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“Final Fantasy I & II” now available on the App Store

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Every couple of years, Square-Enix dusts off the first couple of games of the Final Fantasy series, gives them a vigorous spit polish and then throws them on the gaming handheld du jour. So if you haven’t played Final Fantasy I or II on the original NES, PSP, PlayStation, GBA, Nintendo DS, Nintendo Wii, ad infinitim… good news! You can now pick up both Final Fantasy I and FInal Fantasy II are now available over on the App Store.

The original Final Fantasy game includes five bonus dungeons, as well as the Soul of Chaos and Labyrinth of Time extras added to some of the more recent ports of the game. As for Final Fantasy II, you also get five bonus dungeons, as well as the Soul of Rebirth and Arcane Labyrinth packs.

These classic RPGs will keep you busy for dozens of hours, so from that perspective, $9 is a steal… but I’ve never personally felt that the first couple of Final Fantasy games aged particularly well, and while the new sprite work is undeniably attractive, the gameplay and story in the games seem more like an archeological curiosity of modern gaming than anything I’d want to revisit. So I’ll hold on to my $18 for now… but wake me up when Square-Enix gets around to porting Final Fantasy VI to iPhone OS, would you?

Top iPhone Game Orbital on the Way for iPad as Orbital HD

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Top iPhone game Orbital is on its way for iPad.
Top iPhone game Orbital is on its way for iPad.

When researching a recent article for TechRadar, about great iPhone games that should be ported to iPad, I asked a few devs about their plans for the platform. Most remained tight-lipped, but Reto Senn was happy to spill a few beans regarding Orbital, an absurdly addictive one-thumb orb-destruction game that’s currently my favourite iPhone app, and which was seen demoed on iPad at Apple’s recent press event.

“It was a surprise for us that Orbital appeared on the iPad and was playable at the press event. We didn’t know about this beforehand,” says Reto. “We’ve looked into the possibilities [for iPad] and we’ve decided to create an iPad-specific release, dubbed Orbital HD. The new version will have pin-sharp textures so the game takes advantage of the higher resolution screen. We’re also re-designing the user interface, because the bezel, larger screen and weight of the device will have users hold the iPad in a different position to iPhone, in order to play Orbital.”

In terms of gameplay, Reto reveals that although gameplay will stay the same “so highscores will be comparable with the iPhone version,” there are plans in the works to add some unique features to Orbital HD: “We’re designing a two-player mode so it can be played like a table-top arcade game. Multiplayer is one of our favourite features of Orbital and the iPad is the perfect device for that kind of gameplay—with its large screen it’s like a portable table-top arcade game.”

For more on Orbital, visit www.orbital-game.com. The iPhone version’s available for $1.99 on the App Store and has twice received our ‘app of the week’ award.

httpv://www.youtube.com/watch?v=vNqVvIbroRA

Valve’s Steam games delivery service coming to OS X?

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Gamers looking for a solid digital delivery platform on the Mac are notoriously hard up. Actually, scratch that: Mac gamers are notoriously hard up.

The good news here, then, is that recent betas of Valve Software’s popular Steam delivery system contain files that strongly hint that the “App Store for Windows Games” service is coming to OS X. These files are a new “osx.menu” file and graphics for Mac window buttons.

The bad news, unfortunately, is it’s not likely to make much difference: one of the reasons Steam is so great on Windows is because it has tens of thousands of games available for it. The library on the Mac is far more paltry, and OS X gamers are simply better off using Steam through Boot Camp to play the latest games than waiting two to four years for a company to maybe get around to releasing a sloppy OS X port of a game the PC world has already forgotten about.

Steam’s a great service, so I don’t doubt it’ll be useful… but publishers aren’t getting any more serious about OS X as a gaming platform. If you’re not on iPhone OS, Apple gaming is just pretty much dead. The best can be said about this development is that it may indicate that Valve is interested in porting its own games to OS X, all of which require Steam in order to run. Team Fortress 2 or Portal on the Mac is a pretty thought, but hardly likely to revolutionize anything.

OnLive thin gaming client runs “Crysis” on the iPhone, iPad to follow

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A potentially revolutionary way to stream next-gen video games to hardware technically too underpowered to run those titles natively, thin client OnLive might be the best thing to happen to gaming since, well, the Internet.

Essentially, the technology works by making a game into an interactive, streaming video, rendering all the gameplay on a beefy server, compressing the video and shooting it off to you as you play. Imagine, for example, playing a shooter like Crysis — which can cripple even a top-of-the-line PC — on your iPhone. Actually, scratch that, because you don’t really have to: at this year’s DICE Summit in Las Vegas, OnLive CEO Steve Perlman gave a brief demonstration of Crysis running on Apple’s handheld.

If the idea of playing full-featured, next-gen games on your iPhone doesn’t get you excited, it gets better: Perlman has also confirmed that OnLive will support tablets, clearly giving a wink and a nod to the iPad.

The only question is: will OnLive be able to solve the latency issues inherent in the thin client gaming approach? Perlman swears it’s feasible, as long as each OnLive user is within 100 miles of a server, but a high ping’s a deadly thing in an FPS. OnLive could very well be a revolution… but at the end of the day, I think we’ll be more likely to be playing slower-paced games like Civilization V through our iPad OnLive client than Crysis.

Giana Sisters – How a C64 Platform Game Banned By Nintendo Came to iPhone and iPod touch

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Giana Sisters for iPhone and iPod touch.

In the 1980s, a Mario-like platformer was reportedly brutally slain by Nintendo lawyers. Two decades later, the game has made its way to iPhone and iPod touch (and, presumably, Nintendo’s lawyers have chilled out a little). The game in question: Giana Sisters. Cult of Mac spoke to Nico Kaartinen of developer Bad Monkee about how and why a cult 8-bit classic was remade for Apple handhelds.

“Rolando 3” becomes a casualty to the success of the freemium App Store model

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I’ve always been fond of the Rolando series by Ngmoco: I think they were the first App Store games that showed me that the iPhone could be just as serious a gaming platform as the Nintendo DS or PSP.

I really liked the first couple of games, which is why it’s a shame that Ngmoco is now telling IGN that they are cancelling the third game, essentially because they can’t make it a “freemium” title.

What they mean by that is that Ngmoco wants all of their games to be free to download through the App Store, and they will make their money selling in-app purchases like extra levels, characters, etc. They’ve had great luck with this model with their Eliminate Pro shooter… but they just can’t figure out how to make this model work for Rolando 3.

It doesn’t really make a lot of sense to me: surely, Rolando 3 could make its development budget back even without the “freemium” aspect, and I don’t really understand why Ngmoco can’t just sell expansion levels and different skins if they are intent on the freemium model.

Either way, it’s sad: the Rolando games are still really cute, and I’ll always remember them as the titles that first got me to take the iPhone seriously as a gaming handset.

Surreal “Noby Noby Boy” games comes to iPhone as even weirder productivity app

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I’ve always had trouble explaining my addiction to Keita Takahashi’s surrealist puzzle-action game Katamari Damacy to people who have never had the psychotropic thrill of rolling up a giant ball of cows, schooners and sea monsters for the approval of the binge-drinking, rainbow-clad King of All Cosmos.

If you’re one of those people, and if that last sentence didn’t make a lick of sense to you, then I’m going to have an even harder time describing Takahashi’s follow-up title, Noby Noby Boy, in which the worm-like, quadrupedal BOY must stretch his ever-lengthening abdominal section across the map to reach his one true love, GIRL. So let’s just leave it at the fact that a port of Noby Noby Boy has hit the iTunes App Store for $1.99 and call it a day, shall we?

Except I really can’t, because Noby Noby Boy looks like a very different game on the iPhone. In fact, it isn’t even being placed under the “Games” section, but is rather listed as a Productivity app. Indeed, it doesn’t seem like much of a game at all: according to the App Store Listing, you can use BOY to become the hands of a clock, use BOY‘s body as a notepad and use the GPS unit to stretch BOY according to how far you’ve traveled in the real world?

Neat? Jeez, I don’t even know. Who would have thought that Takahashi could have taken the weirdest game he’s ever made and turned it into an even weirder iPhone productivity app? It’s only 2 bucks, though, so what the hell.

“Street Fighter IV” coming to the iPhone

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Hadouken! Although Street Fighter IV almost obliges its players to invest in a special arcade stick in order to be playable even on next-gen consoles, Capcom’s still going to try to bring its famous fighting game to the iPhone and iPod Touch… although the virtual joystick should be enough to arch the eyebrows of anyone who has pumped a quarter into a Street Fighter arcade machine.

Killer Game Trailer: Final Fantasy for iPhone

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httpv://www.youtube.com/watch?v=7k0V4Zk4Nqs

We told you a few weeks ago that Square|Enix was bringing classic titles from its long-running RPG series Final Fantasy to the iPhone. Today, we bring you the first footage of the game in action (and a screenshot showing the interface).

Looks tasty, though I admit I’ll be more excited when Final Fantasy IV comes to the iPhone. That’s a must-download. And don’t even get me started on Chrono Trigger…

Via TouchArcade

“Doom II RPG” hits the App Store

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The iPhone already plays Doom better than just about any smartphone out there thanks to iD Mobile’s continuing interest in porting their older titles and releasing iPhone-specific spin-off games of their more popular franchises to the App Store… but years before the iPhone’s debut, I was playing Doom RPG on my little Motorola RAZR.

Doom RPG was a great little game that did the impossible: it translated the frenetic first-person action of Doom into a wonderful, story-rich, turn-based RPG perfect for playing on a cell phone’s numeric keypad.

Ever since I got my iPhone, I’ve wished that iD Mobile would port it on over to the App Store… and while they still haven’t done so, they’ve done one better, releasing a sequel for the iPhone and iPod Touch called Doom II RPG. It’s available on the App Store now for $4.

My only question: who is that egghead shooting the demon in the screenshot? That’s not the bloodied, Schwarzenegger-esque marine I remember from Doom days gone by.

Apple iPad and gaming – the next big thing, or the lost platform?

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When I was a kid, there were lots of gaming platforms, but several failed due to existing IP. A prime example is the Commodore 128. Commodore touted the computer’s C64 compatibility as a major plus, but it meant no-one created C128 games, because loads of C64 ones already existed. The same, to some extent, went for the Amstrad CPC, which got loads of duff ports from the ZX Spectrum, due to some shared architecture. I wonder how iPad will fare. Apple’s device not only resembles a giant iPod touch—it also runs almost all existing App Store content. You get apps sitting centrally in the screen or ‘pixel doubled’.

With nearly 30 million iPhones and millions of iPod touches in the wild, and many thousands of games available, I wonder how many devs will target iPad, and how many will just continue developing for Apple’s already popular handhelds. If the former happens—and developers take a punt, hoping Apple’s new device will become as successful as iPhone and iPod touch—you end up with another top-quality gaming platform from out of nowhere. If not—which could so easily be the case—iPad will be a pretty device playing games that look OK, but were ultimately designed for another system. Here’s hoping the former’s the case.

This article originally appeared on Revert to Saved.

Review: Grand Theft Auto on iPhone a Near-Perfect Match

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Way back when the iPhone was the much-speculated upon Apple product of the future, I took the liberty to imagine a time when the iPhone would be a legitimate mobile gaming competitor, tackling Nintendo and Sony head-on. It was a fun bit of predictification back then, but it’s science fact today. The clearest evidence yet that Nintendo’s dominance of portable gaming might be threatened is Rockstar Games’ much-anticipated Grand Theft Auto: Chinatown Wars, an epic, multi-hour crime game that is deeper than anything I’ve seen on the iPhone to date.

“Grand Theft Auto: Chinatown Wars” released for the iPhone and iPod Touch

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The venerable Grand Theft Auto series has been ported to almost every device in gadetry’s zoological garden, but few of the efforts were as superlative as Grand Theft Auto: Chinatown Wars for the Nintendo DS. Realizing that the first-person style of the likes of Grand Theft Auto III and IV would be ill-suited for the DS’ control scheme and modest hardware, they instead came up with an amalgam of the frenetic, top-down 2D action of Grand Theft Auto and Grand Theft Auto 2 combined with the story and strong characters of the latter games in the series.

The result is a masterpiece: not just one of the best games in the handheld line Grand Theft Auto games, but the series as a whole. And now it’s available over at the App Store for $9.99.

I haven’t tried the iPhone version yet, but the screenshots look remarkably more crisp and detailed than the Nintendo DS version, although it retains the latter’s attractive cel-shaded top-down perspective. A failing of the DS version was afterthought touch gimmicks, and I imagine those have been ported wholesale to the iPhone version, but overall, if Chinatown Wars for the iPhone is as good as game as its DS counterpart, this is a must buy for Apple gamers.

Red Conquest: John Kooistra Talks iPhone Gaming and the Background Behind His Innovative RTS

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Since late 2008, John Kooistra has been masterminding an intergalactic war—inside your iPhone. The reds and blues have been engaged in a deadly struggle, as evidenced in twist-based shooter Blue Defense and its more involved sequel Blue Attack.

Red Conquest is John’s most advanced and innovative game yet, a complex, exciting RTS that takes full advantage of Apple’s hardware. Cult of Mac interviewed John about how he got into iPhone games development and how the latest game in the red/blue saga came to be.

Popcap donates all purchases of Mac games to Haitian Relief, Saturday only

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Makers of quirky, charming and Mac game makers nonpareil Popcap Games are having a fantastic deal: buy a game (or, for that matter, twelve) from them and all the money will go to Haitian earthquake relief.

The deal’s good for today only, but there’s no shortage of great Popcap games to choose from, including Bejeweled 2, Bookworm, Peggle, Plants vs. Zombies and Zuma’s Revenge.

What a wonderful gesture on behalf of Popcap. Let’s hope they can translate the money from my purchase of Plants vs. Zombies into enough medical supplies to prevent some poor Haitian for becoming the latter.

OnLive thin gaming client demonstrated by ex-Quicktime guru, Steve Perlman

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Former Quicktime guru Steve Perlman has been flogging his latest startup, OnLive, for awhile now. He’s hawking a thin client for gaming, which requires a bit of explanation: think of gaming in the cloud. Instead of installing an MMORPG or FPS on your Mac, you instead logon to a central server with beefy hardware, which pumps out the game to you over the Internet.

In very loose theory, that means that you can play the hottest and most technically advanced games on even the lowest-specced computers or handheld devices: the server does all the rendering, and basically streams to the user a live video of the game being played according to his or her button and mouse clicks. In even looser theory, you could play even the most graphically demanding PC games on your iPhone.

Last week, Perlman demonstrated the OnLive technology to his alma mater, Columbia University. It’s an impressive demonstration, but there’s plenty of reason to be skeptical of Perlman’s claims.

Gunman iPhone app merges Lazer Tag with augmented reality

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httpvhd://www.youtube.com/watch?v=Dp29W61pwTA

Gunman seems like a keen little iPhone app. Think of it like suburban Lazer Tag, replete with a healthy dash of augmented reality, but missing the cute beeyooping space guns or the likelihood of being shot to death by a trigger happy cop.

In Gunman, two iPhone-toting players square off in a suburban deathmatch arena. First, each player identifies the shirt color of their opponent; then, using their iPhone’s built-in camera as both gun barrel and sights, they take aim and shoot at one another, shaking their iPhone to reload their virtual glocks. If the Gunman app detects that the opponent’s shirt color was in the iPhone’s crosshairs when the shot was fired, it will register a kill and vibrate the iPhone of the perforated victim.

It looks like a lot of fun, and for this holiday week only, it’s on sale over at the App Store for only $0.99. You can check out Gunman’s trailer above. Matrix techno ahoy!

[via 9to5Mac]

Tapulous is making $1MM a month on the App Store

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You can take your business school degree and cram it up your plush Christmas stocking: iPhone games developer Tapulous, best known for their rhythm game Tap Tap Revenge, are now bringing in $1 million a month in sales.

In the laughable understatement of the year, Tapulous says they are profitable. Tap Tap Revenge has been installed on over one-third of all iPhones and iPod Touches. CEO Bart Decrem says that he experiences his company to exponentially grow as the mobile app market gets broader. “It’s going to be big and all of a sudden people are going to say, ‘holy cow, where did those guys come from?'”he said.

That’s great for Tapulous and its small constabulary of employees — it couldn’t have happened to a nicer bunch of guys — but they are, of course, in the minority. I suspect Tapulous just has too much momentum to stop: they launched an iPhone game early inspired by a very popular and casual-friendly genre of music games like Rock Band and Guitar Hero, and they can ride that early success for awhile. Things are doubtlessly not so rosy for the developers trying to get their apps noticed in a sea of a hundred thousand now.

Doh! Homer Simpson Chases Donuts On The iPhone

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Homer battles a horde of Mr. Smiths, reprising his role as the redoubtable Neo from
Homer battles a horde of Mr. Smiths, reprising his role as the redoubtable Neo from "The Matrix Reloaded"

There’s probably nothing so dissimilar to an iPhone as a fresh, greasy donut covered in powdered sugar; and Homer would probably be the last person on Earth to ever have one (an iPhone, not a donut, dufus). So pairing Homer Simpson with an iPhone might just be crazy enough to be brilliant (this is Homer logic, it doesn’t necessarily have to make sense).

The Simpson’s Arcade features a hungry Homer in a quest for — you guessed it — donuts, with mini-games that include using “touch and accelerometer controls to ‘Slap Homer’ back to life,” says game publisher Electronic Arts.

EA says the the game — which it says is due out sometime this December — is voiced “by the real, live actors” from The Simpsons; with any luck this means the incontestably brilliant Hank Azaria and Harry Shearer will be channeling Chief Wiggum and Mr. Smithers from iPhones everywhere, soon.

Behind The Scenes: IUGO ‘WarioWare For iPhone’ A.D.D.’s Conception and App Store Battle

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The App Store remains a bone of contention for many developers, but IUGO knew its A.D.D. game would throw multiple spanners in the works. That said, it wasn’t expecting its minigame collection with a decidedly risque bent would languish in the approvals process for months. At the end of November, it finally emerged, having been stripped of many games, but still boasting 70 quickfire challenges for iPhone gamers.

I spoke to IUGO Director of Business Development Sarah Thomson to find out about how A.D.D. came to be, and about IUGO’s struggles to get the game approved for the App Store.

Apple looking for video game artist for iPhone Gaming Group

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Despite the fact that the iPod Touch is increasingly being branded as a gamer’s device, Apple’s never had much truck with gaming… at least in-house. But new calls for a video game artist for the iPhone Gaming Group imply that Apple might be preparing to make a serious push into the gaming market, perhaps to better compete with other handhelds like the Nintendo DS.

Pac-Man Championship Edition comes to the App Store

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Inspired (as legend goes) by a piece of pizza with a slice missing, Namco employee Tōru Iwatani first released the classic game Puck-Man to Japanese arcades almost thirty years ago. Later that year, Puck-Man came to the United States by Midway, although wisely renamed with the knowledge of just how tempting it would be to erase just a slight wedge of that first P‘s loop. The rest is history: America’s had Pac-Man fever ever since.

While the classic Pac-Man game has since been expanded into a franchise of quasi-sequels and spin-off titles, what you might not know is that original Pac-Man designer Tōru Iwatani never had any part designing the sequels until 2007, when he was invited by Namco and Microsoft to design a true sequel to his original game. The result was Pac-Man Championship Edition and it was the best Pac-Man games since Ms. Pac-Man. And now it’s available for the iPhone and iPod Touch for $3.99.