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Edge For iPhone Controversy Rumbles On—Game Again Pulled From App Store

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UPDATE 2: Edge Lite’s now also gone. Some stores report Edge still available, but it’s certainly not on the US or UK stores. I guess Killer Edge Racing had better watch out, given that Langdell’s website has a Flash movie for the game Racers (which we suspect will never see the light of day).

UPDATE: At the time of writing, Edge Lite remains on the App Store, carrying an irony stick. So either someone missed the lite version or it really is all about the money. Which would be a huge shock, obviously.

We yesterday reported on the feud between Mobigame, makers of excellent iPhone game Edge, and EDGE Games, a company owned by Tim Langdell, who seemingly claims ownership over the word ‘edge’ in relation to any kind of gaming.

Edge - a fun iPhone isometric game from 2009!
Edge by Mobigame - now no longer available from your local App Store

As stated yesterday, this ongoing battle has raged since April, and although compromises have apparently been suggested by both sides (indeed, Mobigames offered to rename their game Edgy, but Langdell then almost immediately registered that trademark himself), no agreement has been reached. More absurdly, Langdell contests that Edge wilfully ripped off ancient EDGE 8-bit videogame Bobby Bearing (and named it Edge to suggest the name of Langdell’s ‘famous’ trademark!), despite that game being a clone of Marble Madness and Edge playing almost nothing like Bobby Bearing.

Sadly, Edge is now again gone from the App Store, seemingly removed without warning (unlike the first time round, when Mobigame temporarily pulled the game voluntarily, in the hope of coming to a satisfactory agreement with Langdell).

Mobigame’s David Papazian told Cult of Mac: “We did not pull it. We don’t know exactly why it has been pulled [and] we don’t know if the game will come back. Maybe it will in some territories, but it does not depend on us. We are as surprised as many people, I think.”

“Making Edge took nearly two years of our lives, We hope the happy few who played it had a great time. We don’t know what to do now, and we cannot believe this is really happening. But we will probably have to fight since we strongly believe the law is on our side.”

Tim Langdell Still Being A Jerk—Resues Edge iPhone Game Maker Over Rights Issues

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It's Bobby Bearing, an 'isometric' arcade game from 1986!

Sort-of-UPDATE 3: And for anyone wondering whether the games featured in this post really do use true isometric projection, Adam Banks discusses this in a blog post.

UPDATE 2: At the time of writing (10:51 GMT+1), EDGE has now been pulled—again—from the App Store, this time on a worldwide basis. We now have a fuller story on this development.

UPDATE: I spoke to David Papazian of Mobigame, who told us that during discussions with Langdell, with the aim of settling amicably, Langdell not only proposed conditions unacceptable to Mobigame, but also stated the company had set out to copy one of EDGE’s most popular titles, Bobby Bearing. When Mobigame mentioned Marble Madness, Langdell even claimed his 1986 effort was actually completed before 1984’s Marble Madness and that Atari’s game is the clone. (I myself interviewed Marble Madness creator Mark Cerny a year or so back, and given the nature of how that game came to be—it actually started life as a mini-golf game—I find it hugely unlikely that this could be the case, even when you don’t take into account the two or more years between the games’ release dates.)

During investigative conversations between Mobigame and Bobby Bearing’s creators, questions have been raised as to rights ownership, with the game’s creators claiming they own the rights, not EDGE Games; furthermore, they do not consider Bobby Bearing and Edge similar games, which, having played both, I entirely agree with. Even on a superficial basis, there’s little similarity, bar the viewpoint.

Compromise was almost reached in May with Mobigames saying they’d rename their game Edgy in some territories, but discussions broke down, culminating in Langdell registering that trademark himself in the USA. Here’s hoping the ‘macho posturing’ doesn’t lead to Edge being removed from the store again. The $4.99 effort is one of the finest titles we’ve played this month. [Edge App Store link]

Oh, how we all love you, Tim Langdell. You sit there on the IGDA (International Game Developers Association) board, and boast about your 30 years of experience in the gaming industry. And yet you seemingly spend your life suing the crap out of anyone with the audacity to use the word ‘edge’ in gaming, due to trademark ownership relating to your videogame company, EDGE Games.

For this reason, Mobigame’s Edge was pulled from the App Store in May (it’s now returned), and Langdell now has his sights set on console game Edge of Twilight (no, we’re not kidding, sadly). Unfortunately, he’s also not quite done with the Edge iPhone game.

On Twitter, Mobigame reported “Tim Langdell is threatening us again… is this love?”, and a report on FingerGaming notes that Mobigame’s David Papazien says Langdell’s now not only affirming his rights to the Edge trademark, but claiming Edge ripped off an ancient EDGE game, Bobby Bearing. Sorry for the italics, but this statement actually make me nearly choke on my cup of tea.

I’m somewhat oldish, and I remember playing Bobby Bearing. (I also remember paying ten quid for the cassette version and discovering that the idiots at EDGE had shipped it entirely without sound—thanks, Tim!) In fact, here’s a screen grab, taken from C64 gaming website Lemon64:

And here’s Edge, taken from the Mobigame website:

Edge - a fun iPhone isometric game from 2009!
Edge - a fun iPhone isometric game from 2009!

On the face of it, you might, if you hadn’t actually played the games, argue that Langdell has a point. Both games use an axonometric projection viewpoint, commonly referred to as ‘isometric’ in the games industry. Also, both have you controlling a small geometric character around a blocky, retro-oriented videogame world where you can move reasonably freely in several directions.

But wait! I’m sure I’ve seen something like this before somewhere…

Hey, kids! It's Atari's Marble Madness, from 1984!
Hey, kids! It's Atari's Marble Madness, from 1984!

Oh, look! A game with an axonometric projection viewpoint, where you control a small geometric  character around a blocky, retro-oriented videogame world where you can move reasonably freely in several directions! From 1984! Plus, when you actually play Edge, you realise how little it has in common with Bobby Bearing (and, indeed, Marble Madness) anyway…

Having done some digging, it wouldn’t entirely shock us to discover that Langdell’s aggression and, well, ‘jerkness’ are in part down to Bobby Bearing Remix for iPod touch being on its way. But with Edge already being available and great, the fab Marble Madness due soon for Apple portables (and Atari’s iPod touch games being rather good) and Bobby Bearing these days being slightly less fun than being repeatedly punched in the face by someone wearing an extra-large boxing glove stuffed with a brick, we’d suggest, Tim, that you put your energy into actually making your old, tired IP into a decent game, rather than suing the perceived competition. And here’s another free tip: just try suing Atari over Marble Madness. (No, really, please do, because it’d be really funny and we’d love to see you try.)

Cult of Mac Favorite: Archon for iPhone Brings Touch to a Mac Classic

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What it is: Archon Classic is an iPhone app that brings my favorite-ever Mac game to the iPhone — perfectly. It’s basically like extraordinarily Manichean version of chess — the battle between not just white and black pieces, but light and dark forces. And instead of merely taking other pieces as you do in chess or checkers, you must battle for each square you try to claim, with action and heated attacks. Whether you’re a phoenix, a shapeshifter, a golem, or a troll, you need quick reflexes to win.

Why it’s cool: Way back when my family got its first Mac Plus, one of the very first games we installed on it was Battle Chess, a title that had chess pieces actually fight each other instead of claiming their squares. Here’s the problem. It was actually completely lame. It was exactly like chess, except that it had slow-loading and highly repetitive animation sequences. I wanted real battle chess. I wanted to fight for each inch of precious territory. Needless to say, I stopped playing.

My frustrations were quickly remedied when my cousin introduced me to Archon for the NES. It was exactly what I had been looking for but better. We had a fierce, almost bitter rivalry. He was inevitably Light forces, I was Dark. And we would play again and again for hours. Eventually, I found Archon for Mac, and enjoyed it in its keyboard-driven black-and-white glory. Every once in a while when we get together, we still play it.

All of which is why I’m so geeked to play Archon Classic for iPhone. The $4 game has updated graphics sharper than any previous version, an intuitive touch interface, and the smoothest emulated D-Pad I have ever experienced on the platform. I played one game, and it was just like old times. Anyone who has ever enjoyed the original Archon will love this. I haven’t tried the multiplayer over WIFI yet, but I’m looking for challengers, if you’re interested.

Where to get it: You can find the App Store link here.

New Version of Doom Released For iPhone, iPod Touch

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Id Software has released Doom Resurrection for the iPhone and iPod touch. It’s the first official release for the iPhone/iPod touch in the storied Doom franchise, which is now 16 year’s old and still running strong.

The $9.99 game is an “all-new chapter in the Doom saga,” says ID Software.

The first-person-shooter is based on 2005’s Doom 3, not the seminal Doom Classic, which runs on just about every gadget known to man, including the original iPod (if it’s already hacked to run Linux).

Unlike previous versions of Doom, the gameplay is not free flow. The character moves along a pre-determined path, blasting zombies and demons and dodging oncomong projectiles. Aiming is controlled by the iPhone;s accelerometer and reportedly works well.

“We built a completely new play style for this game,” says ID Software’s CTO John Carmack. “We have no worries that we’re going to do something utterly not fun.”

Carmack says he plans to release his port of Doom Classic to the iPhone and iPod in coming weeks.

Link to Doom Resurrection on the iTunes App Store.

Cult of Mac Favorite: Diorama (Mobile Game)

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What it is: Diorama is the first stereoscopic 3D game for the iPhone and iPod Touch. Think the lovechild of Labyrinth and MC Escher.

Why it’s good: With standard red/cyan 3d glasses the depth illusion of the hologram is truly hard to believe and the application of Apple’s mobile OS accelerometer makes Diorama one of the coolest things we’ve seen on the platform.

The current version, which sells for 99¢, features Jaw-dropping holographic 3D graphics, Stereoscopic rendering at 30 frames per second, and super realistic 3d physics played across 9 challenging board environments.

Plus, if you don’t happen to have a pair of 3D glasses lying around, you can send a stamped, self-addressed envelope to

American Paper Optics
3080 Bartlett Corporate Drive
Bartlett, TN 38133

and they will send you some.

Even better, Diorama’s developers provide a link to instructions for DIY 3D glasses.

Where to get it: 99¢ at the iTunes App Store

This video doesn’t even come close to doing the actual game justice, but we provide it here because that’s just how we roll.

Public Health Warning: iPhone gaming can seriously damage your health*
*Slightly damage your finger

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Witness the BLISTER OF PAIN. Ow.

As a child of 1980s gaming, I’m used to injury from videogames. In my younger days, I got arm pain from too many hours parked in front of the Atari and C64, and even recent years have seen pain caused by ‘too much Space Invaders Extreme DS’ syndrome.

Therefore, although it came as something of a surprise that I’ve now been injured by iPhone gaming, it probably should have been expected. Two days ago, I had rather serious pain at the end of my index finger. Closer inspection showed that the finger surface wasn’t returning to normal when prodded. And the middle finger was also showing symptoms.

Puzzled and in quite a bit of pain, it dawned on me that Flight Control was to blame. Too many hours landing tiny planes on tiny airports caused finger damage reminiscent of my guitaring days. Unfortunately, since I’m British and therefore only have the ability to complain about things in a vaguely sarcastic and satirical fashion, rather than unleash laywers on Apple, Firemint and any current manufactureres of aircraft and videogames (no matter how related), I’ll have to content myself with the fact that Flight Control’s recent update is rather spiffy, rather than rolling around in my underpants on a $100,000,000 out-of-court settlement.

Apple Removes Popular EDGE Game from App Store on Trademark Claim

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Edge, a way-cool game for iPhone and iPod Touch by Mobigame, has been removed from the iTunes App Store pending resolution of a trademark dispute being pressed by a guy named Tim Langdell, who claims to own worldwide rights to the use of the word ‘edge,’ at least in the realm of video gaming.

Langdell, whose company Edge Games last developed a video game in 1994, has a reputation in the gaming community as a ‘trademark troll’ and has gained the enmity of a number of gaming aficionados with his latest ploy against Mobigame.

The popular Edge title won the prestigious Milthon Award for Best Mobile Game in 2008 and is designated a Gold level game by Pocket Gamer.

The dispute, and Apple’s apparent policy of removing titles from the App Store at the whiff of legal action, make for a sad commentary on the revenue generated by app developers and what some are willing to do to exercise control over it.

[Daring Fireball]

Cult of Mac favorite: Pocket God (iPhone game)

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What it is: Kind of a ‘Sims lite’, set on a primitive island. Canned animations and environment changes can be triggered by touch-screen and motion gestures.

Why it’s good: To be honest, the first time Pocket God ended up on my iPhone, I didn’t think I’d play it much. It had charm, but after ten minutes I was done. However, the Bolt Creative team has now provided a staggering 17 updates to the toy, from new animations to fun minigames. Given that the game is only a buck and updates are free, it’s so far cost just over five cents per revision, and it’s safe to say that many of the updates have provided more than a buck’s worth of entertainment, let alone a nickle’s worth.

Where to get it: Pocket God costs $0.99 on App Store. If you decide to download, don’t read the instructions—just explore and find out what you can do with the island and its inhabitants. The game’s much more fun as a voyage of discovery than something to rush through in a few idle moments.

Flight Control for iPhone gets major update

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In April, I got terribly excited about Flight Control, an air traffic control arcade-oriented ‘management’ game. The premise is simple: drag aircraft to landing areas. The reality is an intense arcade game where game over is a blink of an eye away.

Recently, I’d heard rumors of updates. But with the original game such a fantastic, simple and polished production, there was the worry that it’d be ruined under a pile of new features. That worry went away on playing Flight Control 1.2, which keeps the original’s gameplay intact but introduces two new airfields and new craft.

The beachside resort is the first new airfield, adding water landings to the mix. Initially, this seems little different to the original game, but the number of craft ramps up rapidly and the revised landing layout is tougher than the original’s.

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The real star, though, is the intense and absurdly tricky aircraft carrier level. Military jets move just a tad faster than anything else, and you’re soon not only juggling that, but also a surprising twist when you realise what happens to landing areas on a moving ocean… Frankly, we’ll be shocked to see 10,000+ landing scores on this map for some time to come.

Overall, this is a triumphant update—a classic iPhone game made even better. The fact that it’s still under a dollar [App Store link], for a game that betters most other handheld titles out there, just goes to show what great value Apple’s platform can be for gamers.

TIPS: If you’ve any tips for dealing with the new airfields and getting high scores, please post in the comments below.

Cult of Mac says: Bring back Marble Madness!

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What it was: A trackball-controlled arcade classic, released by Atari in 1984. You had to guide your marble through six perilous courses. Think Super Monkey Ball’s granddad, with a penchant for Escher and isometric projection, minus the monkeys.

What we’d like to see: Although there were, at the last count, 46 billion iPhone ‘marble rolling’ games, most of them suck, and none hold a candle to Mark Cerny’s Atari classic. Since other Atari games have made it to iPhone relatively intact, there’s no reason why Marble Madness couldn’t make an appearance, perhaps with the choice of of tilt-based controls or a virtual trackball, as per our mock-up above. How about it, Atari?

UPDATE: iPhone gaming website Slide to Play reports that a tilt-controlled Marble Madnessis due on the App Store “in the next couple of weeks” and will include bonus tracks, content and modes. No trackball, alas.

Developer’s Strategy for Dealing with App Pirates Suggests Appeasement Could Work

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iPhone game developers must contend with an arguably small but extremely dedicated and fast-moving population of app pirates on the voyage to the Land of iPhone App riches, according to iCombat developer Miguel Sanchez-Grice, who suggests giving away free “lite” versions of an app could be the most effective strategy for the smaller developer.

Sanchez-Grice ‘s shooting tank game was immediately popular on the App Store thanks to coverage in gaming and gadgetry venues, which came about because of its resemblance to Combat for Atari and Wii Tanks games. The developer said he considered the nature of the pirate challenge prior to launching his 99¢ app. and while he chose a path very civilly inviting pirates to support his work by buying a legit copy of the app after reaching level 5 of the 20 level game, he understood he could only hope to “maybe convert a tiny fraction of those users into sales.”

His experience with the pirate community showed hacked versions of his game in use at an astounding ratio of more than 5:1 over paid apps in the first week of release, with cracked apps being posted to Twitter within 30 minutes of the official game going live on the App Store.

“The goal behind launching an app isn’t thwarting pirates, it is getting users and generating sales,” Sanchez-Grice  wrote, suggesting game developers “leave the ‘making a point’ anti-piracy measures to the big guys.” With competition so fierce for getting noticed in the App store, he concluded “any attention is good attention.”

In the end, the first-time developer concluded the best strategy for dealing with pirates may be creating a free “Lite” version to give away alongside a more fully functional and fulfilling paid version.

“I think the best solution is to create a version akin to a lite version of the app for pirates. It is no good to shut off access to your app completely, but it also doesn’t get you very far to give away the core value you are offering to the paying user.”

Cult of Mac favorite: Saucelifter (iPhone game)

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What it is: It’s Dan Gorlin’s Choplifter. With aliens! And a flying saucer!

Why it’s good: It’s Dan Gorlin’s Choplifter. With aliens! And a flying saucer!

Oh, all right, then—if that’s not enough for you, here’s why Saucelifter is great. It takes a fab classic arcade game (rescue groups of hostages from the enemy, avoiding your adversary’s vehicles and projectiles), subverts videogame conventions by having you piloting a UFO and saving alien buddies from nasty humans, and dresses the entire thing in beautiful vector-style graphics. Add a dollop of humor (“squishing of captives will desist immediately!” barks the tutorial if you land on hapless aliens) and beautifully calibrated tilt/multitouch controls and you have a minor iPhone classic, updating a 27-year-old gameplay concept that still appeals today.

Where to get it: Saucelifter’s available via the App Store, and there’s more information at the Saucelifter website. At the time of writing, the game’s on sale for just 99 cents—a bargain unless brilliantly updated Apple II classics make you cry.

Myst for iPhone: You Must be Joking

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Myst, once upon a time the world’s most popular graphic adventure video game, has arrived at the App Store. The $6, 730MB piece of mobile bloatware, requiring a whopping 1.5GB of free space on Apple’s iPhone or iPod Touch, isn’t likely to revive the title’s popularity, in this reviewer’s opinion.

Even the trailer demands nearly an egregious seven minutes of a curious person’s time to sit through, an eternity in our fast-paced modern world. Over a minute and a half to get past the credits?

This is a group of developers who must think very highly of themselves indeed.

Qwak for Mac: an interview with indie games developer Jamie Woodhouse

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It warms the cockles when we hear of games coming to the Mac, but a more recent addition is older than most. Qwak, released late last week, has a lengthy pedigree, having first appeared on the BBC Micro way back in 1989. Now, 20 years later, this indie production has made it to Mac OS X, and we tracked down the game’s developer, Jamie Woodhouse, to ask him about the conversion.

The original version of Qwak, running on a BBC Micro home computer.

Cult of Mac: What is Qwak?
Jamie Woodhouse: Qwak is a super-playable, cute, arcade coin-op-style puzzler/platformer. The current version is the fourth incarnation of the game—it was preceded by BBC Micro, Amiga, and Gameboy Advance versions.

The object of Qwak is to make your way through the game’s 70 levels, spread across six visually unique worlds, collecting fruit, gems, and power-ups as you go. On each level, you collect all the golden keys, and then calmly make your way to the exit door! Simple, huh? But look out for baddies (you can throw eggs at them) and raining spikes of death as you go!

You can play alone, or with a friend. In two-player mode, you can co-operate and work as a team, or be more aggressive, throwing eggs at each other, leaving your teammate at the mercy of the baddies. Some levels feature secret areas that require a good portion of problem-solving skills to get to, pulling levers, collecting coloured keys, and opening gates in just the right order.

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Qwak for the Commodore Amiga ramped up the quality of the graphics and depth in the gameplay.

What inspired the original game, and why did you create it? Why have you regularly ported Qwak to various platforms over the years?
I love making the kind of game that I personally like to play. With Qwak, I guess the combination of skill, puzzles, and problem-solving are what I like. I always thought Qwak was a cool game concept, and something I could improve on and take to the next level. So that’s my excuse for repeatedly making the same game over and over!

Reaction to this latest version of Qwak has been really good. Though most people say it’s not easy, it’s not so hard as to put people off—it’s often described as being ‘challenging’ with ‘one more go’ appeal. In today’s gaming climate, games seem a lot more sedate and easy, and so I guess Qwak’s at the ‘challenging’ end of the spectrum! That’s a good thing though, I hope!

Why did you decide to create a Mac version of Qwak and how did you go about doing so?
Quite a few people asked about a Mac version. I had all the source and assets for the game, so figured it wouldn’t be a big job to port from PC to Mac. It was quite painless in fact—only four weeks from getting my lovely Mac mini to finished product. That was the first time I ever had or used a Mac, and I have to say I’m getting along quite well with Macs so far. So, yeah, in terms of hardware, I just got a Mac mini, and used the official Apple development environment (IDE), Xcode.

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The Mac OS X conversion is a fast-paced two-player action game.

What are your future plans regarding games? Any plans for an iPhone Qwak?
I’m certainly going to have a play with the iPhone development tools and SDK—they’re already installed on my Mac. Unsure if I’ll do an iPhone version of Qwak, although I am very tempted. I can certainly see myself making more games for the Mac, and will do something for iPhone too, I’m sure.

What advice do you have for anyone considering porting a PC indie game to the Mac?
The main thing, early on, is to make sure you have a network of support. This can be other game developer friends, or game development communities and online forums such as idevgames.com and indiegamer.com. Most people making indie games are quite passionate about that they’re doing and are always happy to give advice. Other than that, dive in and give it a go—the Apple documentation for developers is generally quite good, and the development tools are free.

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Later levels of Qwak are stacked full of features and foes, and you need quick reactions to survive.

Qwak is available for £12.99 (about $19) from qwak.co.uk; the same site also hosts a free demo that you can download.

Cult of Mac favorite: Missile Command (iPhone game)

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What it is: An iPhone conversion of Dave Theurer’s then-terrifying missile defense game. By tapping on the screen, you launch missiles from your silos, protecting six cities. When they’re all gone, the game chillingly displays ‘The End’ rather than the usual ‘game over’ message.

Why it’s good: 1980s arcade games were based around immediacy and playability and are therefore potentially perfectly suited to iPhone. In the case of Missile Command, the original’s trackball controls have been replaced with far more immediate touch controls. While this makes the game easier in the short term, it can also lead to rapidly wasting your arsenal—and every missile counts when you get to the frenetic later levels.

Purists might balk at the dodgy fonts (c’mon, Atari, get out an update that ditches the comic lettering and uses the brutal type of the original), and the bundled ‘modern’ version offers nothing over the original (and in many ways looks uglier), but for five bucks, this is old-school gaming at its finest.

Where to get it: Missile Command is available on the App Store, and is at the time of writing being sold for $4.99. For more on Missile Command itself, see the surprisingly accurate Wikipedia article.

Cult of Mac Favorite: Foursquare (iPhone app)

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What it is: Think social media is a kick in the pants? Big twitter and Facebook fan, are you? Well, you may want to consider upping your game with Foursquare, a newish social media app/game for iPhone and iPod Touch.

Foursquare feeds the social, yet competitive spirit in users, who leverage the location-aware functionality of Apple’s mobile devices to let friends and others on the network know where they go, what they do and what they dig in 12 major US metropolitan areas (so far).

Why it’s good: The built-in gaming aspect of Foursquare lets users earn points for checking in at different places around the city and giving tips on what makes those places so cool (get the curry duck at Thep Phanom, for example). By hitting different spots and making combinations of recommendations, players can unlock “badges” and become a “Mayor” of their city.

By keeping up with and adding friends, users get to leverage the collective knowledge about a city into lists of cool things they have done and cool things they want to do.

Users can check in by logging on to accounts through a mobile browser, directly from within the app itself or by texting their location from a mobile phone.

Whare to get it: Foursquare is free and available for download now at the App Store.

Cult of Mac favorite: Galcon (iPhone game)

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What it is: A real-time Risk, set in space. You conquer planets by sending a percentage of your ships (from one or multiple planets) to attack, and each planet under your control builds more ships to replenish your forces. Strategy lies in securing larger planets, which have faster production, and also determining where to station your forces for protection or counter-attacks in multi-player games.

Why it’s good: Although having similarities with Risk and even games like Civilisation, Galcon is fast. Games can be over in a matter of seconds, thereby making it a perfect pick-up-and-play title. Visually and aurally, it’s great, and a number of single-player modes and levels enable you to ‘train’ yourself in the Galcon ways.

Galcon also has an online mode, enabling you to play ‘live’ against up to three opponents. The gameplay varies slightly from easier single-player games, since you don’t see how many ships are guarding each planet. Therefore, gameplay becomes a combination of Risk, bluff elements of poker (in luring opponents into a false sense of security, or leaving large planets almost bereft of forces, to put more into attack) and a Mexican stand-off, with matches often ending in a frantic arcade-like orgy of destruction.

If being brutally honest, there does appear to be a certain technique to winning multiplayer matches, and a lot of success is down to whether you get a good starting position in the randomly defined maps. However, given the cost of the application, and the sheer fun to be had (in both multiplayer and single-player modes), it’s a definite favorite, and we urge you to check it out.

Where to get it: Galcon’s available on the App Store, and is at the time of writing on sale for $2.99. There’s also a free lite version with the ‘Classic’ mission. More information about the game, along with forums and sign-up for the online mode, can be found on the Galcon website.

Cult of Mac says: Bring back Zenji!

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What it was: Zenji was released by Activision in 1984, tasking you, as a rolling face, with turning each level’s maze green. This was done by rotating maze sections and avoiding the patrolling flames. The simple gameplay was engrossing, and, like many puzzle games, it’s stood the test of time.

What we’d like to see: Retro games are steadily making their way on to iPhone, and it’s a perfect platform for classic ‘pick up and play’ titles. Zenji’s simplicity and immediacy could make it a hit on the platform, and the simple controls could easily be replicated on iPhone via various means (swipe or tilt to move, twist or virtual button presses to rotate).

Cult of Mac favorite: Eliss (iPhone game)

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What it is: A fast-paced arcade puzzler based around the concept of ‘blendable’ planets. Planets of different colors appear, and multi-touch controls enable you to pull them apart or merge them, in order to match their sizes with ‘squeesars’, which cause an inserted planet to vanish in a puff of stardust. Further complication is added by infrequent visits from vortexes and various bonus items.

Why it’s good: With more match-three games and word-based puzzle clones on the App Store than you can shake a stick at, Eliss comes as a breath of fresh air. The concept hasn’t been smashed into iPhone with a hammer—instead, the game is clearly designed for Apple’s device. The multi-touch controls are a revelation—probably the best example we’ve seen (hint: play with your device flat on a table, and be prepared to use ‘spare’ fingers to hold planets in place while manipulating others)—and the delicate audio and vibrant retro graphics add to the mix.

Some critics claim Eliss is too tough, but perseverance is key. Eliss pays tribute to arcade games of old not just in its visuals, but also in offering a genuine challenge and varying approaches to completing its 20 levels.

Where to get it: Eliss is available on the App Store, and is at the time of writing $3.99. More information, along with a gameplay video, can be found on the Eliss website.

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Cult of Mac favorite: Flight Control (iPhone game)

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What it is: A simplified air-traffic control game. You drag paths for aircraft to direct them to designated landing zones. The number of aircraft on-screen rapidly increases, making it harder to avoid a collision. One collision and the game ends.

Why it’s good: It’s an original concept, perfectly suited to the iPhone touchscreen, and utterly compelling. At first, it seems like the game will be a breeze, but the difficulty curve is steep, and after only 20 or so landings, you’ll find the screen full of aircraft to deal with. The game also has a great sense of humor in its presentation (including twee aircraft ‘muzak’), and, for those moments where it all gets a bit much, a handy pause button. Like Tetris, it’s a simple game that you’ll return to regularly.

Where to get it: Flight Control’s available on the App Store, and is at the time of writing on sale for $0.99. More information about the game can be found on the Flight Control website.

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Welcome to the 1980s—App Store game compilation appears

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I grew up with 1980s home-computer gaming: Atari, Commodore, Spectrum, Amstrad. In the UK, we had, comparatively speaking, no money (yuppies aside), and, rather than being lucky enough to follow our disk-happy American chums, had to make do with cassettes. Inevitably, with tapes being cheap, publishers soon realised that affordable games were very saleable games, regardless of quality. Eventually, the number of £1.99 and £2.99 games being churned out was astonishing, as was the ever-diminishing amount of time it would take full-price releases to show up on budget labels.

Towards the end of the 1980s, it got to the point where almost no-one bought full-price games in the UK, because everyone would just wait for a price-drop. Watching apps on the App Store brings back these memories, and so perhaps it was inevitable that the other bastion of 1980s software—the compilation—would at some point make its way to the App Store.

On March 9, the 5 Fingers Games Bundle appeared, mashing together BurnBall, Chopper, Up There, Sneezies and Blackbeard’s Assault. Time will tell if this process works in the present day. It certainly has the potential to give exposure to poor-selling but quality games. However, compilations were the other thing that broke 1980s gaming in the UK, since almost every half-decent game ended up on a compilation eventually. I’m hoping people will continue to buy and support indie devs, rather than wait for a now seemingly inevitable price-drop or compilation entry that will ultimately lead to cheaper entry points and fewer development resources.

Drop7 Charms The Pants Off All Kinds Of Gamers

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Here’s my latest addicton, taking over where Trism left off. It’s Drop7, and it’s just wonderful.

The rules are very simple: drop the numbered discs into the grid. If the number on the disc matches the number of discs in that column or row, that disc will vanish and you’ll earn points. Hidden discs are revealed by making their neighbours vanish. It sounds simplistic but it soon gets fiendishly challengng, especially as extra rows of hidden discs appear whenever you move up a level.

But the main thing I’ve noticed about Drop7 is the way other people react to it.

Apple ][ Classic Oregon Trail Headed to iPhone

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Anyone who went to elementary school in the 1980s can tell you that the world’s best edutainment game of all time is Oregon Trail for Mac or Apple ][, which plotted the westward journey of pioneer families in search of Pacific prosperity and their inevitable deaths of dysentery in snake bite somewhere in Wyoming.

Thankfully, the chance to relive those days on the go will soon be available to iPhone and iPod touch users in the form of a beautiful remake of the original from Gameloft. No announcement of the release date, but IGN has some screenshots, and it’s clear that the new graphics are quite lovely. And who wouldn’t want to play a fair river-fording minigame? There’s a demo at Gameloft’s site, but it looks like the iPhone graphics will be even nicer. Seriously, if you haven’t picked up an iPhone yet, this alone is the reason to do it.

Via Offworld

Ancient Frog: A Different Kind Of Brain Teaser

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Ancient Frog is a new kind of puzzle game for the iPhone. The premise is very simple: you have to guide your frog so that he’s in position to eat a tasty fly. But there are only so many places on the lily pad where he can tread, and his legs will only move in certain ways.

Yes, it’s bizarre, but it’s different and it’s challenging after the first few easy levels. Each fly catch is given a par score, just like golf, and you have to think very hard to get your fly caught under par.

This game isn’t just unusual to play, it’s also gorgeous to look at. Like all the best software, Ancient Frog benefits from attention to detail – I particularly like the way the frog’s little toes animate after you’ve moved his foot. Recommended.