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Rolling the Hard Six

This week marks the release of the Iconfactory’s third piece of software for the iPhone platform, and only our second game – Ramp Champ. Ramp Champ is a fun twist on some of the carnival games you’ll remember from your childhood. The game was designed with love by the gang at the Iconfactory and implemented with skill by the talented folks at DS Media Labs. It’s been in the making for the better half of a year and the time has finally come to release it into the wild.

I’d be lying if I told you I didn’t have a huge case of stomach butterflies right about now. We’ve invested a ton of time and money in Ramp Champ and its relative success or failure will be determined within the next 2 weeks. I always get nervous before software releases, but more so when it’s something completely new. Unlike some other large developers, we don’t have a huge well of funds to dip into to develop our apps which makes writing for the iPhone something akin to playing the lottery. We always do our best to design and implement applications that we think people will use and love, but until you actually get real feedback from users, you just don’t know.

When it comes to the App Store, it seems that the success of a particular application has as much to do with luck as it does with blood sweat and tears. I’ve seen apps I never thought even merited being in the store rise to the top despite poor quality or being based on a questionable premise. Meanwhile, defying all developer logic, some of the very best applications never rise above the top 25. Some are sandbagged by the perception of being “too expensive”, others get obscured by the meteoric rise of novelty “ringtoners” who inevitably take the App Store’s coveted top slots.

Talk to a bunch of iPhone developers and they’ll most likely tell you that everything being equal, success in the App Store is a crap shoot. You can push the odds in your favor by producing a high-quality piece of software, as well as offering it for next to nothing, but in the end fate feels like the final arbiter. I’m very proud of all of the guys, both at the Iconfactory and at DS Media Labs for putting together one heck of a fun game. Hopefully you will enjoy playing it just as much as we enjoyed creating it. No one would deny that producing applications for Apple’s iPhone isn’t risky, but as I’ve told myself again and again lately, without risk there can be no reward.

Now if you’ll excuse me, I’ve got to go chug a bottle of Pepto-Bismol.

UPDATE: Well, we’re over the release hurdle at this point and I’m feeling a lot better. Overall the reaction to Ramp Champ seems to be very positive, although we’re dealing with some memory issue that are causing crashes, particular for 1st Gen device users. The good news is we think we’ve ID’d the problem and should have a fix submitted to the App Store soon.

Thanks to everyone who’s posted or tweeted positive feedback about the game, it’s done my heart (and my stomach) a lot of good these past 2 days. If you’re interested in knowing what went into producing Ramp Champ, head on over to Louie’s blog for some insights. More to come!

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You Know, for Kids!

A trip to the toy section of my local Target recently drove home the truism that “times change”. Kids toys are among the first to take advantage of new technologies but on this trip I wasn’t browsing video games, I was considering how much board games have changed since I was a kid. Oh sure you can still pick up the classics like Clue or Monopoly, but many of my favorite childhood board games are long gone. They were published when the world was less politically correct and parents didn’t sue toy companies at the drop of a hat. Here are three of the risque games I used to love to play as a kid. Strangely, all of them revolve around the ocean for some reason.

The Sinking of the Titanic (1975)

Here’s an idea: let’s take one of the worst maritime disasters in history and turn it into a child’s game where everyone except the winner drowns an icy death! Published in 1975 by Milton Bradley, The Sinking of the Titanic challenged players to escape their state rooms aboard the doomed luxury liner and make for the life boats as the ship slowly sinks into the frigid waters of the North Atlantic.

After the ship sinks, the players must get enough of food and water by visiting islands and/or drawing cards to stay alive until the rescue boat appears. The first player to make it to the rescue boat wins the game. The other lifeboats and all the other passengers in them are lost, leaving only the one victor and his/her passengers who are saved.

I love how it’s not enough to simply “win” the game, but how everyone who loses “dies”. How this game ever got made in the first place is beyond me, but I did have fun tilting the Titanic slowly below the waves with each roll of the dice. At the time, I don’t think I had any real understanding of the meaning of the game, which looking back, I’m sure was a very good thing since John Jacob Astor and Captain Smith were probably spinning in their watery graves.

The Bermuda Triangle (1976)

The 70’s were a big time for mysteries, myths and monsters so it’s not surprising that Milton Bradley would attempt to cash in on the biggest of them all, the Bermuda Triangle. For a kid who spent one too many Saturdays watching In Search Of… this game quickly became my all-time favorite. The rules were simple: maneuver your fleet of cargo ships safely around the parameter of the infamous Devil’s Triangle without getting gobbled up. Which ever player made it back to home port with the most valuable cargo won.

While the idea of transporting cargo was a nobel one, my friends and I often ditched that portion of the game, and simply tried to get our ships back to port in one piece. The game contained the ‘mysterious cloud’ – a plastic panel raised from the board on a central column – which moved around the board and twisted above the ships. There were magnets on the underside of the cloud and on top of the ships, so that if the cloud passed over your vessels you’d hear a “click” and your ships would be picked up and vanish from the board. Marvelous!

The Bermuda Triangle was another game that trafficked in the realm of real life tragedy. Although not as blatant as the Sinking of the Titanic, the game never-the-less played off of air and sea disasters in which people actually died. Despite this, I used to love the thrill I felt as my friends and I would spin the spinner and move “the cloud” closer and closer to our ships. While playing I’d often call out “Danger like dagger now!” Yes, I was a geek.

Jaws: The Game (1975)

As a child, I used to own toys and games based on movies I was not allowed to see. I’m not exactly sure why my parents thought it was okay for me to play with Kenner’s scary-ass Alien doll, even though I could never see the film. Likewise, my parents didn’t seem to mind when I asked for a copy of the official game based on the horror flick, Jaws, from Ideal. In the spirit of Operation!, Jaws: The Game was a brilliant and simple variant on pick-up sticks that boosted the creep factor up to 11.

Players would load up the mouth of the killer great white shark with all manner of flotsam and jetsam. The game would proceed as each player took turns fishing a single piece of junk out of the shark’s mouth until someone pulled the piece that made him snap. Who ever had the most pieces of junk at the end won. Even though I never saw the movie until years later, the toy shark still managed to give me the heebie-jeebies.

The toy would later be re-published simply as “Shark Chomp”, belying the sinister origins of the original. I remember the game having the added benefit of being completely water proof which meant it often made frequent trips to the bath tub with me. Looking back, I guess it’s a good thing I had no idea who Quint was or how he met his maker at the time. Ah, the innocence of youth!

Strange epilogue: As I was writing this post, Breaking News Online on Twitter broadcast that the last surviving member of the Titanic disaster, Milvina Dean, passed away in her sleep in Southhampton, England. I hope she’s up in heaven kicking the ass of Milton Bradley’s ghost.

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For Wii, Fun Trumps Flash

Video games are supposed to be fun. Any game’s primary purpose is to engage and entertain in ways that are new, exciting and challenging. Which is why early calls from critics and fan boys alike that the Nintendo Wii console was just a passing “fad” were out of their depth. The argument went that since the Wii didn’t have the horsepower, graphics or true HD support that the XBOX 360 or Playstation 3 had, it was doomed to failure.

In September of 2007, the Nintendo Wii surpassed sales of both its rivals and has never looked back. This year the Wii weathered its second holiday season with flying colors. According to VG Chartz the Wii sold an incredible 1.7 million units the week before Christmas. By comparison, Microsoft’s XBOX 360 sold 535,806 units and SONY’s struggling PlayStation 3 sold a mere 239,576. VG states that when December is done, Nintendo will have sold more than 3 million Wii’s for the month, an astounding number especially considering the current economy.

It is certainly true that most fads enter the market in a blaze of glory and then promptly burn themselves out. However, they also rarely have direct competition from similar products. Fans never had to consider “My Pet Log” when running out to the store to own their first “Pet Rock“. Fads are unique and unpredictable and by their very nature, a flash in the pan. From the very beginning, the Nintendo Wii was designed to be the very opposite of a fad.

From the Wii’s conception, Nintendo’s game designer Shigeru Miyamoto said the console was not about graphics or frame rates, but user interaction. He wanted to make a new way for players of all ages to interface with video games, and he succeeded. Unlike the XBOX or PS3, the Wii was the first video game platform that appealed to adults in large numbers. The Wii has become hugely successful in retirement homes where seniors play endless hours of Wii Bowling and even tone their aging muscles with Wii Fit. Hard core gamers can’t stand this aspect of the Wii. PS3 and XBOX fan boys argue that any console granny plays isn’t a “real” system, and is only geared for kids and old people. Somehow they say this with a straight face while SONY & Microsoft blatantly copy the parts of the Wii that people love like motion sensors and customizable player avatars.

Will the Nintendo Wii manage to stay off the competition for yet another Christmas? If I was a betting guy, my money would definitely be on Miyamoto and not Ballmer. That being said, eventually the Wii’s unique game play will lose its novelty and the console’s sales will slow. But rest assured, Nintendo has plans for the Wii’s successor that takes all the best parts and improves the rest. Nintendo didn’t become the giant of the video game world it is today by following others, Miyamoto and company had the vision to lead. They skillfully knew what the rest of the industry is only now figuring out – frame rates and flop cycles will only get you so far, but fun lasts forever.

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Market Yourself An iParadigm

John Gruber over at Daring Fireball links to an intriguing piece by Paul Kafasis on the state of the App Store. The post compares Walmart’s strategy to sell disposable, cheap goods to those of App Store “ringtone” developers which are forcing down prices. My friend and business partner, Craig Hockenberry wrote about this very topic a few weeks ago in a piece that put him in the crosshairs of quite a few people.

After Craig’s piece was published, and indeed after reading the post by Kafasis, some are under the impression that more expensive “AAA” apps are doing just fine thank you very much. The theory goes that one only has to look at the App Store top 10 list to understand it’s not price that gets you into the top 10, but quality. This, plus marketing on the part of the developer are all that’s needed to boost your software into the top 10 of the App Store. Reading through the comment thread at Inside iPhone it all seems so simple. All a developer has to do is market their app and the rest will take care of itself! Why didn’t I think of that?

The part I love the most is that the people making the “just market your app!” comment have no real idea how much effective marketing costs. Oh sure, you can go far on viral and word-of-mouth marketing, but it all pales in comparison to even a small banner graphic in the App Store. The Iconfactory could spend tens of thousands of dollars buying up targeted advertising space to promote Frenzic, but it still wouldn’t be 1/10 as effective as the front page graphics that Dropship, Marley and Texas Hold’em are enjoying (for free) as I write this. Not only that, but I have no way to track metrics for advertising pointing at Frenzic in the App Store. I can’t gauge how effective a $75 blog ad versus a $2,600 DF sponsorship is because Apple doesn’t currently give me stats of people clicking through to my software. Anyone who says “Just market it!” doesn’t have a solid grasp on how the App Store works.

Another example is Rolando. People are holding this app up as the ultimate example of a quality, non ringtone app that is enjoying success in the store. It is true that Rolando is a fantastic game worthy of the top spot it once held. It is also true that Apple promoted Rolando from DAY ONE in the App Store with major graphics both in iTunes and on Apple.com. All that exposure helped to get Rolando into the top of the store when it launched. But its $9.99 price point is like an anchor. As I write this, Rolando sits at #30 in the top 100, and #10 in games. Let me repeat that. #10. In games.

So what is in the App Store top 10 right now? iFart Mobile is number one which is still riding high on a wave of PR thanks to being originally barred. Crash Bandicoot, which is featured in national Apple television spots is #2. Tetris, perhaps the most well-known video game in history, is #3. Three more ringtone apps come in as 4, 5 & 6 including the months old iBeer. Touchgrind, which also enjoyed prominent Apple billing, is #7. Bejeweled 2 is number 8, PocketGuitar ($.99) is #9 and SimCity rounds out the top 10. All of these apps either enjoyed uncommon press exposure, have a nationally known brand or are priced at $.99. Quality definitely plays a role in getting to the top, but price and “Apple love” play a larger part.

Does this all mean that developers like myself will abandon making quality iPhone applications like Twitterrific and Frenzic? Of course not. I just wish that people who think they know how the App Store works would admit that they really don’t. The App Store is still in flux and much is unknown. What I do know however is that there are key factors to getting to the top of the store, chief among them being price and exposure from Apple. No amount of 3rd party marketing, done on a small developer’s budget is going to change that simple fact. What’s worse (or better, depending on your point of view) is once you are in the top 10, even if you’re app is a “limited utility” ringtone app, because you’re in front of millions of eyeballs both on the device and in iTunes, you’re bound to stay there.

I don’t know exactly how to fix the App Store, but everyone I’ve spoken with agrees that it needs fixing. If not fixing, at least a change in how it favors certain apps while hindering others. The more we talk about this stuff, the better it will be for both developers and customers alike.

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Mini-Review of The Force Unleashed for the Nintendo Wii

I like it, you should go buy it. How’s that for “mini”? In all seriousness, I picked up The Force Unleashed for the Nintento Wii last weekend and it’s turned out to be a great purchase. Much has been written about the game, so I’m not going to outline the plot or bore you with technical details about frame rates. I bought the game because I wanted to discover if all the hype that has been spun around the Force Unleashed was deserved. Incredibly enough, it is.

After running through the tutorial, the game quickly earned major geek points as I was able to play as Darth Vader himself! Any game that has the balls to put you in the evil driver’s seat up front isn’t messing around. Although you soon become Vader’s apprentice “Starkiller”, the ability to manipulate the dark side of the Force and wreak havoc on those around you was just as potent as playing as the Dark Lord himself.

Pick up huge objects and hurl them toward your enemies. Toss droids and storm troopers like rag dolls. Hurl your lightsaber across a hanger bay with pin point accuracy to impale your latest victim. After playing for just a few minutes, the appeal of The Force Unleashed becomes clear. Even on the Wii, with it’s less than perfect graphical engine, game play is immersive and tactile. The Wiimote and nunchuck controllers make dueling hand to hand immensely satisfying and almost second nature. The music, story line and straight forward controls all contribute to make The Force Unleashed the first Star Wars game in years I’ve actually liked. I have had to fight with the camera on occasion, and defeating bosses seems too easy for my tastes, but overall it’s a winner.

Unfortunately IGN says the single player levels only took them a total of 6 to complete which is disappointing. I have a feeling that just when I start to really get into it, the game will be over. At least playing on the Wii, I have the Duel VS mode to look forward to which isn’t available on the PS3 or XBOX versions of the game. If you own a Wii and are a Star Wars fan, then I definitely recommend picking up a copy of Force Unleashed. It may not be as good as Nintendo’s home-grown offerings, but it is still solid fun for wannabe Jedi of all ages.

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What of Frenzic?

The launch of Apple’s App Store was one of those moments that developers live for. After weeks of coding, designing, testing, tweaking and debating, Twitterrific for the iPhone and iPod touch was released to overwhelmingly positive reviews. All of us at the Iconfactory, especially the big guy in Laguna, are all gratified that users seem genuinely happy with Twitterrific for the iPhone. Apple’s handheld hardware is a wonderful new development platform that’s bound to get better with time, and we were pleased to be present at launch.

However, throughout this whirlwind day, I kept receiving emails about another of our software products and why it wasn’t included in the App Store kick-off. That application of course, was Frenzic. More than a year ago, I posted on my blog asking users to write Apple in support of bringing a native version of our addictive Mac-based game to the iPhone. You showed your support for our efforts to bring the best possible version of Frenzic to the iPhone, and now thanks in-part to users like yourself, that native version is becoming a reality.

I’m here to tell you that Frenzic is definitely coming to Apple’s handheld party. Some of Craig’s coding buddies got an early sneak peek of Frenzic at WWDC, and it’s only gotten better since then. The mobile version of Frenzic is confirming my suspicions that this is how the game was always meant to be played. Placing pieces is fast, responsive and fun as all get out. There is a tactile sense of immediacy when playing Frenzic on the iPhone or touch that simply isn’t present in the desktop version. We still have tons of work to do, but trust me when I tell you it’ll be worth the wait.

In a way, I’m glad Frenzic wasn’t ready for today’s App Store launch. There are already tons of great games available for the iPhone. Pangea’s Enigmo and SEGA’s Super Monkey Ball both come to mind. Frenzic’s day will come, and when it does, all of us at ARTIS Software and the Iconfactory hope you’ll give it a try. The Mac desktop version’s slogan has always been “Addiction never felt so right.” Thanks to the App Store and iPhone, I think players everywhere are about to get addicted all over again. For now, hang tight and hone those reflexes. You’re gonna need it!

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Unlock Your Inner Spore

Unless you’ve been living under an online rock, then you probably know about Spore, the new game coming from Electronic Arts. Spore lets you play “god” and engineer living creatures and then release them into the wild, and eventually the stars. The game is due to be released in its entirety this fall, but Electronic Art recently published a small demo of the Creature Creator this past week.

There’s been tons of hype leading up to Spore’s release, and frankly I’ve become wary of getting my hopes up too high with so many people singing its praises. Mirroring my disappointing experience with “Iron Man” is not something I want to repeat, so I’ve been intentionally avoiding the Spore Kool-Aid. That is until tonight. Tonight I watched Mindy as she gave the Creature Creator demo a run through from start to finish, and if the full game is 1/4 as fun as the demo, EA has themselves a winner.

No doubt a large portion of the enjoyment of the demo comes from how easy it is to create something that feels “alive”. The demo lets you select body parts, adjust them, rotate them, scale them, and more to form your creature. You can then paint on colors and textures at will until you arrive at your final critter. The controls are intuitive, easy to manipulate and just plain fun. In many ways it reminds me of the old Kai’s Power Tools version of Bryce. KPT Bryce let you instantly get your “hands” dirty generating alien terrains, skys and oceans. It was immediate, tactile and absorbing. Spore’s Creature Creator demo is similar in many respects and for players with a flair for the creative, it has loads to offer.

Perhaps the only downside is that until the full game is released, players can’t fully judge their creatures or how they’ll fair in the virtual world. I suspect Spore’s universe will be a “dog eat dog” world, and so selecting frog hands for your varmint instead of claws might be a fatal choice come September. I’ll give EA the benefit of the doubt for the time being and hope old “Figmon” shown above, brings both his A-game and his looks. In the meantime, head on over and check out the Spore Creature Creator demo, I think you’ll be pleasantly surprised. After all, it isn’t every day you get to play god.

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Life Is A Highway

If you’re wondering where I’ve been all this week, I can answer that question in just three words: Mario Kart Wii. I’m told that another big video game was released this week and that everyone and their dog is playing it, but for the life of me I can’t figure out what it is. For me there are only mini turbo-boosts, banana peels and mushroom cups. My ghosts are setting records, I’m unlocking karts and not getting the sleep I need.

If all of this makes absolutely no sense to you, then count yourself lucky you’re not caught in the vice-like, addictive grip that is Nintendo’s latest creation. But for the rest of you, you know exactly what I’m talking about and you’re in luck. I’m going to share just a few of the pearls of wisdom I’ve gleaned from my brief, but remarkable stint on the Mario Kart racing circuit:

Don’t use the wheel

– You can get much greater steering control, as well as deploy and control weapons better using the Wiimote and nunchuck controller combo.

Start regional

– Nothing is as demoralizing as starting a world-wide race and seeing 5 players pop up whose names are Japanese and who have virtual rankings somewhere in the 8000 level. Race the home front to start.

Bananas are good for you!

– Drag them behind you to block incoming shells and keep players from bumping you from behind.

Tricks, tricks, tricks

– Flick the wheel or Wiimote whenever you go over a jump and you’ll do a trick and gain a mini-boost when you land. It really helps to keep you ahead of the pack.

And if you want to put these tips to the test in a little old 1 on 1, then my Mario Kart friend code is: 0216-1192-5921, I hope to see you on the Jungle Parkway soon. Now if you’ll excuse me, I have just enough time to get in a 50cc race before I head off to work. Bye!

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Playing In Hell

First there was Cooking Mama, and then my friend Dave Miller blogged about the upcoming Iron Chef game for the Nintendo Wii and DS. Now the genre comes to full circle thanks to the controversial but always entertaining Gordon Ramsay. His hit show Hell’s Kitchen, is being transformed into a digital arena where wannabe chefs can hone their culinary skills or face ultimate humiliation in the comfort of their own homes. According to the Hell’s Kitchen website, the game includes “Career Mode” and “Arcade Mode”, kitchen and dining room challenges and even includes recipes you can try at home! I fancy myself an amateur chef and I have to say the game seems to capture the manic feel of the TV show without all the hassle of actually becoming a reality TV contestant. If you’ve always wanted to feel Gordon’s wrath after ruining his famous risotto for the 10th time (as I have), then this is the game for you.

A video preview of the game includes a virtual Gordon complete with his famous potty mouth, digital Jean Philipe and much more. Although the release date has not been published, thankfully the HK site reports the game will be available for both the PC and Macintosh operating systems. From the looks of the screen shots and the illustrated nature of the settings, the graphics seems to be a cut above most games of this type. Hopefully game play will be interactive, fun and challenging enough to keep players chopping, sauteing, and plating for days. If you’re interested, there is a sign-up available that will keep you posted about the game and when we can expect it to hit shelves. In the meantime, sharpen your knives and harden your ego, because apparently virtual Gordon, like his namesake, takes no prisoners!

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For the Love of the Game

When was the last time you played a game of pinball? If you’re anything like me, it’s been years since you plunked quarters into one of those classic arcade contraptions. The plight of the pinball machine is one, that in today’s modern world, has grown more and more familiar. What once captured the money and imagination of players across the country, has become relegated to collector’s garages and played by a small group of enthusiasts who look back on pinball with fond memories through neon colored glasses. The story of pinball’s origins and how one company tried to re-invent it, is being told via a new documentary written, produced and directed by my friend and designer Greg Maletic.

Tilt: The Battle to Save Pinball tells the story of the Williams company and their dedicated team of designers who were tasked with nothing less than single-handedly saving the entire pinball industry. The DVD can be ordered via the Tilt homepage, and is a wonderfully produced documentary spanning the entire history of the game. Tilt takes the viewer on a light-hearted and fascinating journey from pinball’s humble beginnings as merely a game of luck, to the industry changing era of classic video games, and the creation of Pinball 2000.

The DVD’s production values are top notch and are marked by retro style graphics (all created in Adobe Illustrator and animated in After Effects), an easy to follow narrative and some of the best music I’ve ever heard written for a documentary by composer Skip Heller. Much more than just “talking heads”, Greg’s film gives special insights into the world of the penny arcade that eventually morphed into the electronic palaces of the 60’s 70’s & 80’s that so many of us spent our childhood in. Watching Tilt, it’s easy to see how much a labor of love this film has been for him. Case in point comes in a scene discussing Baby Pac Man, an unsuccessful fusion of pinball and video games. The director’s audio commentary reveals he was unable to find a functioning Baby Pac Man unit to film, so he decided to animate the entire cabinet in After Effects. An impressive feat to be sure, and one that I would never have realized had I not listened to the commentary. Tilt is full of these kinds of subtle treats which bring both eye candy and visual interest to a subject that some might consider boring.

Over 2 and a half years in the making, Tilt: The Battle to Save Pinball, not only serves up an interesting slice of history, but also provides insight into problems that designers face every single day. How do you make something old and familiar, new and fresh? How do talented individuals leverage their skills to create a unique new experience even in the face of tremendous industry pressure? All of these questions, and many more are tackled in Tilt. It’s a fun journey for pinball fans and lay people alike that I highly recommend. Check out the trailer available on the Tilt homepage or via YouTube.

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Maximum Zen

You have to hand it to the people at PopCap. It’s amazing how something so simple can be so addictive. I mean the player strategy behind their hugely successful game, Peggle Deluxe, amounts to little more than a digital coin toss. Despite this, the game is immensely satisfying and keeps players coming back for more. One of the reasons is the sheer joy you get when you pull off shots like this:

In many ways, Peggle has a lot of the same visceral qualities that made games like Ambrosia Software’s Malestrom and Apeiron so great. These noteworthy creations from Ambrosia Software helped to inspire my love of Mac gaming and provided a great deal of inspiration when it came time to bring the user interface and general feel of Frenzic to life. Ambrosia has gotten away from these types of straight forward, fun as hell, games lately (with the possible exception of Sketch Fighter) and it’s too bad. I would kill for an updated OS X version of Malestrom. One that combines the simple fun of Peggle with the classic sensibilities of Ambrosia and the power of Mac OS X.

In the meantime, my hat goes off to the folks at PopCap for creating Peggle. I think it’s almost as addictive as Frenzic… almost 😉 If you have videos of your favorite shot replays, post links to them in the comments and help spread the Extreme Fever. Tally ho!

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Is Thurrott Laughing Yet?

A full six months after the hugely successful launch of Nintendo’s innovative Wii game console, PC and Windows “analysts” Paul Thurrott published a predictable piece about how Microsoft’s XBOX 360 was the console to beat. Despite Thurrott’s own “concerns about the 360’s reliability” he still felt that consumers would choose the XBOX over both the PS3 and especially the Nintendo Wii. He remarkably advised that except for parents with very young children, all others should “skip out on this console”, and called the Nintendo Wii “a joke”.

It’s now seven months later and the Wii buying season is upon us for the second time. The funny thing is, people are still lining up to get their hands on a Nintendo Wii. This weekend, I went to Best Buy here in Greensboro to finish up my Christmas shopping and arrived a bit before they opened at 10am. What I found was a line of about 50 people waiting outside the store. What were they waiting for? Had they braved the chilly morning air since 7am to snap up an XBOX 360 and a copy of Halo 3? Not in the least. The majority of these people were waiting to earn a chance to take home one of 18 Wii’s the store manager later told me had come in for the week. As I walked past the line I was reminded of Thurrott’s column and knew I couldn’t resist the urge to say “I told you so.”

In the span of less than a year, Wii sales have far outpaced those of the XBOX 360. I challenge you to walk into any electronics or toy store today and walk out with a Wii. People still can’t easily get a hold of the console, even though Nintendo ramped up production to 1.8 million units a month. If the Wii is a joke, then it’s one Nintendo’s laughing all the way to the bank. Depsite Microsoft’s success with Halo 3, Nintendo is making money hand over fist with each Wii sold. Not so for Microsoft, or especially SONY’s PS3, where margins are miniscule.

The Wii has once again secured Nintendo’s place in the halls of gaming history and proven that flashy graphics and all the cash in the world don’t make up for innovation, solid game play and word of mouth. Best of all though, it has shown that like many things he writes about, Paul Thurrott doesn’t have the first clue. I’m looking forward to playing Super Mario Galaxy over my holiday break and I hope all those people waiting in front of Best Buy this morning eventually get to play too. If you’re still on a quest for a Wii, remember to keep an eye out for one for Thurrott. After he takes his fifth or sixth XBOX back for repairs, maybe he’ll start to give Nintendo the respect they so rightfully deserve.

PS – I’m already bookmarking this gem that says Super Mario Galaxy sales figures won’t live up to expectations. With this kind of crack analysis from TheStreet.com, you know it’s got to be reliable.

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It’s Just Another Shooter People!

You’d think with amount of mind-numbing hype coming from Redmond these last few weeks that Halo 3 was the second coming of the video game industry. But then you’d be wrong, that was called the Wii. So unless Bungie has been keeping a really big secret, Halo 3 is just another first person shooter. Am I wrong? Can someone please tell me why Halo 3 is such a big deal?

I get the fact that Halo 3 is probably the most popular thing that Microsoft has ever “embraced”, which is sad in its own right, but do I have to have the Master Chief stuffed up my ass every minute of every day? This must be what it was like for all of those people who were sick of hearing about the iPhone in the weeks leading up to the launch. I guess one man’s plague is another man’s present. Go figure.

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A Match Made In Geek Heaven

Over at my place of work, I often receive email asking what people can do to help support the Iconfactory. I always reply that the best way is to purchase our software and to generally spread the good word about efforts to support the Macintosh and icon creation community. Since WWDC 2007 though, we’ve thought of another way that the average person could help show their love for what we do, and it doesn’t even cost a penny.

Earlier this year we released our very first game for the Macintosh platform in conjunction with ARTIS Software. Frenzic is new take on classic puzzle games like Tetris that is easy to learn and quite literally can take months to master. The game was met with positive reviews, scores of downloads and an entire roster of enthusiastic players from around the world. People agree that one of the things that makes Frenzic so fun to play is its simplicity. Stay alive as long as possible, rack up points, power-ups and lives to scratch and claw your way up the leaderboard.

It occurred to us quite early in Frenzic’s development that it would make an outstanding game for the mobile phone platform and the iPhone in particular. Simply touch the screen to place pieces in the appropriate circles, touch power-ups to activate them and try valiantly to resist addiction! Games of Frenzic typically take anywhere from 5 to 15 minutes making them perfect time killers in doctor’s offices or the airport. The game is programmed entirely in Cocoa and doesn’t rely on external game engines like Open GL so it would be extremely easy to port to the iPhone.

Needless to say we did our best to pitch Frenzic to Apple at the recent WWDC Developers conference in San Fransisco, but as the saying goes, it doesn’t hurt to have some insurance. This is where you come in. Head on over to Apple.com and take a moment to let Steve and gang know you’d love to have Frenzic as a premiere game for the iPhone. If enough people write, our little game that could, just might join the historic ranks of Bejeweled and Tetris. We’d love the opportunity to bring Frenzic to an iPhone near you, and with your help, it just might happen.

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It’s Hip to Be Square!

Today at lunch, the guys and I stopped by our local GameStop (ah, the memories) so I could pick up my reserved copy of Super Paper Mario for the Nintendo Wii. To be honest, I wasn’t expecting too much from this game. I’ve played Paper Mario on the Gamecube, and while fun, it just didn’t seem to grab me the way that Mario 64 or Mario Sunshine did. Tonight after dinner, I popped the game in and checked it out. What a delightful surprise!

At first glimpse, Super Paper Mario seems to be yet another traditional 2-D side scrollers with the familiar jump and stomp action that fans have come to know and love from the plumber in red. But the Wii folks have a few tricks up their sleeve this time including a fantastic twist that puts a whole new “perspective” on video games (sorry I had to do it). By pressing the “A” button at any point during the game, you instantly transform Mario’s world to 3-D. Flat blocks and coins instantly become rows of objects several layers deep. Paths that you could not see when looking at this paper thin world from the front, come into view with surprising satisfaction. What you thought was just an illustrated children’s book, instead becomes a dynamic pop-up book.

The game also avoids some of the Wiimote controller headaches I’ve experienced lately (Call of Duty 3!!) by having the player hold the Wiimote old-school style on its side. In this way, you don’t get carpal tunnel and all of the buttons are familiar and immediate. From time to time the Wiimote can be used like a flashlight to “point” at the world and find out more info about the baddies and such, but for the most part, controlling Mario is as easy as pie. I still have nightmares about how bad the controls for Super Monkey Ball 3D were and SPM is a joy by comparison.

I’ve only played to the end of the first chapter, but I can already tell the game will hold my attention. It is fun, extremely well written and has both visual and visceral appeal. Nintendo knows how to write games for its own platform and it really shows with SPM. You are constantly discovering new hidden treasures as you journey along. One moment you think the road ahead is impassable, then you flip to 3-D and the choice is obvious. You can become part of wonderfully graphic backgrounds grabbing extra coins, play secondary characters, or just relish in the super-cool sound design.

While Microsoft seems to be struggling with the XBOX, and the sales of the eye-candy intensive PSP have been languishing, I am continually impressed with the Wii. Time after time it has presented me with all new and exciting ways of playing video games. It makes me want more. Paul Thurrott, PC technologist and hack, wrote this past week that the Wii was “a joke”. This isn’t surprising considering that he makes his living by rubbing Microsoft’s rhubarb, but honestly he has no clue. The Wii is not a fad. Only now are game studios realizing its potential as its continued scarcity proves. Parents and players alike love the Wii and with good reason. While Microsoft is stuffing the retail channel to artificially inflate its sales figures, games like Super Paper Mario are giving gamers new reasons to be couch potatoes all over again. Its a genuinely fun title and, in my gaming experience, totally unique. What more could you ask from a video game? Check it out, the Plumber will thank you.

The Magic of Zelda for iTunes

One of my favorite video game franchises of all time has to be the Legend of Zelda series from Nintendo. My first experience with Zelda was back on the Nintendo 64 system with The Legend of Zelda: The Ocarina of Time and I have been hooked ever since.

Without a doubt one of the most compelling aspects of Zelda has to be the beautiful, haunting and often epic musical scores written by master composer Koji Kondo. From Ocarina of Time and Majora’s Mask to Wind Waker and now Twilight Princess, music has always played an integral part of the mood and gaming experience that is Zelda. And while there have been literally dozens of fan re-creations of these tracks, including some impressive MIDI re-mixes, I was recently put onto a wonderful collection of orchestrated versions from my friend Louie Mantia.

The ZREO (Zelda Reorchestrated) home page has free, downloadable MP3 tracks from all the major Zelda releases just waiting for you to enjoy. The largest collection hails from The Ocarina of Time, but my personal favorites are the Wind Waker series. The ZREO tracks of Link’s journey across the “Ocean” are simply wonderful, a true auditory journey filled with awe and adventure.

Some have theorized that the music in Zelda contains the audio equivalent of “Golden Proportions” that make them memorable. I’m not exactly sure about that, but I do know a good thing when I hear it, and these downloadable tracks are pure gold.