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gameplay posts

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

Galcon Labs in the App Store now

Galcon (App Store link) was one of the most popular games of last year -- it presented a fascinating mix of strategy and real-time arcade gameplay onto the iPhone just as it was starting out, and along with games like Fieldrunners and Flight Control, really cemented a place for the platform in the gamer's arsenal. It's been described as "real-time Risk in space." The basic premise is that you can drag little ships around from planet to planet, conquering planets of various sizes and thus producing more and more ships to take over with.

And now it's back. Galcon Labs is available now on the App Store, and it's pretty much exactly what you want in a sequel to a game you love: updated graphics and sound, more game modes, more online multiplayer, and just generally more of the same great gameplay, in a nice new package.

So yes, odds are that if you sunk quite a few hours into Galcon, Galcon Labs is a no-brainer. Just in case you don't want to make any financial commitment at all, there is a trial available for the original game, but given that Labs is just 99 cents right now, if you have any interest at all in dragging little ships around to fight wars between planets, it's probably worth the buck.

Filed under: Gaming, Software, iTunes, iPhone, App Store

iPhone TCG to charge $9.99 for in-app purchases

Just the other day I was talking about how prices were all over the place for in-app purchases, and now here's a company that's just going all out with the microtransaction model (or macrotransaction, maybe, in this case). Urban Rivals is an online MMO trading card game, and they're going to start selling packs of the cards directly within the game. And the pricing is interesting -- you can buy one pack of three cards for 99 cents (same as the price of the game itself, though there will be a free version to play as well), or you can pick up 11 packs of those cards, 33 cards in total, for $9.99, almost ten times the price of the actual game.

This is an interesting case: the game itself already has a working model outside of the App Store, so they've already proven elsewhere that people will pay for this extra gameplay, not to mention that players of the iPhone game can play right alongside players on other platforms. And there's an interesting twist with the game's currency -- outside of the iPhone, the game lets you either win currency which you can then use to buy cards, or buy the currency with real money and then buy cards with that. But Apple has apparently said no to ingame currency being sold for real money, so instead, Urban Rivals is selling cards during the in-app purchases, skipping the ingame currency completely.

Of course, it remains to be seen whether or not this will actually work -- just because the game is successful outside the iPhone doesn't mean it'll work on Apple's platform. But if in-app purchases of this kind do become a big deal, we might see other developers trying to come up with ways to sell content like this -- for developers who feel that the App Store's prices are too low, they may instead be able to come up with the funds they need through sizable in-app purchases.

Filed under: Gaming, Software, Odds and ends, iPhone, App Store, iPod touch

Snood Redood coming to the iPhone

Fortunately, World of Warcraft didn't exist while I was in school, otherwise I might not have finished my venerable BS degree at the storied Ithaca College at all. But if there was one game that almost kept me from finishing all of those essays and homework... well, it was Civ. But if there were two games, the second was Snood. And now that game is due in iPhone form soon as well.

It features the same creature-matching gameplay (with both new and old graphics, as you can see above), which means it probably has the same addictive quality that kept me playing long after I was supposed to have read those excerpts the professor gave to us in English class, and three gameplay modes, including Story, Classic, and even a Time Attack mode. "Coming soon" is the word on when it'll be out, though the main webpage actually says "play now," so it probably isn't that far off. It's not the only "Bust a Move" style game out on the App Store, but it is Snood, and that itself is enough to take me back to the days of pizza and beer in the dorm room.

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

TUAW at E3: Castle of Magic hands-on


Gameloft was kind enough to show us their whole upcoming stable of iPhone and iPod touch titles at E3 last week, and the most impressive game we saw in their "party bus," parked outside the Los Angeles Convention Center, was Castle of Magic. It's a 2D platformer with colorful and great-looking 3D graphics in which you play a young wizard trying to get a girl back. So it's pretty well-tread ground, especially as platformers go (so named because you spend the game jumping from platform to platform), but it's one of the first straightforward examples of the genre on the iPhone.

The game's controlled with a virtual d-pad right on the screen, as well as two ability buttons that change depending on whatever powerups you have at the time. And powerups are found throughout the game world -- there are five themed overworlds to choose from (space, water, ice, forest, etc.), and three levels each within those worlds, and while the kid can pick up some abilities any time (a magical beam to shoot enemies with is a pretty common one), each world also has its own ability (you can be a spaceman in space, Robin Hood in the forest level, a swordfish while swimming, and so on). The game's graphics are immensely charming, and given that, like most platformers, there's plenty of doohickeys to collect, there's a good amount of replayability here as well.

Continue readingTUAW at E3: Castle of Magic hands-on

Filed under: Analysis / Opinion, Gaming, iPhone, iPod touch

TUAW Exclusive: Nnooo's Pop for iPhone


Pop is a new game coming soon to the iPhone by a company called Nnooo, and TUAW got an exclusive look at the new app before the official announcement of the release later today. As you can see from the video preview above, it's a very simple, very casual game, but nevertheless offers some fun and quick touchscreen gameplay.

Pop was originally released on WiiWare, the Nintendo Wii's downloadable content service, and I was wrong in the video -- there are no PC or Mac versions out currently, so the App Store is the second platform the game will appear on. I also show off a similar "game" called Bubbles, put together by Jesse Grosjean (maker of Taskpaper and Writeroom) for his three-year old daughter (I said six in the video, but she's younger than that). Pop runs with that idea of popping bubbles and turns it into a timed and scored game that turns out to be pretty fun.

Click the link below to read more about Pop, including some features that aren't shown off in the video above.

Update: Pop is now available on the App Store.

Continue readingTUAW Exclusive: Nnooo's Pop for iPhone

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

Aurora Feint II: The Arena adds asynchronous multiplayer, in-game messaging


Our good friends at Massively got an opportunity that turned us green with envy -- they got to sit down with the devs of Aurora Feint, one of our favorite iPhone games, and see how its fulfilling the "MMO" promise they've been offering up since it first debuted on the App Store. The new game is called Aurora Feint II: The Arena, and while it doesn't exactly offer real-time MMO gameplay, it does let players compete with ghosts -- the game will record what you or your friend plays, and then offer up that re-play as an opponent. There's also a new "Tavern" feature which will let players leave messages to each other from right in the game.

And the goals don't stop there -- they're working on a third version of the game, which will eventually feature an offline MMO mode, as well as a very, very deep experience for a fairly casual iPhone game. "Warcraft on the iPhone" -- it's not a phrase I'd use to describe Aurora Feint yet, but it's one the creators will happily use for the future.

The early MMO features are in the App Store right now -- the app will normally be priced at $9.99, but it's currently in there for $7.99 during the holidays (the free, non-MMO version is still there as well). Pretty amazing -- this was one of the games that jumped to the forefront in terms of presentation and quality right when the App Store opened, and it doesn't look like the creators have any plans to slow it down.

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