Push-Cars for iOS
Features:
* 45+45 Challenging levels based on authentic American cities maps.
* Incredibly easy to play. But surprisingly challenging.
* Retina display graphics and HD version exclusively for iPad
* 9 Different cars with different behaviour.
* Unique achievements with game center integration.
* Exclusive music theme by Edu Quindós, available to purchase via the game in iTunes.
* Unique puzzle gameplay.
* Game Center, Facebook and Twitter integration.
Language Support:
* US English and Spanish
Device Requirements:
* iPhone, iPod Touch and iPad
* iOS 3.0 or later
* 54 MB
Pricing and Availability:
Push-Cars is only $0.99 USD (equivalent amounts in other currencies)
Push-Cars HD is only $1.99 USD (equivalent amounts in other currencies)
and they are available worldwide exclusively through the App Store in the Games
category.
Push-Cars was made available on June the 28th, and now its first 45 levels are free for
a limited period of time.
I've spent a bit of time with the game and it is an entertaining little action puzzler. Action because the object of the game is both to cause and avoid causing crashes. Check out their launch trailer below.
iPhone coverage at PAX.
Touch Arcade was at PAX and has some decent coverage of all things iPhone at PAX. Check it out at the link bellow.http://toucharcade.com/2009/09/06/pax-09-touching-a-new-generation-how-the-iphone-has-changed-portable-gaming-panel-and-new-games-detailed/#more-18445
Navy Patrol: Coastal Defense available at the app store soon.
The RTS elements appear to include experince points, skill trees and, some degree of unit targeting. I'll post a followup once the game is released. It looks like this could be the game to reinvigorate what is rapidly becoming a very tired genre on the iPhone.
More info at the website bellow...
http://www.navypatrolcd.com
iPhone games with Bluetooth game controller possible but not supported :(

I really want to enjoy playing Resident Evil 4 on my iPhone but get frustrated by my giant thumbs covering the screen. Even though Bluetooth is supported on the iPhone, Bluetooth game controllers are not. One industrious hacker has managed to make an external controller a reality with the Zeemote JS-1. Simply AWESOME. Come on Apple add bluetooth game controller support!
Video bellow.
Double Lawsuit System released for iPhone.
Check out the devs website bellow.
http://www.zm2dev.com/
UPDATE:
Video currently does not play and looks like this...
Treasure Grab Available in the App Store Now.
Mikko Karvonen, a producer at Universomo was nice enough to send me a press release for their new iPhone game Treasure GrabAccording to the Mikko the game allows you to,
“Take control of a young thief named Alya Loot and prove yourself by stealing the most precious heirlooms of four decadent nobles. Explore the mansions, pick locks, trick guards, and grab everything that has not been nailed down – and most of what has been. Show your skills and maximize the spoils by making the most out of the 7 Trickster Spirit powers, including disguise and invisibility.”
The art, audio and, writing are all quite excellent and the on screen controls are as well done as on screen controls for the iPhone can be done, with an invisible virtual joy stick appearing anywhere the player touches on screen. Mikko describes the game very accurately using the, “it’s like _______ meets _______” analogy.
“The main inspirations for the game were, as strange combination as it might sound, Thief and Pac-Man. The team set out to create a game of breaking, entering and looting, inspired by Thief series on PC, but wanted to transform it into something lighter, more fast-paced, and better suited for mobile environment.”Most importantly the game is a lot of fun and well worth the $2.99 price.
It is available at the app store at the link bellow.
itms://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=315773541&mt=8&ign-impt=clickRef%3Dcom.apple.jingle.app.store.xml.MXAutoSourcedGenrePage-US-Lockup_r2c1&partnerId=30&siteID=CMWzV4SDlTs-ONCpskKkpOx.Z0K4_PG7wA&ign-mscache=1
Enviro-Bear 2019 for iPhone, review at Touch Arcade
http://toucharcade.com/2009/07/10/enviro-bear-2010-the-best-bear-driving-simulator-in-the-app-store/
PSX on the iPhone 3GS.
More info at the link bellow.
http://www.zodttd.com/blog/
Field Runner: Another Tower Defense Game.
Several weeks ago I criticized the iPhone for being a difficult platform to develop for. While this is true, there are some very good iPhone games. One such iPhone game, which I am totally addicted to, is Fieldrunners. Fieldrunners is a tower defense game of which there are many variations.A single game of Fieldrunners has 100 ‘rounds’ of play over 3 levels of difficulty. The playing field is very simple and open as opposed to some tower defense games which offer more diverse selections of varied maps. The goal of Fieldrunners is to stop enemies from crossing the map by building towers which shoot at them as they pass. The Enemies consist of either fast weak enemies such as basic infantry or slower more powerful enemies like giant tank-like robots. All of the enemies except the flying helicopters must navigate around the player’s towers. If any enemy makes it across the map they reduce the player’s health by 1. However, if an enemy is defeated the player earns money to buy or upgrade towers. If the player loses all 20 health the game is over. The towers have varied abilities and costs. There are Gatling Towers which are inexpensive and have a short range, Goo Towers that slow enemies, long range more expensive Missile Towers, and Tesla Towers that are expensive but do massive damage. The game-play is very simple but quite addictive . The essential experience is very similar to Desktop Tower Defense which can be experienced at http://www.towerdefence.net/games-19-Desktop_TD.php.
While it is true there are many free options for tower defense games, $4.99 is still a pretty sweet price point to be able to play tower defense on your iPhone. The designers have thoughtfully optimized the controls for the iPhone so that control is fluid, intuitive, and easy to understand with a very minimal but clear HUD. The graphics in general look good if a bit reminiscent of Team Fortress 2. I am pretty sure the Heavy is one of the enemies in Field Runners This version of tower defense is faster and easier to play then in any mouse driven version. All in all very excellent!
What I’m Playing on Vacation: Casual Game Mini Reviews.
Line Rider iPhone:
I have been looking forward to Line Rider making its way to the iPhone since I saw some of the fantastic videos of the original flash version on YouTube. The game has caused enough of a splash to be ported both to the DS and iPhone. The game is barely a game in its original and iPhone form. Upon load the player is presented with a screen that is blank other than having a few drawing tools. There is no point or goal other then to draw a downhill course for a guy on a toboggan to sled down. The simplicity and creativity allowed are wonderful. With all the versions players can share their courses with other players which is very cool. It is pretty easy to pick up and put down and the game appears to auto save whenever the program is exited. The only gripe I have is that it is difficult to draw precisely with a finger on the tiny iPhone screen. Watch the video below and be amazed.
Check it out for free online at http://linerider.com/
Mawasunda Nintendo DS:
Mawasunda is a Japanese only mini game collection from Taito similar to Wario Ware for the Nintendo DS. The game does have a lot of Japanese which makes the game more challenging and interesting for a non-Japanese speaker. The games fall into 3 categories (Power, Technique, or Brain) and use what the games refers to as the MawasunderPAD which is a portion of the bottom screen that is rotated to play the mini games. Games have goals such as raising and lowering elevators or cracking safes in addition to slightly more outlandish goals such as keeping people upright on the subway or preparing food. Perhaps directly attempting to cash in on Wario Ware there are bits of vintage games included such as Arkanoid. None of the Mini Games feel quite as absurdist as the ones included in a Wario Ware Game however the sense of style that the game has somewhat makes up for the lack of over-the-topness. The gimmicky MawasunderPAD does get old after a bit however there are alternate controls for lots of the games. The biggest difference seems to be the amount of time spent playing the individual games. While Wario Ware mini games are very fast Mawasunda has a much more leisurely feel. It is not the perfect mini game collection but is a fun worthwhile diversion.
Puzzloop iPhone:
Puzzloop for the iPhone is a touch version of the flash game Puzzloop which people may know as Zuma or
Clubhouse Games Nintendo DS:
Clubhouse Games has something around 50 classic board and card games including solitaire, mahjong, and chess. They are all easy to play, with a good UI, decent AI as well as the option to play multiplayer either thru Local Wireless or Nintendo WFC. These are classics thru and thru. Value has been added by having a couple bonus modes that include
Ratchet & Clank: Size Matters? PSP:
Honestly the PSP does not really have many quality casual style games and since the DS and iPhone are excellent platforms for casual gaming I had a bit of difficulty naming a quality PSP game. Lumines and Echochrome, neither of which I have played, may be the entire list of quality casual games for the PSP. I’d like to open up the comments for any opinions on what are some good casual games on the PSP. Come on lurkers, don’t be afraid to speak up. Ratchet & Clank: Size Matters is the only PSP game I’ve played for the PSP while on vacation. On the subject of vacation, check out what the 5-0 drive in the Minneapolis-St. Paul airport. This should more then make up for the lack of casual games on the PSP…
Where are all the Awesome iPhone Games?

Undoubtedly the iPhone has plenty of muscle. Games such as Super Monkey Ball and Crash Kart Racing have proven that the device is capable of decent 3D gaming. The device is also presumably quite capable of online gaming since it has rather robust connectivity options. This begs the question, where are all the awesome iPhone games? I don’t want to be overly critical of the games available for the iPhone since there are several quality games available. That said, outside of a small handful of games, the iPhone library does not begin to deliver the quality of games available on either the Dreamcast or DS to which the iPhone has been compared. Why is this?
The iPhone has a great screen. It is capable of being very bright, has excellent resolution and is quite responsive as an interface. In addition, it can recognize more than one touch at once. Outside of the screen as user interface the iPhone and has tilt control and the as of yet unused (as far as I am aware) camera and GPS. This all sounds good on paper and works wonderfully as an interface for the iPhone as a media device however there are some problems with the iPhone as gaming device. Games for iPhone wisely, as a rule, seem to have abandoned attempting to recreate the console controller on the iPhone. Without the tactile responsiveness of real buttons, virtual buttons or joysticks on the iPhone screen don’t give enough feedback for a traditional console type experience. Additionally any buttons take up screen space that ideally will be used for graphics. Successful iPhone games that have a console feel, such as Crash Kart and Super Monkey Ball, use the accelerometer for a primary user interface. Crash Kart has a general area that the player can touch to activate a power slide and steering is done by tilting the iPhone. In Bomberman Touch, the player touches the side of the screen to move, replacing the traditional joystick control. Using touch zones rather then buttons frees up space for graphics when some elements of the user interface are not being used.
Most designers appear to have entirely focused on more casual games with a mouse inspired user interface. Many of them work quite well. Most of the card, mahjong, and board type games translate quite decently. A key problem with casual games on the iPhone is that since the screen is so small it may be difficult to accurately touch a specific piece in a game of mahjong or solitaire. This is a minor gripe for games that are rather straight ports of classic board or card games whose rules dictate a specific piece layout. Additionally many of these games do not offer much more than any number of free to play online flash games or time wasters.
When the mouse control scheme is used for more action oriented type games things can become problematic since the act of moving your finger or tapping obscures a considerable portion of the screen. I have not yet found this particularly problematic with any of the games I’ve played on the iPhone. However, I did find it to be quite difficult with a painting program, Brushes. So difficult, in fact, that I ordered a stylus. Ultimately user interface design for the iPhone games is in its infancy. There has been rumor of peripherals being developed for the iPhone such as the Belkin Joypod and iControlpad which, if released, will turn your iPhone into something akin to a PSP. This may bring a greater variety of games to the iPhone, but it could balkanize the iPhone gaming library as different games receive different levels of support for peripherals. I personally would prefer to see designers rise to the challenge of designing for the iPhone. The system offers new and interesting opportunities and challenges for game design. Truthfully there are many more challenges for game makers on the iPhone. However with creativity and persistence interesting and exciting new games can be made.
The second reason for the lack of quality games seems due to the fact that as a true multimedia device any game must be more engaging than any movie, piece of music, Youtube video, and the internet (pornography included). Not only does a developer have to compete for an end users time but they must compete for the end users space on their iPhone. This means that even a big concept game needs to be relatively small in size. These concerns create quite a bit of risk for an iPhone developer. Even if there are solid numbers on the install base for the iPhone I don’t think there is a clear idea of what sort of attach rate games will ultimately have on the iPhone. This fact, along with size concerns, may relegate the iPhone to the position of a strictly casual gaming machine. This is unfortunate since the possibilities for a device with such an interesting set of technical assets is very wide. Beyond simply what is possible graphics and processing wise, the iPhone could be used for some very innovative stuff. Imagine a game that tracks players in the real world thru GPS to allow players to gain points for finding or occupying specific locations or an “enhanced reality game” that would allow a virtual avatar to interact with the real world thru a combination of motion control and the camera. These are by no means new ideas however the iPhone actually is a popular and capable enough device to make such gaming pipe dreams a reality.
The final challenge and perhaps most significant reason that great games have not found their way to the app store is largely a financial one. The iPhone apps store in many ways resembles the Wild West where anything goes. Apple, it seems, does not in any way filter the content that makes its way onto the iPhone nor, it appears do they enforce any type of pricing structure. This may initially seem beneficial to the consumer however in reality it is not. As an example, if a user searches for “Cowbell” in the apps they will come up with several results with a price point ranging from a few dollars to free. This level of granularity seems intuitively like a good thing. If a potential consumer wants a simple cowbell they can opt for the free app. If, in the unlikely event that they want a fully featured musical instrument, that option is available to them. The reality of the situation is a bit different. The task of adding value over a similar free app is very difficult. This makes developing for the iPhone quite risky. Development costs even for a small app can be quite high and since Apple does not appear to have any pricing structure there is no guarantee that a competitor may not offer a similar app at a much lower cost. In order for great games to make their way to the iPhone consumers must speak with their money. This means being willing to pay a premium price for high quality offerings. The flip side of the coin is that Apple needs to enforce a pricing structure for content and figure out a way to act as gatekeepers in a way that is both fair and maintains a minimum standard of quality. This does raise the bar for the aspiring bedroom developer and will block a segment of would-be iPhone programmers from having their apps see the light of day, but I think it would ultimately increase the quality of software available. I have no problem with Apple allowing free apps, but the large number of similar low quality, cheaply made games in the app store seem to have created a gaming ghetto where only low quality free or cheap games can survive. A more proactive model is needed, such as the Xbox Live Store which Microsoft heavily monitors and will go so far as to enforce prices for content offered. This would inevitably increase prices in the apps store but would also hopefully inspire game makers to take chances and develop some bigger concept games. This may be a moot point if the game development community has written the iPhone off as a casual only device.
I’m going to forgo any sort of scoring for the iPhone and instead take a wait and see approach. Hopefully games such as Line Rider, Vay, and Spore Origins will prove that a wide range of game types can successfully sell on the iPhone. Hopefully consumers will demand more than the tired casual games and sloppy racers. Hopefully good iPhone games such as Super Monkey Ball and (the admittedly casual) Bubble Bash are getting supported. Until then I’ll be patiently waiting for all the good iPhone games.




