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

Get Astraware Solitaire and some free fireworks

Last week, Handmark announced the release of Astraware Solitaire [App Store] for iPhone and iPod touch. Solitaire features a dozen different games, including the classics Klondike, Free Cell, Canfield, and Pyramid. As with most of Astraware's games, the 12 solitaire games are nicely animated, easy to play, and hard to master. The game is currently on sale for just US$0.99, so grab it before it goes up to the normal price of US$4.99.

I personally love playing solitaire as a way to pass time on planes and while waiting for meetings to start. After installing Astraware Solitaire on my iPhone 3GS, I erased four other solitaire games that just didn't match up to the quality and variety of play. The new Trophy Deck feature will keep you playing for weeks, trying to collect all of the cards by achieving goals.

Since it's Independence Day here in the U.S., you might also want to download Handmark's free fireworks app, featuring patriotic backdrops, festive fireworks, and music. From all of us here at TUAW, have a safe Fourth of July weekend!

Filed under: WWDC, iPhone, iPod touch

WWDC Demo: Zombies, a modern update of Daleks (preview)

I can't count the number of hours I spent at the UT Music Library on a Performa or Quadra or Centris (I had a Centris 610 at the time) playing Daleks. Strangely addicting but incredibly simple, the game mechanic has been repeated often in the casual game universe, and Daleks was essentially a rip of Robots on UNIX. You try to get away from something, one step at a time, as those somethings inch ever closer, one step at a time. It's turn-based "tag." There's a terribly unsatisfying and buggy version called SuperDaleks for OS X here.

Zombies is a bit of an update for the venerable classic, although there's also a classic game called Zombies using the very same mechanic -- nothing new under the sun, eh? But intead of dusting off that old IIsi, you can play Zombies on your iPhone or iPod touch. The developer added spells, allowing you to do something out of the norm each round. So, for example, you could teleport (sometimes seen in variations of this game). You can also destroy zombies with a spell, handy when you're in a no-win position.

The preview you see here is the unfinished version, but it's shaping up to be a pleasant reimagining of a classic. We'll post on Twitter when it's available.

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

Doom Resurrection on the iPhone now, lots more id games to come


Fellow shooter fans rejoice -- id software's John Carmack has begun delivering on his love of the iPhone with a brand new game made just for the platform called Doom Resurrection, available right now on the App Store for the price of $9.99. There's nothing small about this game at all -- it offers up 76 mb of original id shooter, including eight levels total, six on Mars, and two more (spoiler?) in Hell, all set in a graphics and control engine designed just for Apple's handhelds (you control aiming with the accelerometer while the game runs you around on rails, and hit the various on-screen buttons to shoot or jump into cover). Unfortunately, there's no lite version to test out (though we can probably expect one eventually, considering Wolfenstein Classic got one), but early reviews say that if you like Doom, you'll enjoy the game.

And that's not all -- besides this original version of Doom, Carmack and id continue to have big plans for the iPhone: Quake and Quake 2 are headed there for sure, and Quake 3 probably isn't far behind, as well as a RAGE-related title. And that doesn't even include the rest of the mobile stuff they have planned: apparently Wolfenstein RPG is ready to go, and Carmack hints that they've got even more original titles like Doom Resurrection here up their sleeve. Good to see a major, established developer like id is really committing to delivering new games for the iPhone.

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

WWDC Demo: Harbor Master

I shot some video of a preview build for Harbor Master back at WWDC, and I'll upload that to our Facebook page later, but I also shot a quick video of Harbor Master's gameplay (on the next page). If you play Flight Control -- and those who do find it hard to put down -- you will absolutely love Harbor Master (iTunes link). The mechanism for control is the same: use your finger to draw a path to direct vehicles to their destination.

In this case you are controlling boats in a harbor. However, instead of merely docking them, you must juggle unloading their cargo (automated, but larger boats take longer) and sending them on their merry way. This pleasant twist on Flight Control's mechanics allows players of Harbor Master to steer clear of boredom.

Later levels add further twists, literally. One of the developers, Natalia, demonstrated a tiny hurricane, which will spin your boat around no matter what intended path you draw. Harbor Master also includes the requisite leaderboard, so if you like the high scores, you're covered (although you'll need to provide an email address and username).

The folks behind Harbor Master, Imangi Studios, have partnered with some other iPhone developers to provide some in-app promotion for each other in a service called App Treasures. Imagni also demoed another clever app, PhotoMarkr, at WWDC. It quickly and easily adds watermarks to photos on your iPhone. Check it out on the App Store here.

Update: fixed the Harbor Master link.

Continue readingWWDC Demo: Harbor Master

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

Retiring from Flight Control

I just uninstalled it from my iPhone, and am officially retiring from Flight Control (iTunes link). It was a great four month career, I tell ya. I wanted to go out at the top of my game, and on my own terms. Despite its minimal $4.99 price tag (I think that was the price when it first came out), it has cost me much more in terms of lost bets against friends (~$20), sleepless nights, hour long stops to the restroom, and lost productivity.

Continue readingRetiring from Flight Control

Filed under: Gaming, Blast From the Past

A history of Macintosh gaming




Feeling nostalgic? Applemctom has posted a great video detailing the evolution of Mac gaming from Dark Tower, released in 1986, right up to the resurgence and explosion of gaming on the iPhone.

Take a look and see if your favorites are covered. My vote for inclusion in the sequel is Wolfenstein 3D.

Continue readingA history of Macintosh gaming

Filed under: Video, Developer, iPhone, App Store

iPhone 3G S Launch Day: Interview with Airstrip's Cameron Powell



We had a quick chat with Dr. Wm. Cameron Powell of Airstrip Technologies at the 5th Avenue Apple Store this morning, talking about his company's data visualization and monitoring tools for hospital use. Airstrip's FDA-approved application for OB monitoring is already on the App Store in demo form, and is being rolled out in sites around the country; the company was featured in the WWDC developer showcase video, which has really ramped up the volume of calls and emails that Powell and his team are getting from large medical systems integrators.

Airstrip's forthcoming Critical Care product is in the final stages of testing before rollout; the company also has cardiology, imaging and lab test versions coming soon.

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Apple, iPhone, App Store, iPod touch

Diorama will tilt your mind


See, now this is the kind of game I want from my iPhone -- the accelerometer isn't just a gimmick thrown in with the gameplay, it's the actual premise of the game. Diorama is a weird little Marble Madness-style maze game, but the catch here is that instead of just tilting the accelerometer to move the ball (which you do), the level of the game actually moves with you, so that you get a stereoscopic kind of effect, as if the stage is real inside your iPhone's screen. Tough to explain, but as soon as you see it above, you'll know what it's like. We've seen this kind of effect before in apps like MotionX's Dice roller, but in this case, it's actually part of the game -- you can only find the paths to take around the stages by actually tilting the device. And for extra 3D viewing, there's an actual 3D mode, so if you happen to have red and cyan glasses around, you can switch on the mode for anaglyphic 3D.

The app is the first iPhone release from a company called Drömsynt, and though the initial reports on iTunes say the game is pretty tough (it is a pain navigating the quickly-moving ball around those pathways), for just 99 cents, it's definitely worth downloading, if only to see how it works. So many apps just throw in a few iPhone-specific features as afterthoughts, but it's refreshing to see a game like this (or like Zen Bound, which really depends on the multitouch screen) rely on the originality of the hardware itself.

Filed under: Gaming, Odds and ends, App Store

Think you're good at Flight Control?

Here I was, thinking our fine TUAW readership was pretty great at playing Flight Control. Yesterday, as part of a post about the new game Trains, I asked for everyone's high scores, and I thought we were doing well.

Commenter DJ won our informal competition (no prizes, sorry, beyond the satisfaction of a job well done) with a score of 1036. Dan came in second with 575. Rounding out the top three was Matthew with a high of 275.

Now, however, with the latest update, your high scores can be uploaded to cloudcell.com, home of high scores for not only Flight Control, but Real Racing and Fast & Furious. There, it's clear that TUAW readers have much better things to do than play Flight Control all day.

Just a few hours ago, a user named TommyRoissy landed 14,439 aircraft before two of them collided. Ridonkulous. Our own Mike Rose speculates that some are playing the game inside the iPhone SDK's simulator mode to gain higher scores. I agree -- pair simulator mode with a graphics tablet, and you've got yourself quite the landing machine. Update: Thanks to our commenters for correcting this; it's not technically possible to run purchased iPhone apps in the Xcode simulator, as it cannot emulate the iPhone's ARM processor.

Even so, that's a lot of time spent playing Flight Control. I mean, it's a good game, but let's say the average landing time is five seconds. 14,439 landings is over 72,000 seconds -- or 20 hours -- of playing time. I'm certain there's some pauses in there, but that's still a lot of landing.

Filed under: Software, iPhone, App Store, iPod touch, First Look, App Review

First Look and Giveaway: Equilibrio for iPhone / iPod touch


There's one big problem with being a TUAW blogger -- we are constantly tempted away from doing real work when developers tell us about new and fun software to try out.

That's exactly the problem I ran into when Fishing Cactus asked us to review Equilibrio (click opens iTunes), their new ball puzzle game for iPhone and iPod touch. The app, which is also available for Nintendo Wii, is an addictive game in which you roll balls made of various materials (rock, paper, steel, rubber, and more) around a maze using the iPhone's accelerometers to control where the balls go. You can gain extra points by hitting "coins" and zipping to the end of the maze quickly. There is a conquest mode, where players need to complete a series of levels, as well as a challenge mode. The app is currently available in the App Store for half-price at US$1.99, and there's also a free version -- Equilibrio Lite -- available if you want to try before you buy.

Fishing Cactus has supplied us with 5 promo codes to give away to lucky iPhone / iPod touch owners in the US and Canada. To enter the giveaway, leave us a comment with your idea for a totally different material to make an Equilibrio ball out of.

Here are the rules and a link to the obligatory legal statement:
  • Open to legal US residents of the 50 United States and the District of Columbia who are 18 and older. (Sorry, we know our international readers want to participate, but promo codes don't transfer outside the US.)
  • To enter leave a comment with an idea for what material you think a Equilibrio ball should be made of.
  • The comment must be left before Thursday, June 12, 05:00 PM Eastern Daylight Time.
  • You may enter only once.
  • Five winners will be selected in a random drawing.
  • Prize: One license each for Equilibrio (US$1.99 value)
  • Click Here for complete Official Rules.
Good luck! And check out the gallery below for some screenshots of this addictive iPhone game.

Filed under: Analysis / Opinion, Gaming, Software

Braid comes to the Mac


You have to admit: for all of the gaming woes that the Mac faithful has suffered, there's fortunately never been a shortage of great indie games for us to play. Aquaria made it to our platform, World of Goo appeared pretty early on, and now Braid, Jonathan Blow's terrific deconstruction of Super Mario Bros., has appeared on OS X thanks to the kind folks over at Hothead Games. The game has won more awards than you can count, but I can personally tell you it's great, as I played the XBLA release when it first arrived. It's a classic 2D platformer in the vein of Mario with a very important twist: you can reverse, slow, and replay time throughout the various levels. That twist results in an extremely artistic game that takes apart the original Mario story and ends up with something very much more beautiful and sad.

"Artistic"? "Beautiful"? "Sad"? Can I say these things about a videogame? Of course I can -- Braid stands in a class of its own as an experience that uses art and gameplay together to tell quite a story. If you're a fan of innovative games or just great interactive experiences, and haven't played through it yet (it's fairly short, maybe six hours at the most), it's definitely worth a look. The Greenhouse is selling the Mac or PC versions for $14.95.

Filed under: Analysis / Opinion, Gaming, Software, TUAW Interview, Developer, iPhone, App Store, SDK

TUAW Interview: Danielle Cassley of Aurora Feint

Danielle Cassley took one of the strangest paths you might find to game designer -- just out of a computer science degree at Berkeley, she was trying to get a job as a babysitter when she met Peter Relan of the YouWeb Incubator. And rather than have her take care of his kids, he decided instead to put her in an idea farm and see what happened.

Aurora Feint was what happened -- she and Jason Citron, full of ideas, created a game in just ten weeks that took over the App Store out of nowhere in its infancy. The game originally released for free, and while it promised to be an MMO, it started out as a puzzle/RPG game -- people didn't quite understand what it was, but they liked it anyway.

Almost a year later, Aurora Feint has spawned four different versions and even a social platform, and Danielle and Jason are still full of ideas. In this exclusive interview with TUAW, she talks about how Aurora Feint came to be, what she thinks of the App Store so far (and if developers will ever be able to charge the prices they want), and what's next for the Aurora Feint series (they've just released a new version of The Arena called Daemons) and the iPhone platform. Click the link below to read on.

Continue readingTUAW Interview: Danielle Cassley of Aurora Feint

Filed under: Gaming, iPhone, iPod touch

Watchmen: Justice is Coming is an impressive tech demo


There's a whole lot of promise in the Watchmen: Justice is Coming game for iPhone/iPod touch. Unfortunately, the game is beset by some bugs and gameplay fumbles. The more I played, the more I got used to the quirks, but eventually there's a certain monotony to the game that left me rather unsatisfied. Hopefully, as Mike reported, Last Legion Games will take note and keep improving the experience. I'm not saying it is bad -- it is an amazing glimpse into the power of Apple's mobile platform -- but it's more a tech demo at this point than finished game.

The gallery will take you through most everything in the game that I've found thus far. Essentially you start with a male or female character, do a cute "personality test" and your stats are generated. Your bikini-clad crimefighter is born, and aside from a username/password for accessing the server, there's not much customization you can do -- yet. As you go through the streets you're able to check dumpsters, where you'll pick up more costume parts. As you fight more bad guys (there are preset NPC's throughout, but you can also challenge other human-powered characters -- this is a MMO, after all), you'll get more experience and you can eventually level up and enhance various skills.

Life in the game is simple, but there's a story too. In fact, the game has a point system based on your random adventures as well as points for the story. So you can ditch the story and wander around, or you can focus on finding your sister. I won't spoil any more of the story, but it's not bad, and the progression is well done. If you're a fan of the GTA series, where you can wander around or go on missions, you may be a little disappointed. There aren't missions, really. Just one story arc and a bunch of random encounters to be had.

I haven't finished the game, but I will say that, after I rebooted my iPhone to stop the incessant crashing, I find myself playing Watchmen every other day or so. Keep reading for more about the good, the bad, and the ugly in Watchmen: Justice is Coming.

Continue readingWatchmen: Justice is Coming is an impressive tech demo

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Developer, iPhone, App Store

Foursquare tries the Dodgeball concept again on the iPhone

We're right in the middle of convention season and as I noted last night on the Talkcast, I'm here in Chicago (at least the weather's nice) instead of down in Austin with the rest of the gang. But there is a little consolation: I've had a chance to try out SXSW's newest software darling, Foursquare. It's an app (and a social networking site, and a service, and a game) from the guys who made Dodgeball, that social network that just recently got shut down by Google, who bought it out a while ago.

The basic premise is very close to Dodgeball, in that the system basically revolves around "checking in" -- whenever you go out to a bar, you hit a button in the app that says something like "Hey, I'm at Tin Lizzie," and then everyone in your friends list (and your Twitter followers, if you have that option set) sees where you are.

In addition, however, they've added some new features into the mix: you get "scored" on how many times you go out and when you go out to different places. And there are even "achievements" you can earn (eventually user created) for trying a hot dog at everyone's favorite stand, or drinking x number of beers at a popular bar. In fact, there's even awards for going to bars where less-than-fashionable people appear, so watch where you decide to spend your Saturday night, lest you pick up the d-bag award.

Continue readingFoursquare tries the Dodgeball concept again on the iPhone

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

TUAW @SXSW: The iPhone Gaming Panel

Panels at SXSW range from touchy-feely to nuts-and-bolts. This panel was the latter. The panelists came armed with data and didn't pull punches when it came to criticism of the store or other apps.The panelists: Stephanie Morgan from ngmoco, Danielle Cassley from Aurora Feint, Raven Zachary (moderator) and Brian Greenstone from Pangea Software.

Raven Zachary is the guy responsible for the Obama campaign app, and he started off with some stats from Pinch Media around how many devices are out there: roughly 20-30 million. We don't know exact iPod touch numbers because Apple doesn't publish those, but there was a huge jump in iPod touch browser detection after the holidays.

Thus, factoring in iPhone numbers and an estimate of iPod touches, we get upwards of 20 million devices. Another interesting point: 70% of mobile browsing is done via iPhone or touch. That's a staggering amount, especially in comparison to other platforms, with Java only accounting for 8%, Windows Mobile about the same, and it goes south from there. Plus, games account for most App Store downloads, with puzzle games being the most downloaded genre.

Next up was Stephanie Morgan from ngmoco, who discussed some things we all know: the iPhone is unlike any gaming platform or handheld. She explained a sort of tiered approach to ngmoco's efforts: starting with free apps to build awareness, moving up to building a platform for good games, and ultimately expanding into the paid apps -- where the money is, of course. Stephanie did put some stats on the board, however.

For one, we found out that iPhone games don't have to be designed for McNugget-sized attention spans. According to ngmoco, the average time spent playing Rolando is over 20 minutes each time it is played. Of course, there are lots of levels in Rolando. By comparison, MazeFinger average play time was around 6 minutes.

To find out about Aurora Feint's asynchronous gameplay efforts and Pangea sales numbers, keep reading.

Continue readingTUAW @SXSW: The iPhone Gaming Panel

Tip of the Day

To find out what version of Mac OS you are running, go to the Apple logo in the top left corner, click it and choose About This Mac. From that window you will see the version number, processor, memory and chosen startup disk. Clicking Software Update will check for updates, and More Info... will open up an extensive list of everything on your machine.


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