, iAssociate was a blast to play. I enjoyed stretching my neurons a little and it makes a very good game for collaborating with friends. I do wish that Wahrman had built in some kind of multi-player feature, so groups could work on the puzzle together rather than be limited to pass-and-play. Hopefully that will be added in the future.

iAssociate costs $1.99 on the App Store. You can download a few versions (under the name "Associate This" (iTunes Link) as well, allowing you to try the game play before committing to buying the full product.

TUAW received a review promo code for this write-up.

Filed under: Gaming, Hardware, Rumors, Software, Odds and ends, iPhone

OnLive claims to run gaming service on iPhone

OnLive is a company that has been claiming to do the seemingly impossible -- they plan to set up a sort of "cloud gaming" console, where instead of hardware in individual houses (like we have now; you buy a console for your home), they'll have hardware over the Internet, and stream your game to you like watching television. All of the processing and coding will be done on a remote server, but with signals flowing from your controller, it'll seem like you're just playing Xbox at home. It all works in theory, but in practice, Internet connections aren't solid or stable enough to send commands and full HD video back and forth without enough lag to make things unplayable.

Still, without actually releasing a product so far, OnLive claims they can do it, and now they're claiming to do it on the iPhone as well. AppleInsider reports that at a recent event in New York, OnLive showed off the same game service running on "2 iPhones, a tv, and a computer" simultaneously, with gamers on all the devices able to communicate and watch each others' gameplay. CEO Steve Perlman admits it's a "tech demo," but doesn't go into detail on what that means (it could simply be a demo running separately on the devices, to show what it would be like, or I've heard of OnLive events where the server is sitting in the room next door). And of course, there's no date or information on an actual release yet.

OnLive's service definitely sounds possible someday -- as Internet connections get faster and hardware gets even cheaper, it's not a stretch to think we'll eventually move the heavy processor lifting to another location, leaving much tinier consoles and PCs taking up space on our desks and TV stands at home. But so far all it seems they've got is an idea (and the money that excited financiers have put into the project). We'll have to believe it works when we see it.

Filed under: App Store, App Review

Star Wars: Trench Run for the $5 Jedi in all of us

Simply put: Star Wars: Trench Run [iTunes link] is awesome.

The idea is fairly simple: you are re-enacting the final battle scene from the first Star Wars movie, and if you think that refers to The Phantom Menace, may God have mercy on your soul. There's a dogfight, with you in your X-wing versus several TIE Fighters. That's followed by your descent into the trench on the Death Star where you face off against TIE Fighters, cannons, and obstacles that you have to fly over or under, all while avoiding being lined up Darth Vader's crosshairs.

When you get to the end of the trench, you have to try to hit the exhaust port and blow up the Death Star.

My method of evaluating games is simple:

1. Is it fun to play?

2. Is it something that I'll still want to play after I've played it for awhile?

Continue readingStar Wars: Trench Run for the $5 Jedi in all of us

Filed under: Gaming, iPhone, iPod touch

Apple seeks game guru for app development

While some say Apple never wanted the iPhone to be a gaming device, the company knows which way the wind is blowing and wants to get involved. Apple is looking to hire a game and media software engineer for its iPhone and iPod touch team, which could mean it wants to make games of its own.

The job description doesn't say "games" specifically, focusing instead on "interactive multimedia experiences." However, the ad is looking for someone with "3-4 years of video game development experience," someone who has "shipped at least one AAA title," and someone who is a "passionate gamer."

id Software co-founder John Carmack says higher-ups in Apple aren't overjoyed with the growing status of the iPhone and iPod touch as gaming devices. But there's big money in games. Research firm DFC Intelligence sees profits for dedicated game-device makers like Sony and Nintendo shrinking 27% over the next five years, while expecting revenue from games for Apple's handhelds to rise from $46 million last year, to $2.8 billion dollars by 2014. That's a lot of money flowing through Apple, though most of that will go to developers. With over 100,000 apps available in the App Store, only four available today are made by Apple, and only one of those - Texas Hold'em (iTunes link) is a game.

[via Apple Insider]

Filed under: Apple Corporate, Gaming, Software, Apple History

John Carmack: Working with Apple not always easy

Folklore.org is a tremendous repository of Apple history and lore. Check it out if you haven't; you'll find some entertaining and incredible stories.

I'm reminded of Folklore whenever a story emerges describing Apple from behind the scenes, like this interview with id Software's co-founder John Carmack. Speaking with Kotaku, John describes the ups and downs of working with Apple:

"I'll be invited up on stage for a keynote one month and then I'll say something they don't like and I can be blacklisted for six months."

We suspect such a public revelation won't get you back on stage anytime soon, John. Or maybe not, as he's now got "a man on the inside." Former id coworker Graeme Devine now works at Apple's iPhone Game Technologies division. However, the most interesting part of this interview confirms, in a small way, what I've always suspected: Apple begrudgingly promotes the iPod touch and iPhone as gaming platforms.

"At the highest level of Apple, in their heart of hearts," Carmack said, "they're not proud of the iPhone being a game machine, they wish it was something else." I have no way of backing this up, but I've long suspected that Steve Jobs in particular has no interest in the world of gaming. They're certainly pushing the iPod touch as a gaming device, but I'm sure it's through tightly-clenched teeth.

Filed under: Video, TUAW Business, TUAW Interview

TUAW Video: a tour of Freeverse



Welcome to the first of what we hope will be many, many TUAW Videos to come. We've done lots of video on TUAW, from Macworld Expo coverage to WWDC interviews to fart apps and more. This time we're trying something a bit different. This time we're taking it slow and profiling Mac and iPhone users, developers, mavens and anyone with a story to tell. If you've ever seen MacHeads or Welcome to Macintosh (both of which are awesome), you know there are plenty of passionate Apple fans out there. If you're reading this blog you probably know this, right? Well, now's the time to tell these stories.

We visited Freeverse in Brooklyn, NY and spent some time checking out the factory where Skee-ball, Moto Chaser, Big Brain Games, Burning Monkey Solitaire and the awesome Flick series of iPhone games come from. We found a passionate, creative team of coders and designers working hard to keep you entertained. We also got a peek at Warp Gate, which looks like a huge game to cram into an iPhone.


Watch the video and tell us if you'd like to see more of these profiles. If you're a passionate Mac user with an interesting story to tell you can get in touch with us here.

On an iPhone? Here's the link for the iPhone version of this video.


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Filed under: Gaming, Software, Freeware, iPhone, App Store, iPod touch

Eliminate now available on the App Store


Ngmoco's Eliminate has been building up buzz ever since it was announced, and now the first-person shooter is out on the App Store to try for yourself. As you can see above, it offers some relatively basic FPS gameplay when compared to shooters on other platforms (I've been having a lot of fun with Borderlands lately), but given that this is the iPhone we're talking about, this kind of twitch 3D gameplay is actually pretty impressive. You can play online over 3G or Wi-Fi, and as you play, you can earn credits and level up, which gives you access to more weapons and better gear. The game itself is free, but it's all based around a microtransaction system where you buy "energy" which allows you to earn those aforementioned resources. You get a certain amount of energy per day on your own, and if you use it up, you can't progress any further unless you get out the wallet or wait another day. And the game uses ngmoco's own Plus+ social interface to track leaderboards and accounts. Interesting plan, and we'll have to see if players vibe with it or not. Some have already voiced strong concerns about the in-game pay-to-play microtransaction system.

If that doesn't vibe with you, and you'd rather play some old-school (and old business model) FPS gameplay instead, id's Doom Classic also got released on the App Store last weekend. That game comes at a cost of $6.99, but then again, with old-school Doom, you know exactly what you're getting into. And you won't have to buy any extra energy to charge your BFG and slay any demons you happen to come across.

Filed under: Gaming, Developer, iPhone, App Store, SDK

Gamesalad offers $99 iPhone game publishing

We mentioned Gamesalad's plans to bring their publishing system to the iPhone earlier this year, and now they've done it: for $99 a year, they say that you'll be able to design games on their game creator development tool, and then publish them straight out to the iPhone's App Store. If you don't want to bother publishing the games yourself, you can create them and have them "viewed" through the Gamesalad Viewer (which we couldn't find on the App Store quite yet), or you can export them out as full applications and publish them as your own iPhone apps (Flutterby is in the store right now as an example of a Gamesalad Creator game).

There's also a $1999 membership service that lets you customize every aspect of your games, and provides you with direct customer support, which is supposed to be for "elite users" (like, we guess, actual game companies). And truthfully, I've developed a few apps using just Xcode, and it's not too big a deal (though I've never had to go through an actual release or worked with end users, which I'm sure is most of the battle anyway). But if the thought of using professional coding tools to develop your little game idea sends you into panic attacks, and the Gamesalad creator seems more your speed, this might be a nice viable way for you to turn your gaming idea into App Store gold.

It costs nothing to download and try out the creator, so if the idea interests you, you can work on putting a game together, and then pay later when you decide you've got something you want published on the iPhone. And hey, if you do put a game up, be sure to send a tip and let us know -- we'd love to see the end products of this process.

Filed under: iPhone, iPod touch

Win a copy of Boxhead - The Zombie Wars

If you've seen Minigore [iTunes Link] or played iDracula [iTunes Link] you're familiar with this game mechanism, now quite popular on the store: left thumb moves, right thumb aims and shoots, all in an isometric 3/4 view. Boxhead Zombie Wars [iTunes Link] brings some nice weaponry to the game, plus a raft of defensive tools to allow a little more strategy than either of the comparison apps I mentioned.

Boxhead offers a Flash-based version of the game here if you're interested in how much gore and mayhem is involved. It's a lot, really, but perfect for the genre.

Now you can win one of 10 promo codes to try Zombie Wars yourself. If you don't win, there's also a Lite version [iTunes Link] to try before you buy. Good luck!

Here's a video of the game in action:

  • Open to legal US residents of the 50 United States and the District of Columbia who are 18 and older.
  • To enter leave a comment on this post.
  • The comment must be left before Sunday, November 1, 2009, 11:59PM Eastern Daylight Time.
  • You may enter only once.
  • Ten winners will be selected in a random drawing.
  • Prize: One promo code for Boxhead Zombie Wars (Value: US$1.99)
  • Click Here for complete Official Rules.

Filed under: iPhone, App Store, iPod touch, App Review

Happy puzzling holidays! Triazzle Holiday Edition is in the App Store




We loved Triazzle 3.0 [iTunes Link] when it came out in July, but with winter nearly upon us it's time to dust off the sleigh bells and dreidels because Triazzle Holiday [iTunes Link] is here in a new seasonally-inspired version. This slightly cut-down version of the US$2.99 app sells for US$0.99, and runs on any iPhone or iPod touch running OS 2.2.1 or higher.

Triazzle is a puzzle game where you are given a sectioned triangle board and 9 (down from 16 in the full app) smaller triangle pieces that fit in the larger triangle like a jigsaw puzzle. The pieces are moved to the board and rotated to get the proper orientation, when all nine are in place, you have won. The rub is that many pieces can look maddeningly similar and there is only correct solution to each puzzle. So even if it looks right, you can be wrong. When you are right, you are rewarded with an animation and the match counter increments.

This version of Triazzle is chock-full of holiday lights, Santa Claus, Christmas trees, Dreidels, Nutcrackers, and a litany of other things to make you think of the holidays. The game has 4 difficulty levels ranging from one for kids to level 3, which is really quite difficult. Animated hints are available along with an option invoking the Triazzle Tiki Gods to solve the puzzle for you.

What sets Triazzle Holiday apart from just about anything else is its craftsmanship. Every screen is more gorgeous than the next, and the level of detail of the graphics can leave you breathless. If the visuals get too complex you can choose to display simpler backgrounds to make things easier to see. You can also adjust whether or not snow will fall, and you can set the volume level of music, ambient sounds, and game sounds.

Music is a large part of the game. Right after the splash screen you are advised to use headphones. Drag them out of the closet for this one -- it's worth it. The music is wonderfully recorded and reproduced using such favorites as Jingle Bells and the Dance of the Sugar Plum Fairies from The Nutcracker Suite. In addition there is a lot of original music, including a spirited Klezmer number backing up a game full of Dreidels.

Triazzle Holiday will only be available through the holiday season, so get your copy now, put on your headphones, and immerse yourself in this impressive game.

Filed under: Gaming, iPhone, App Review

The dark side of Skee-Ball for iPhone

I won't make any excuses, and I won't beat around the bush: I'm addicted to Skee-Ball [iTunes link], at least to the very-entertaining iPhone version from Freeverse. In fact, the reason I haven't written about it until now is that every time I get ready, I decide a little more "research" is in order, and I find myself on another Skee-bender. It's getting ridiculous, annoying my friends and upsetting my home life. I'd like to say, "I can stop whenever I want to," but I keep coming back to the warm glow of the LED scoreboard and the comforting sounds of wooden balls racking up just for me.

What makes Skee-Ball so entertaining for me is the realism of the gameplay. It sends me right back to my childhood; carnivals, arcades and Chuck E. Cheese's. The physics of the game are bafflingly realistic, with each roll responding to every nuance of the stroke or swing that launches it. Velocity, top and side-spin, friction... even the effects of bouncing off of the sides of the ramp or the edges of the cups feels natural. The prizes you can purchase with the tickets are reminiscent of the "big scores" of my youth: vampire fangs, bubble gum, fake moustaches, and glitter pencils. There's the occasional oddball prize, too (a banana, a robotic dog, a duck), presumably to remind you that it is, after all, just a game.

Continue readingThe dark side of Skee-Ball for iPhone

Filed under: Gaming, iPhone, iPod touch

GeoMaster makes geography fun - yes, really

The French developers at Visuamobile make exceptionally well-designed apps. They sent me a promo code for GeoMaster [iTunes Link], and I wondered aloud how they would make geography attractive, both visually and as a game. Guess what? GeoMaster is pretty fun. If you know absolutely nothing about geography, then OK, this is like playing a strange guessing game. But I have to say it starts easily enough, so much so that you may be surprised what you DO know.

The game play is simple: countries, states or capitals appear on the screen, and you must point as close to them as possible on a map within a time limit. You can choose from US cities or states, countries by continent, world capitals or French departments. In the case of cities, accuracy earns extra points.

That's really about it, other than some high scores and an excellent amount of finish. This would make a good learning tool, I think, but it's also a fun casual game. Currently going for US$1.99 on the App Store, this is a good buy for parents and geography nerds, or anyone tired of the traditional puzzle games littering the space. Check out the gallery for shots of the game in action.

Gallery: geo master

Continue readingGeoMaster makes geography fun - yes, really

Filed under: Gaming, iPhone, iPod touch

Destroy the Death Star from the comfort of your iPhone

Wanna blow up the Death Star? There's an app for that! At least there should be soon.

StarWars.com
has word of the upcoming iPhone and iPod Touch game "Star Wars: Trench Run," letting players do the cool stuff Luke Skywalker did in Episode IV (minus the whining), namely: blow up the Death Star.

Developers say "Trench Run" uses simple motion controls, relying on a player's command of the iPhone's accelerometer to avoid walls, other ships, gun turrets, and inexplicable solid beams laid across the trench (video). Manage all of that and they can take their shot at the Death Star's exhaust port and send the Empire reeling. Why did they never cover that port, anyway (YouTube)? If blowing up a space station the size of a small moon isn't a player's cup of tea, they can engage in dogfights with TIE fighters over the Death Star instead.

The game's pitch promises music, sound effects, and clips from the movie for immersive gameplay, varying degrees of difficulty (from Easy to Jedi), and Leader Boards to let pilots see how they rank with other would-be Jedi from around the world.

As exciting as blowing up the Death Star may be, the game screams for in-app purchases. Can pilots buy "Battle of Hoth" expansions down the road? And fly against the second Death Star? Can we?!? I mean... can they?!? Please?

Until then, "Star Wars: Trench Run" has a price set of $4.99. No word on when the game will hit the App Store but it needs to happen soon. The Death Star must be stopped!

[via starwars.com]

Filed under: Gaming, iPhone, App Store, App Review

Canabalt makes running for your life fun

Pitfall + War of the Worlds = Canabalt. [iTunes Link]

The result of a 5-day coding session with the Flixel framwork, the free, web-based Canabalt quickly acquired fans and was soon ported to the iPhone. It's a fast-paced, great-looking game without complicated combinations or controls, and I can't stop playing.

Gameplay

The premise is this: Our hero's city is being destroyed by enormous, laser-wielding robots, leaving him with only one option.

Run.

Tap the screen and he starts off down the hallway of an office building and leaps through a window and onto the roof of the next building (and the next, and the next). You'll encounter obstacles along the way like boxes and bombs. Just tap the screen to jump over them. A quick tap executes a quick jump; press hand hold for a long leap. The longer you run, the faster he goes.

Some buildings are taller than others. Some collapse as you run across. Others are steel cranes. You must make split-second decisions about when to jump to make it onto the next building successfully. Don't bother making a mental map, as the order of buildings is random. Each time you play, it's different.

Look and feel

It's greyscale and blocky, but Canabalt looks great. Flocks of startled birds take flight as you run past them. Crumbling buildings shake and send chunks of concrete into the air. Huge spaceships rumble past and marauding robots can be seen wreaking havoc in the background.

The music sounds like a KMFDM album and is perfectly suited to the game's frantic pace.

Other goodies

You can compare your previous top score (measured in distance run before death) and brag on Twitter with the tap of a button.

Canabalt is just the type of game you want to have in your pocket. Uncomplicated, quick, playable with one hand and fun. It's perfect of a physician's waiting room, long train rides and so on. It's a great fit for the iPhone.

Filed under: Analysis / Opinion, Developer, iPhone, App Store, iPod touch

HandyGames releases App Store analysis presentation


The folks over at German developer HandyGames originally put together this slideshow presentation for their own internal use, but they determined that it actually could be useful for almost anyone following iPhone releases and their development, so they released it out into the world. And they were right -- there's some good info in here. Basically, they did a survey of the top 20 apps, both paid and free in five different regions of the world on the App Store, and then compared different qualities of all of those apps to see what the most successful apps had in common.

What did they find? Things like the fact that the majority of top 20 apps do not use all caps for the title and use an original IP for their releases. The differences are interesting as well: most paid apps are made by recognizable developers, while most free apps are made by smaller publishers. Free apps receive many, many more reviews than paid apps, though (if I'm reading the presentation right) they tend to be rated lower. Chillingo is the App Store's most prolific top developer, while Digital Chocolate releases games most often, with a full 1.5 releases per week since (I suppose) they started publishing games.

Very interesting stuff, though the numbers still require a little backgound knowledge to deciper (Backflip Studios appears in a few rankings, even though they've only just started releasing games last month -- popular games, but only a few games nonetheless). Cool to get an overall snapshot of the kinds of games that are doing well on the App Store so far.

Tip of the Day

Use Spotlight as a reference tool. Type any word in the Spotlight box and one of the top entries will be a definition. Click on it, and it will bring up the dictionary application to check the word in either the dictionary, thesaurus, Apple database, or Wikipedia.


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