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Spore Origins out for iPod, iPhone version due this week

September 4, 2008

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Spore Origins has wriggled its way out to the iTunes store for the iPod. The game is a slimmed-down version of the early microbial stages in the upcoming PC game -- in the main game, you'll be able to take your little microbes up through the evolutionary ladder all the way up to space travel, but in the iPod game, you just guide a little cellular organism around in the primordial muck, eating what's smaller than you and running away from what's bigger.

We haven't played the iPod version, but the iPhone version, which we got a hands-on with at E3 earlier this year, is due out later this week, according to the game's creator, Will Wright. Both games pale in comparison to the creativity and polish that the full Spore game will offer -- running a creature around in the muck isn't nearly as fun as guiding it through the history of time itself, and unfortunately, as we were told at E3, online play and character transfer never made it into the final version, so the portable games have no relation to the full game at all.

So what you're left with is a little arcade game, which probably isn't actually worth the $5 it costs. There are, after all, better games out there for less.
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Appletell review - Mystery Mansion Pinball for iPod

Section: iPod + iTunes, iTunes, iPod, iPod nano, Features, Review Genre: Pinball sim Format: iPod game Developer: Gameloft S.A. Minimum Requirements: 3G iPod nano, iPod classic or 5G iPod (video), iPod Software v1.2, 42.9MB disk space Retail Price: $4.99 Availability: Out now Fact: In movies, whenever there’s a battle against the devil, the heroes will be Catholic, and a good portion of the confrontation will take place in a beautiful church or some sort of holy ground with all manner of decorative crosses and windows and a life-size corpus with bleeding eyes. Another Fact: In video games, it’s okay if that same battle takes place in a mansion over a game of pinball, and your religion is irrelevant. Although, considering this game is constantly telling you, “I am the devil,” I wonder if Catholics aren’t maybe better equipped to hit multiple jackpots? Regardless, pinball fans may get a kick out of Mystery Mansion Pinball, as may iPod owners looking for a quick way to kill some time with a game that fits quite well within the iPod’s capabilities and control scheme. Pinball games generally require only two buttons, after all, and the iPod has two buttons. Well, you need three, actually; although you can use the left and right flippers simultaneously with the iPod’s fast forward and rewind buttons, you can also do this by hitting the center button on the click wheel. The center button also comes into play in the video mode mini-games, which I’ll get to in a bit. The board itself is fairly well designed, featuring items that could very well be found on an actual pinball machine. Aside from some electrical effects on the bumpers, everything about the gameplay is fairly realistic. Of course, there’s no plunger on your iPod, so the center button puts the ball into play, with the force determined by a sliding power meter (as you’d find in a golf sim on the computer). Game play itself is somewhat entertaining, with challenges are that aren’t too hard to reach. This is due in part to the decent board layout, but also to the easily identified targets, which make good use of lighting to call attention to them. Considering the iPod’s small screen, this is very important; a muddier layout with too much going on would’ve been unplayable. Game play is also both helped and hindered by the scrolling camera, which moves up and down to follow the ball. This scheme is used pretty much across the board in video pinball sims, as widescreen (and even full frame) displays simply aren’t conducive to the portrait layout of pinball tables, but it’s not always done well. Here, the ball sometimes moves too quickly and disappears from view before the camera can catch up. Therefore, you’ll often be hitting the flippers blindly, hoping your ball is actually nearby. Even worse, the camera mostly keeps panning during multiball, making it extremely difficult to see all the balls and therefore hit most of the targets (especially considering there is a third flipper at the top of the screen). When the ball does get moving too quickly, a ghost trail appears to help you follow it. This bugged me at first, but without it the ball could get completely lost on the screen, so I’m glad it’s there. I wonder if it doesn’t screw up the ball physics, though, as there were times when my flippers seems to hit the ghost trail, not the ball. The physics aren’t that good throughout, for the most part, as the ball takes some impossible bounces off flippers and bumpers. It also seems to have a mind of its own when deciding which lane to drop down, although this usually works in your favor. I’ve played extended games without a single drain down an outlane; good for scores, bad for realism, especially when the ball visibly hops from an inevitable drain over to the inlane. There were also a couple of points where my flippers stopped working completely for a few seconds. I’m assuming this is a programming error, as there’s nothing in the game to indicate why this would happen on purpose. As mentioned earlier, the gameplay is broken up by “video” games that play out as if on a pinball machine scoring screen. They’re well implemented and look cool, but a couple of the games are quite confusing. One in particular tells you to use the click wheel to position a beaker under the appropriately colored drop of fluid, but how do you use the click wheel? Spin it? Click in the direction you want to go? Click the button in the position of the beaker you want? I don’t know...I never got it to work. The final problem has to do with the audio. This “I am the devil” voice gets annoying very quickly, because it never quits saying it! After a couple minutes, I was just thinking, “Okay, I get it, you’re the devil. Now either shut up or go outside!” And the annoying laughter/cackling throughout the game is even worse. It comes in three or four variations, each of which is equally annoying (and loud). Pinball machines, by and large, always try to sound sexy in an effort to entice players to drop their coins. If this were a real pinball machine, not only would they keep their coins in their pockets, they would flee the arcade for protection. And so, in Mystery Mansion pinball, we get a well-designed board with some fun mini-games that’s hampered by bad ball physics and some incredibly annoying audio. What’s worse is that the two work together to prolong your agony...the bad ball physics make each game last too long, forcing you to listen to the audio for much longer than the human brain can withstand. Maybe that’s the terror of the Mystery Mansion. There’s only one way to find out for sure… Appletell Rating: Buy Mystery Mansion Pinball See other iPod game reviews. Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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AppleTell

Appletell review - Cubis 2 for iPod

Section: iPod + iTunes, iPod, iPod nano, Features, Review Genre: Arcade/puzzle Format: iPod Game Developer: Fresh Games, LLC Minimum Requirements: iPod classic, iPod 5G, iPod nano 3G, iPod Software v1.2 Price: $4.99 ESRB Rating: N/A Availability: Now Here, then, we have a game perfectly suited to the iPod. It’s suited to the controls, and it’s suited to the small screen. What it may not be suited to is your schedule. If you only break out an iPod game when you’re trying to kill time before an appointment or while you’re waiting for your kid’s trombone lesson to end, the addictive nature of Cubis 2 may cause you to be late on more than one occasion. And actually, I hate using the term “addictive,” as it’s never accurate when speaking about games. Do people go into violent shakes when they can’t play Cubis for a few days? Do they sell the Renoir and the TV set to finance a new iPod classic or iPod nano when they’ve worn out the controls of the 5G due to intense Cubis 2 gaming? I imagine not. But if you’re into puzzle/arcade-styled games such as Bejeweled (also available for iPod), you will probably enjoy Cubis 2, and maybe even find it’s the more satisfying gaming experience of the two. The gameplay centers around the traditional task of lining up three or more cubes of matching colors. The cubes then disappear, allowing others to fall into their place. It’s like house cleaning, but with bright, happy colors and music, and no dog getting in your way. The twist here is that the board is laid down flat, and the cubes stack on top of one another. The 3D perspective adds an extra challenge with more possibilities for combo moves, and it requires some unique controls. Rather than just click directly on the cubes you want to match up, you fire a cube onto the game board from either the left or the bottom. This is done by lining up your shot with the click-wheel, then sending it into play by hitting the iPod’s center button. Smooth and intuitive, although sometimes difficult to land directly on the row/column you want. When you shoot a cube onto the board, it either pushes away the cube it hits (provided there’s room to do so) or it causes cubes to disappear if it creates a match of three or more like colors. If the cubes disappear, the cube above it will fall and crack, if there is one. Cracked cubes shatter and disappear if another cube is shot through it. Keep this up until the board is clear, and it’s on to the next. As is always the case with games such as this, the developers keep things interesting by having different cubes behave in different ways. For instance, there’s the Lift Cube which wedges its way underneath the first cube it hits, then becomes a regular cube. Although highly annoying at first, these cubes will help you set up better chain reactions (for more points) once you learn how to use them properly. There’s a Stone Cube that can only be removed with Lasers or a Bomb Cube, so, of course, there are Lasers and Bomb Cubes, amongst other things. You don’t know when you’ll get these various cubes (the three cubes “on deck” are always visible), and learning how to utilize (or, in some cases, deal with) them is what provides the game’s challenge. Oh. And there’s a time limit. Isn’t that always the way? To keep things even more interesting, Cubis 2 contains four slightly different play variations. Arcade Mode is pretty much what I described above, in which you have to clear a certain percentage of blocks from the screen. Puzzle Mode gives you specific tasks, such as clearing all of the star cubes within a certain amount of time. Then, there are Morph Modes of both Arcade and Puzzle Mode which add Ghost Cubes that float around and mess up your strategies, making the game more complex. Depending upon what type of gamer you are, that could be a problem with Cubis 2. It’s more difficult than other games of this sort. The multi-layered action makes for a steeper learning curve than you’d expect, and it’ll be a while before you’re able to develop strategies that...you know...work. As a result, easily discouraged gamers will bail on this early even if they’re succeeding, because they’ll have no idea why they’re succeeding. On the other hand, those that stick with it will be rewarded with a more satisfying gaming experience with a longer shelf life than most other iPod games. To help you along with this, Fresh Games includes a few different screen backdrops from which to chose, as well as different cube styles. The variations aren’t that drastic, but they do give you something else to look at every now and then. Even better, the music does a nice job of drifting into the background when you play. This is what music in games like this should do; if it’s noticeable, it would get annoying very quickly. There are multiple version of Cubis 2 available online for free play, so I very much recommend you check these out to get a good feel for the game. If you enjoy it at all online, you’ll like it even more on the iPod. There are other games you can download from iTunes that you’ll learn and get into more quickly than Cubis 2, but not many you’ll enjoy for longer. Appletell Rating: Buy Cubis 2 See other iPod game reviews. This review was originally published at Applelinks. Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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Appletell review - The Sims Pool for iPod

Section: iPod + iTunes, iPod, iPod nano, Features, Review Genre: Sports/sim Format: iPod Game Developer: Electronic Arts, Inc. Minimum Requirements: 3G iPod nano, iPod classic or 5G iPod (video), iPod Software v1.2, 31.5MB disc space Price: $4.99 I suppose it was only a matter of time before the Sims invaded the iPod as well. They should just rename the franchise “Invasion of the Platform Snatchers.” Every time I visit another household where someone’s playing a Sims game, I go to the basement to search for pods. Obviously, The Sims itself is far too complex to play on an iPod, so Electronic Arts has taken a pool game and thrown the brand on top of it. Well, that’s unfair, perhaps, as they have given some Sims attributes to it, but they seem to be more about justifying the branding than about contributing to gameplay. You start off by creating your Sim, which entails selecting a face, a shirt, your hair color, etc. What does this have to do with the game? Very little, as you don’t actually see your Sim holding his pool cue when playing. But it’s the kind of thing Sims fans enjoy, so...enjoy, I guess. Also true to the Sims genre, your player has aspirations beyond the pool hall. There’s money to be made, and as money’s made, you can get better pool equipment (fancier cues) to help you win games. And, of course, the more you win, the happier your Sim will be as he achieves his life goals and works his way up to being a pool shark. You don’t have to go this route if this isn’t your thing. There’s a Play Pool option that takes you right to the table without having to bother with putting on a shirt. Nothing you do here will affect the storyline you’re creating in the full story mode. If you’re more about the pool than the plot line, this is where you’ll be spending your time. Regardless of how you get to the table, The Sims Pool really shines once you’re there. Literally. The graphics are fantastic, rivaling those you’d see on the Nintendo DS, or even the Macintosh itself for this type of game. They’re bright, they’re crisp, and they’re very colorful. The animation is quite smooth, but that shouldn’t be hard to achieve considering it involves little more than a bunch of balls rolling around. Using the iPod click wheel to play pool may seem a bit odd at first, but its quite well implemented and therefore pretty easy to get the hang of. You line up your shot by spinning your pool cue around the cue ball with the click wheel. You then click the center button of the iPod to confirm the angle, and this can lead to some trouble; if you don’t pull your thumb straight off the click wheel, your angle can easily change a bit. This can get frustrating, but not enough that it screws up the game. Just realign and try again. Lines appear on the screen to let you know the direction the ball you’re hitting will go, as well as the rebound of the cue ball (helping you avoid a scratch). If you like, you can shut this feature off. After the angle is set, you can use the click wheel to put some “english” on the ball. This, of course, determines the amount of spin the cue ball will have. I can’t comment either way on the physics of this, as I didn’t really utilize it to its full advantage. As with real pool, I’m not good enough to worry about things like english and power and such; it’s enough for me to worry about hitting the ball straight. Once you’ve determined the spin, a traditional sliding power meter appears so you can adjust how hard you hit the cue ball. Hit the center button again and hope for the best. The abilities of your AI opponent will probably seem wildly inconsistent. In my very first game, he missed some fairly easy shots, and even hit in one of my balls. After I had acquired quite a lead, he suddenly sank five balls in a row to catch up, then missed a couple other easy shots to watch me win. Was I going to get hustled until my opponent took pity on me? I don’t know. This is a Sims game, after all. The computer opponent’s probably more worried about stealing my girlfriend or cleaning his kitchen than he is about playing pool. There are two games you can play in The Sims Pool: eight ball and nine ball. There’s also a trick shot challenge that’ll help you test and improve your skills, and it’s kind of fun after you’ve gotten pretty good at the game. You’re not stuck playing the computer, however. You can play other humans on a single iPod by passing it around. Unfortunately, there’s no option for playing doubles should you have, you know, more real life friends than Sim friends. Perhaps that would be a hassle, anyway; passing around the iPod is one thing, but passing around headphones is quite another matter. Technically, you don’t need sound to play this game, but the sound is so great I highly recommend you keep the headphones on. You can listen to your own music if you like, but I actually suggest shutting it off so you can more easily hear the pool hall ambient noises, which do a great job of pulling you into the game. Better yet, they’re not so repetitive that you can hear the loop. Very well done, but that’s the kind of thing you come to expect from Electronic Arts. Remove “The Sims” from its name, and The Sims Pool is still a great pool sim. That it’s this good on the iPod is very impressive, but not really surprising; Electronic Arts has made it quite clear they understand the iPod as a gaming platform, and what that should entail. The Sims tie-in isn’t needed here, but I suppose it does add an interesting element for those who’d otherwise tire of just playing pool. And if pool is all you want, you can bypass the Sims elements. That makes this a great game for the iPod that would actually be a worthwhile purchase on any platform. And that’s a good thing, as it’ll help keep your mind off those alien Sims pods in your basement. Appletell Rating: Buy The Sims Pool See other iPod game reviews. This review was originally published at Applelinks. Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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iPod Game Review: Pole Position: Remix

Section: iPod + iTunes, iPod, iPod nano, Features, Review Genre: Sports Format: iPod Game (Download from iTunes Store) Developer: Namco Networks America Inc. Compatible iPods: iPod nano (3rd generation), iPod classic, and iPod (5th generation). They cannot be played on your computer, nor are they compatible with other iPod models including the iPhone and the iPod touch. Review iPod: iPod nano (3rd generation) and iPod (5th generation) Price: $5.99 ESRB Rating: N/A Availability: Now Demo: No After owning my iPod for a few months, I decided to purchase a few games to play while listening to some tunes and podcasts. Pole Position: Remix was one of them. After playing one race, I quickly felt the style of gameplay was much different. Your average racing game doesn’t force you to pause a few seconds then start racing again after you smash your car into a sign, wall or another opponent, it just dents your car. Your steering must be precise or you’ll end up going into a puddle or gas spill, crashing, then starting up again a few seconds later. While it can get annoying when you have the almost natural instinct to crash into other cars and knock them off the road, Pole Position: Remix does bring the classic 80s style of gameplay to your iPod. Racing in cockpit view the entire game, you must first quailify to race by achieving points based on the distance raced. The whole points system is also quite strange. In a typical racing game, you must pass the opponents and try to get first place. In Pole Position, try to go as fast as possible (without crashing) to gain points. At the end of the race, whoever has the most points wins. You’ll get extra points for passing other cars, but if you pass everyone at the start, more cars will appear ahead of you later in the race. The racing for points style of gameplay isn’t bad, it just takes some time to get used to. You’ll also be able to race the famous four tracks of the game: Namco, Speedway, Wonder, and Seaside. A fifth and new track—Misaki Point—comes in the iPod version. When racing in these five tracks you’ll notice that all the billboards are filled with album artwork from the content on your iPod. When you pass certain races, you’ll be able to unlock cockpit themes based on other classic Namco games from the 80’s; like PAC-MAN, Galaga and Dig-Dug. Racing in a bit of style defiently adds to change up the environment. This game keeps all of the elements of the classic game with added features for the iPod. The game is great if you’d like a fast game that’ll get your thumb spinning around the clickwheel while you listen to some tunes. Graphics aren’t the best compared to some other iPod games, but the original game’s weren’t that good, either. And while Pole Position: Remix is playable on the Nano, it’ll be a bit harder because of the small click wheel. Appletell Rating: Purchase Pole Position: Remix Full Story » | Written by Nicholas Montgomery for Appletell. | Comment on this Article »
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TUAW Hands-On: Square Enix's Song Summoner for the iPod

Square Enix dropped a huge bomb at E3 a few weeks ago with the fact that their latest Final Fantasy title, number 13, was coming to Microsoft's Xbox 360. But a week before, they dropped another piece of surprise news on iPod owners: that they had released a game for the music player, and that not only was it an RPG, but it was actually a tactical RPG that used the iPod's own songs as characters.If you're a Squeenix fanboy, your mind is probably just blown by the idea, and as we reported last time, our Nintendo-biased friends were thrilled to hear about the game. But how does it actually play -- is it worth picking up if you're not a Square fan, and/or you just want to hear music on your iPod?Short answer: Probably not. While Square Enix's Song Summoner: The Unsung Heroes is a pretty amazing game for the iPod, the iPod is meant to be a music player, not a game platform, and a few hardware drawbacks keep Song Summoner from shining as a game just for iPod owners. Square fans will enjoy it very much, RPG gamers will probably get their money's worth (the game is only $5, cheap by any estimation), but anyone looking for a pick-up-and-play iPod game will likely get mired in the slow pace.Continue reading TUAW Hands-On: Square Enix's Song Summoner for the iPodPermalink | Email this | Comments
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Will the iPhone kill iPod Click Wheel gaming?

Section: iPod + iTunes, iPod touch, iPod Family, iTunes, iPod, iPod nano, iPhone + Communications, iPhone, iPhone SDK & Apps, OriginalsYes, and it’s about time we put it out of its misery. Even before the iPhone, the iPod never stood a chance as a legitimate gaming device. This saddens me somewhat, too, because I really wanted it to be. I viewed gaming on the iPod much as I do on my Macintosh, in that I didn’t buy a Mac to play games, but if there are games available, I’ll certainly play them. Unfortunately, developers just never put much thought into iPod games, and Apple didn’t seem interested in helping out. The main problem, of course, is the scroll wheel. There are very few games that can be effectively controlled with a wheel, and developers just haven’t been able to work around that. Games such as Mini Golf, Vortex and Peggle are workable, but only because of the simple control schemes that mainly involve spinning in a circle. Okay. But why is Sonic the Hedgehog on the iPod? Bomberman? Pac Man? These are big name titles, sure, but trying to control them with a click wheel is an exercise in frustration and futility that only turns gamers away from the iPod. Games for the iPhone are being developed specifically for the iPhone. Developers are excited about the touch screen and accelerometer, and are already putting them to good use. Obviously, developers didn’t have that excitement about the iPod’s click wheel. As a result, we got a mess of games with titles we recognize—Scrabble, Yahtzee, Pole Position, Pirates of the Caribberan(?!)—because that’s the only way people would buy them. Even EA, apparently recognizing no one wants to play pool on an iPod, threw their popular Sims franchise label on top of it in an effort to move some copies. They did the same with The Sims Bowling and The Sims DJ. Actually, The Sims DJ goes in a direction that more games should have, in that it puts your music collection into the game. It’s not just background music while you play; rather, the gameplay is built around your music. It’s an original concept that could only work on the iPod. The same goes for iQuiz, which creates trivia games based on your own music. This is what more developers needed to do, instead of just throwing unplayable ports of cell phone games at us. Or, someone could’ve given us an iPod game pad. I imagine if the market had been there, someone would have. I’m not a developer and know little of design, but I can’t imagine it would’ve been hard to put together a cradle in which the iPod classic and 3G nano would sit, placing a D-pad to the left of the click wheel and a few buttons to the right. The D-pad would take over the touch commands of the click wheel, and the buttons would take over the wheel and center button clicking functions. With that device, the games would be able to be played as they’re meant to, and the entire catalog would open to all iPod owners on a device combo no larger than a Nintendo DS. Of course, the problem with such a device is that Apple updates the form factor of the iPod so frequently that it would have to be a wide open design to avoid becoming obsolete within a year or two. Plus, as I mentioned at the top of the article, people aren’t buying iPods for the games. The Nintendo DS and Sony PSP have that market covered, so it’s unlikely the type of person looking to play Sonic the Hedgehog would look to do so on an iPod. And so, we’re back to game design. Developers need to put games on the iPod that work on the iPod, which is why I’m thrilled to see a company as huge as Square Enix getting into the mix with Song Summoner: The Unsung Heroes. Here’s a game that not only works with the click wheel (it’s not a perfect fit, but the turn-based strategy gameplay doesn’t require quick, precise control, and is therefore more forgiving), but that takes full advantage of the your music collection; the songs on your iPod actually become ”Tune Troopers.” How cool is that...building an army based on your music. I just added this game to my collection, and can’t wait to see what type of soldiers songs such as Queen’s “Ogre Battle” and “Vultan’s Theme (Attack of the Hawk Men)” give me. Or, for that matter, “Particle Man” from They Might Be Giants. So, is there hope for iPod gaming, or is this too little, too late? I fear it’s the latter, but I hope Song Summoner does well enough to convince Square Enix to embrace the iPhone and iPod touch platforms. Support from big name developers and publishers will improve public perception within the gaming community, and that can only be good for sales. After all, showing friends Vortex on the iPod never convinced anyone to run out and buy one, but Super Monkey Ball could certainly have that effect. Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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