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The Official iPhone/iPod Touch Gaming Thread

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I really want more games to start supporting Twitter. I put down WordFu for awhile because I didn't really like it, but Twitter challenges made me come back to it and now I'm addicted.

Now, I've got to pimp some apps I've been loving lately:

Baseball Slugger: Home Run Race 3D
- Simple, addictive, and just fun to play. I keep coming back to this, no matter what. It's even got online play to go head-to-head over the interwebz.

baseball-slugger-home-run-race_1.jpg


2079 - My personal favorite Geomerty Wars-style game in the store. Sure, there's a good amount of more "meaty" top-down shooters out there, but for a quick way to waste five minutes, there's nothing that can beat 2079. It's perfectly polished, the controls are tight, and it's simply fun to play - not a chore.

2079iphone.jpg


PathPix - Connect pairs of numbers - the length of the path must match the numbers. Eveything you connect makes a picture in the end. It's simple, but truly addictive. It gets pretty challenging, too.

pathpix2.jpg
 
Toki Tori is supposed to be on sale for $0.99 right now (down from $4.99 i think?). The app's title has changed to "Toki Tori - 80% off for a limited time" or something like that, but on my iPhone the 'buy' button still shows $4.99.

Anyone else seeing the correct price?
 
drmcclin said:
Toki Tori is supposed to be on sale for $0.99 right now (down from $4.99 i think?). The app's title has changed to "Toki Tori - 80% off for a limited time" or something like that, but on my iPhone the 'buy' button still shows $4.99.

Anyone else seeing the correct price?

It shows the 99 cent price to me. And Toki Tori is a great game.
 
AirBrian said:
Holy shit that looks hot!
The game is already out or do you mean 40 car's looks hot?

I think the 2g touch could handle a few more cars with it's extra mhz but not 40, I was expecting that video to show us some normal mapping or high poly / real 3d interiors but lol anyway :lol
 
Worms just got submitted to the app store so they are starting to ramp up the marketing stuff. Couple of articles on the game along with the old screenshots and video for those that missed it.

Video

worms.jpg



by Spanner Spencer

Team 17 could have made Worms for the iPhone months and months ago, as it was pretty obvious that its most popular game of all time was ideally suited to the touchscreen portable. But the decision was taken to give the iPhone adaptation the same depth of development that any platform receives.

"It would have been easy to knock out Worms and put it out there, and it would have sold fine," says producer Kelvin Aston. "But we've taken our time and done it right. We've taken it very seriously, as we do with any platform."

Code junkies out there will be interested to hear this is essentially the PS3 version of Worms, with one or two special effects removed but much the same engine providing the game's beating heart, which is no small feat.

"We took the shaders out, but it's still got the water in there, it's still got the particle system in there, the wind system is in there, essentially this is the PS3 version," explains lead programmer Matt Bishop. "OpenGL is what we're used to working on, and a lot of our renderer on PS3, syntax-wise, was pretty much the same, and we also had our underlying engine which just needed porting to the Mac."

Wrestling with controls

Although Worms has seen pretty much every type of controller to date - from mouse and keyboard to Wii-mote - a great deal of time and effort has been ploughed into usability tests to ensure the touchscreen-only edition is just as accessible as always.

To begin with, aspects such as the infamous ninja-rope and jetpack caused significant problems, but by drafting in kids from the local school and applying Team 17's own 'QI' tests, nothing has had to be left out of iPhone Worms for want of an accessible control system.

"It's been really helpful putting Worms through our strict usability tests," Aston says. "There's so many things you just can't think of on paper. Like the jet pack controls we originally had, which used the screen edges to control the worm as you do on the ground.

"During tests, players were putting two fingers on the screen at the same time, but that triggered the camera controls, so we had to add in lots of background systems to lock the camera during certain events! Worms looks really simple on the surface, but there's so much going on under the hood that the player never knows about!" he laughs.

Moving worms about the screen before taking their shot is as simple as touching the sides of the screen, while tapping on the worm has them jumping and back-flipping. Guiding weapons uses a clear and easy aiming reticle, accompanied by a single Fire button to detonate, fire and perform whatever task that particular system requires.

The multi-touch system comes into use for camera controls, allowing for scrolling and pinch and pull zoom. Regardless of the tutorial, it's a surprisingly 'pick up and play' game that any half-experienced iPhone user will be leaping into within minutes.

Beginners welcome, Apple involved

But this isn't just a game for the hardcore Worms fans. Help and advice is woven throughout the iPhone version, explaining the basics of play, right down to an individual description and application of all the weapons.

The purpose here is to ensure that any newcomers to the franchise will find the game as easy to get into as someone who first played it on the Amiga.

Apple has been involved from an early stage, when the team took Worms to the head office to demonstrate its functions, such as being able to play your own MP3s during the game, despite the initial release being build on the 2.2.1 operating system, rather than the new 3.0.

"Apple were doing backflips over the game. They were really impressed, but they said to us 'Oh, you should have done it where you can play your own MP3s", and we said, 'You mean like this!' They were just blown away," Aston tells us.

Indeed, Apple even requested Team 17 attend the Worldwide Developers Conference to use Worms as a showcase for iPhone gaming, but the developer was keen to ensure the first glance of iPhone Worms was a full-on addition to the franchise, not just another quick conversion novelty.

The initial release, which was submitted to the App Store yesterday, will include pass-to-play multiplayer along with a host of different CPU teams to face off against, who range in difficulty, temperament and intelligence.

The famous Worms speech banks have also been fully re-recorded, including US Sports, Scousers, Angry Scots, Soul Man, Cyber Worms and more unlockable voices as you progress (alongside regionalised languages).

It's undeniably appealing to see an iPhone game development which isn't planning on firing out bug fixes after release, but has gone through the same level of quality control that a boxed retail game would receive, so slither over onto the edge of your seat for the game's imminent App Store release.

We'll also have lots more iPhone Worms info for you throughout the rest of the week, so stay tuned.

http://www.pocketgamer.co.uk/r/iPhone/Worms+(iPhone)/news.asp?c=14176

by Spanner Spencer


Team17 was already working on the iPhone adaptation of its Amiga classic Worms early on in the year, when the 2.2.1 SDK was the current software system.

Despite Apple applying light pressure to have the developer rebuild the game on the 3.0 framework, the decision was made to continue the large amounts of work already done rather than delay the game's release any further.

Team17 was also acutely aware that a large number of iPod touch users (who will have to pay for the update) haven't necessarily taken the 3.0 plunge, and wanted to ensure Worms wood work for all App Store uses from day one.

Therefore, the initial release of iPhone Worms will only include pass-to-play multiplayer, which Team17 quite rightly anticipates will be the first point of contention for any devout Worms fans.

But fear not, you wriggly little warmongers. The developer has big plans to expand the multiplayer aspects of its famous artillery game very soon.

"Alongside ad hoc Bluetooth multiplayer, we'll also be adding full on internet multiplayer although wi-fi and 3G," explains lead programmer Matt Bishop. "So you'll be able to play on the bus against friends and guys in America."
Since Team17 has taken back all the rights to its popular artillery game, it's being careful to ensure the best possible experience is provided to gamers at all times. And this includes retaining control of the internet multiplayer aspects.

"We'll be keeping all the servers in-house," Worms coder Colin Poulter says. "This'll mean we won't be limited by, or reliant on, servers at GameSpy, or Sony, or Microsoft or whatever. It'll be exactly what we need to make sure it works to its best ability."

The Worms update will therefore place the game within the 3.0 framework that Apple is so keen on. Team17's resident Apple Mac experts Ted Bradley points out this will also allow for several other 3.0 functions to be added.

"Facebook connectivity will allow players to update stats on their social pages. So for example, if you dropped a concrete donkey on me during a multiplayer game, your Facebook profile could be updated to say 'Pocket Gamer drops a donkey on Ted'," Bradley laughs.

Topping off the multiplayer updates will be asynchronous online play - similar to playing chess by post. This will make for a far more strategic game, as each player will have as long as required to consider their move before sending it off to their opponent who responds next time they're online.

This will also make use of 3.0's push notification system, displaying the small red number next to the Worms icons on your homepage.

Not all these exciting features will be immediately available, or necessarily appear in a single update, since Team17 is still building the server infrastructure required to ensure smooth and accessible online play.

But it's great to know it's all on the way, since wormy war is always a lot more fun with more people involved.

http://www.pocketgamer.co.uk/r/iPhone/Worms+(iPhone)/news.asp?c=14183
 
So has anyone started the App Store Anonymous Club yet? If not, I'll start writing the paperwork. :lol


Thanks for the heads-up on Toki Tori-bought. Waiting for Rolando 2 to hit, I skipped on 1, but I'll grab this one if the price is fair.

Recently bought the following:

DrawRace
Warpack: Grunts
iYamato
Super Collider
Droplitz


Of the listed games, I only kept DrawRace and iYamato on my phone. The others I didn't care for too much. :( Apple has to make it more difficult to buy games, a couple of clicks/touches makes it too easy to waste money. ;)

Also, how fast does PandoraBox update? I could have sworn I was trying it out before Peggle went on sale for 0.99- and even though I had it on my favorites, it didn't show me that it had dropped in price.
 
Worms sounds great, I see another purchase in the future. :|


It's gonna be sweet when they add MP over 3G/WiFi.

Have they hinted at the price yet? (Did I miss it somewhere?)
 
datamage said:
Have they hinted at the price yet? (Did I miss it somewhere?)

I would guess it will almost certainly start off as a "premium priced" game meaning $9.99. It's a big name franchise with seemingly good production values.
 
Diablohead said:
This makes it harder for me now, buy Worms on 360 or on my Touch. I could buy both but that feels like a waste to me.

I would wait to compare reviews and gameplay and pick from there. If they turn out pretty similar as they should I'd go with Touch, as it's portable.
 
greenjerk said:
hey, bought ISR last night, loving it so far.

It is cool but it's being buggy for me, I can't go higher than the halfway point on the screen for some reason. If I invert the controls, then I can't go lower than the halfway point. It breaks the game :/ Not my accelerometer because all the other games like Marble Blast work fine and I recalibrated and restarted a few times.
 
jonnybryce said:
It is cool but it's being buggy for me, I can't go higher than the halfway point on the screen for some reason. If I invert the controls, then I can't go lower than the halfway point. It breaks the game :/ Not my accelerometer because all the other games like Marble Blast work fine and I recalibrated and restarted a few times.

wha? that's odd.
Have you restarted your device lately? Are you dropping frames? What device do you have? Have you upgraded to 3.0?



btw, Big thanks to everyone checking out 'Synth Racing'! HUGE thanks to everyone that's left a rating through iTunes too. :D
 
The_Inquisitor said:
Anyone starting to get tired of games yet? I bought and tried playing BiA. I got through two missions before I had to close it.

smh.

Yes. I'm completely tired of games. I never play them anymore. I'm now into pogs.
 
Has anyone played Tower Madness? It looks fun and whacky but I'm wondering if it does enough to warrant yet another TD purchase or if it's generic gameplay in a nice presentation.

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=316491616&mt=8



mrWalrus said:
wha? that's odd.
Have you restarted your device lately? Are you dropping frames? What device do you have? Have you upgraded to 3.0?



btw, Big thanks to everyone checking out 'Synth Racing'! HUGE thanks to everyone that's left a rating through iTunes too. :D

I have a 3GS and I restarted it after initially installing and played without problems. I restarted it now after I experienced the problem and played again but it still did it.

I'm going to delete and reinstall it, maybe it's just some crazy random thing.

edit: Yep, that fixed it. Awesome, I have a lot of fun zooming around in iSR and was sad it broke.
 
jonnybryce said:
I have a 3GS and I restarted it after initially installing and played without problems. I restarted it now after I experienced the problem and played again but it still did it.

I'm going to delete and reinstall it, maybe it's just some crazy random thing.

edit: Yep, that fixed it. Awesome, I have a lot of fun zooming around in iSR and was sad it broke.

Score! I'm really curious how the game plays on the 3GS, haven't been able to get my hands on one yet. The frame rate should be locked at 30 for now.. but we're aiming for 60 on the 3GS. :D

Quick note. The first update should be getting submitted by Monday. I'm driving out to Vegas for the long weekend to work with the other half of RttM to get things nailed down.
 
mrWalrus said:
Score! I'm really curious how the game plays on the 3GS, haven't been able to get my hands on one yet. The frame rate should be locked at 30 for now.. but we're aiming for 60 on the 3GS. :D
Yeah, it's rock solid 30FPS on 3GS with no visible frame drops ever. I'm pretty sure you could easily run this on 60FPS on this device. When you make the update, just make it an option in the menu to unlock the framerate, and I'll tell you how it goes.
 
The_Inquisitor said:
Maybe I made the mistake of trying to buy a first person shooter for the touch. But man the amount of aim assist in that game was ridiculous. :lol

Not to be rude but I'm going to rip you a bit but its not personal.

This is the same thing PC people say when they play a console fps game and it annoys the shit out of me in those threads and it annoys me here.

A fps on the iphone isn't going to play like a fps on a PC. If you had that delusion going in then that's problem number one.

There is no imperative for anybody to buy multiple iphone games or buy games because other people buy certain games or like the games that other people like. Everybody is different.

If you buy 5 iphone games in the entire life of the platform and that's all you like that is 5 more games than you would have played without it. That's the best way to look at any platform or indeed gaming in general. Most consoles games suck. Most handheld games suck. Most iphone games suck. Most movies suck. Most books suck. That's the nature of the entertainment medium. A very small amount of it is very good. A slightly larger amount is pretty good. Another slightly larger amount is good if you have certain niche or specific tastes. And the large mass and bulk of it is crap. That's the way of the world no matter what the platform.
 
Stoney Mason said:
Not to be rude but I'm going to rip you a bit but its not personal.

This is the same thing PC people say when they play a console fps game and it annoys the shit out of me in those threads and it annoys me here.

A fps on the iphone isn't going to play like a fps on a PC. If you had that delusion going in then that's problem number one.

There is no imperative for anybody to buy multiple iphone games or buy games because other people buy certain games or like the games that other people like. Everybody is different.

If you buy 5 iphone games in the entire life of the platform and that's all you like that is 5 more games than you would have played without it. That's the best way to look at any platform or indeed gaming in general. Most consoles games suck. Most handheld games suck. Most iphone games suck. Most movies suck. Most books suck. That's the nature of the entertainment medium. A very small amount of it is very good. A slightly larger amount is pretty good. Another slightly larger amount is good if you have certain niche or specific tastes. And the large mass and bulk of it is crap. That's the way of the world no matter what the platform.

Then I guess I will comment on the controls. They added a circle to the left side of the screen that emulates an analog nub. The game is nothing like BiA. There is no commanding a group of people. In fact, it honestly is more CoD than BiA. Even with the simulated analog nub the controls are near unusable.

To look down the sites, you are required to "pinch" out with your fingers. I found myself having to move my left hand a lot to do other things on the screen, so moving was terrible.


Don't get me wrong, I have SimCity and Flight Control on my touch and I play them almost daily. But reading around this was suppose to be a good implementation of FPS controls on the touch and to me it just didn't work.
 
Lord Error said:
Looks like someone managed to write NDS and PS1 emulators that run pretty much perfectly on 3GS:

http://www.pocketgamer.co.uk/r/iPhone/iPhone+3G+S/news.asp?c=14089

I'm sure controls would be a problem, especially with PS1 and its numerous controller buttons, but on NDS, I'd imaging the touch screen based games would be playable.

Yeah, when I first thought of NDS games fully playable on the iPhone, I got excited. But if you look at the video, it's actually a GBA emulator, the info in the article is incorrect.
 
The_Inquisitor said:
Then I guess I will comment on the controls. They added a circle to the left side of the screen that emulates an analog nub. The game is nothing like BiA. There is no commanding a group of people. In fact, it honestly is more CoD than BiA. Even with the simulated analog nub the controls are near unusable.

To look down the sites, you are required to "pinch" out with your fingers. I found myself having to move my left hand a lot to do other things on the screen, so moving was terrible.


Don't get me wrong, I have SimCity and Flight Control on my touch and I play them almost daily. But reading around this was suppose to be a good implementation of FPS controls on the touch and to me it just didn't work.

Always ask for advice via the thread. I would have told you that Bia from pretty common general feedback was an early good looking game for the iphone but a fairly poorly controlling one.

Wolfenstein 3-D had pretty good first person controls for an old school first person game where your look isn't divorced from your movement as will Doom Classic. (Which is why talk of an all new old school Doom game made specifically for the iphone is a very good idea)

Killtest is a future FPS that seems to also have a pretty good control scheme and is a more modern take on the fps with separate dual analog virtual pads for movement and looking although that game is playing with using an auto-fire system when you line up a person in the crosshairs since there aren't trigger buttons on the iphone like a console.

The situation is similar to the PSP in that no true ideal system probably exists to translate traditional PC or console FPS controls directly to an iphone game. What you will get instead is games that incorporate fps style gameplay with certain concessions made for the limitations of the input systems for the platform. Now that may or may not interest you depending on how hardcore a fps gamer you are and what you are looking for but at least you know now that fps games on the iphone will indeed be different than they are on other platforms. They have to be. The physcial dimensions and the input control system demand it.
 
Stoney Mason said:
Always ask for advice via the thread. I would have told you that Bia from pretty common general feedback was an early good looking game for the iphone but a fairly poorly controlling one.

Wolfenstein 3-D had pretty good first person controls for an old school first person game where your look isn't divorced from your movement as wil Doom. (Which is why talk of an all new old school Doom game made specifically for the iphone is a very good idea)

Killtest is a future FPS that seems to also have a pretty good control scheme and is a more modern take on the fps with separate dual analog virtual pads for movement and looking although that game is playing with using an auto-fire system when you line up a person in the crosshairs since there aren't trigger buttons on the iphone like a console.

The situation is similar to the PSP in that no true ideal system probably exists to translate traditional PC or console FPS controls directly to an iphone game. What you will get instead is games that incorporate fps style gameplay with certain concessions made for the limitations of the input systems for the platform. Now that may or may not interest you depending on how hardcore a fps gamer you are and what you are looking for but at least you know now that fps games on the iphone will indeed be different than they are on other platforms. They have to be. The physcial dimensions and the input control system demand it.

I wonder if they could have tried tilting the touch or iphone to fire to simulate "firing" the gun. I bet it would get annoying after a while.
 
Another worms article from Pocket Gamer. Lol they should have spaced these out over the course of a week.

Exclusive: Hands-on with Worms on iPhone
War of the Worms

Product: Worms (iPhone) | Developer: Team 17 | Genre: Adventure, Shooter
by Spanner Spencer


It might not sound like a particularly surprising statement, but this is very much Worms on the iPhone. Having sat down with the guys over at Team17 and burrowed deep into the development of the latest addition to the popular franchise, that's about the most accurate description of the highly anticipated handheld adaptation.

What does any reviewer need to say about Worms, that hasn't already been said? Dissecting the turn-based artillery gameplay is like throwing stones at Mount Everest, but there are still vital factors that need to be cut in two with each new game, to see if they carry on wriggling.

We've seen the iPhone demonstrate a lot of very average graphics - often comparable with a mobile version - and we've seen it take on the likes of the PSP and win. Worms isn't a game that places high graphical demands on a system, other than ensuring that the invertebrate heroes are visible on the battlefield.

Being able to easily pan and scan using two fingers on the touchscreen means you can select and target easily while still making out the comical expressions on the chewy lengths of worm flesh.

It also packs in those graphical features that could cause a strain on a portable system like the iPhone, such as particle effects and water, but the framerate remains impressively high regardless of the randomly generated environments.

And while it's great to hear the explosions land and bullets fly, Worms isn't exactly known for its auditory splendour - other than the amusing retorts the warlike worms throw about the battlefield like joke grenades. Much of the game's download size comes from the inclusion of the iconic speech banks, which include angry Scots, Scousers and Cyber Worms.

Controlling your individual worms is a simple task, with left and right zones allocated on the sides of the touchscreen to move into position, while tapping and double-tapping jumps and backflips. So positioning your wormy warrior is a simple matter, and each individual weapon follows a similar, simplistic pattern.

Targeting is as simple as touching the screen in the direction you want to aim, although - depending on the weapon - you can also rotate a reticle around the worm for greater accuracy.

Trickier features, such as the jet pack and ninja rope, almost didn't make it into the game, but with perseverence Team17 has managed to fathom intuitive systems for every action the game has previously enjoyed - whether using a mouse and keyboard, joystick, joypad or Wii-mote. The touchscreen proves to be just as capable as any.

The randomly generated landscapes ensure there'll never be a shortage of maps, while the pass-to-play multiplayer (to be ultimately superceded by full online, wi-fi, 3G multiplayer, along with an asynchronous 'play by post' method) means you can go up against friends in a more strategic game.

All this adds up to as complete a rendition of Worms as any platform has ever seen, and brings us right back to that opening statement.

This is very much Worms on the iPhone.

It's not a cut-down mobile version. It's not a new take on the old concept. It's not been reduced to fit on a handheld device. The iPhone Worms looks set to stand proudly alongside the Xbox 360, the PS3, PSP and Amiga, having joined a strong pantheon of platforms that can now enjoy worm-like warfare in full.
 
Just bought Annie's Wildshot from Tecmo. It's light-gun type game, except you use your fingers to shoot. More fun that it appears to be. It's only .99 right now! Totally worth it.
 
The_Inquisitor said:
I wonder if they could have tried tilting the touch or iphone to fire to simulate "firing" the gun. I bet it would get annoying after a while.

It would get annoying and you could constantly be losing your view although I've wondered the same thing The problem is you have to take your two fingers of the virtual d-pad to fire in any current fps scheme on the iphone and stop moving to start firing. (The reality is I think someone clever should design a game that turns this flaw into part of the actual gameplay mechanic if that is possible). If the iphone had two small triggers we would be in much better shape for a slightly more traditional take on the fps but once you go down the road of adding buttons you start to lose a lot of the reasons why a phone or a touch is a good stealth gaming device in the first place.
 
ajvizzgamer101 said:
Still waiting for Rolando 2 to come out!!!! It's suppose to release 2day

But how would they know? You submit your app, then weeks later, Apple puts it in the store. They don't tell you when it's going to happen, they just do it.
 
Dreamwriter said:
But how would they know? You submit your app, then weeks later, Apple puts it in the store. They don't tell you when it's going to happen, they just do it.

that's what I'm wondering. Maybe a special agreement with Apple? Or maybe it's been done and certified, and Ngmoco asked Apple to delay release do they could advertise the date??
 
Costanza said:
from what I understand, the app gets approved and devs can specify a date/time to release it.

This. From actual devs
the release date for the app is when Apple approves it, or what the developer sets it to, whichever is earlier. So if Apple approves the app on June 1 and you have a release date of June 5, it won't go live until June 5, but will have a release date of June 1.

When the App is approved, it will be released at the date that you set in iTunes Connect. If the date that it is approved is after the set date, it will go live immediately. (well, it takes a few hours)
For new apps, we set the release date 5-7 days in the future, expecting that to correspond roughly with the approval date. That way, if we aren't watching when it gets approved, we will at least be near the top of the recent releases list.
 
Jesus Christ Pocket Gamer is on Worms overload today.

9 Minute Worms Video

Exclusive: iPhone 3GS to get enhanced version of Worms


We've already marvelled as Team17 explained how it took the PS3 version of Worms and tweaked it to run on the iPhone, but the developer is just as enamoured with the powerful hardware update, the 3GS, as everyone else - and is ready to take full advantage.

Where the iPhone version has been slimmed down is in the graphical subtleties. The PS3 offered so much processing power that the development team thought they might as well go a bit mad when it came to adding particle effects, shaders and special effects, which took an unacceptable toll on the iPhone's gameplay.

The iPhone 3GS is quite capable, however, and Team17 tells us it's planning on supporting the upgraded handset in a future update.

"The 3GS has shader support, so we wanted to throw in a few bells and whistles for the 3GS crowd," explains lead programmer Matt Bishop.

We've seen today that Team17 isn't the only developer out there that sees the added potential of the iPhone 3GS as a gaming device, after Firemint showed off a 40-player version of Real Racing.

But the Australian software house has raised concerns over how a 3GS version would be administered, which isn't particularly something Team17 is worried about. Any enhancements for the newer model iPhone will be built into the ordinary version and simply detect the model and run the enhancements accordingly - much as it already does by disabling vibration when the game is run on the iPod touch.

"As Matt says, we're going to add a few shiny bits and bats for the 3GS, will refractive water, shaders, and more in the background - we'll make it a bit snazzier," laughs producer Kelvin Aston.

Worms was submitted to the App Store yesterday, and is expected to land around mid-July at the £2.99 price range.
 
neojubei said:
I wonder if nintendo knows that duck hunt is on the iphone.

Its been on the appstore since last year and was removed once already to pull out some of the more blatant infringements it had in it so I'm going to say yes.
 
I'm halfway through the last level of Hero of Sparta.. and I'm so sad =[

I love that game! Dont want it to end! It gave me a good 6 or 7 hours of gameplay for $.99

Awesome!
 
TurtleSnatcher said:
I'm halfway through the last level of Hero of Sparta.. and I'm so sad =[

I love that game! Dont want it to end! It gave me a good 6 or 7 hours of gameplay for $.99

Awesome!
I love it as well but it fucking sucks up battery like no other.
 
Stoney Mason said:
Its been on the appstore since last year and was removed once already to pull out some of the more blatant infringements it had in it so I'm going to say yes.


oh because i just bought it. Guess they put it back up.
 
Stoney Mason said:
Jesus Christ Pocket Gamer is on Worms overload today.

9 Minute Worms Video

Interesting. This and the Real Racing demo further confirm in my mind that the 3GS is the next generation of iPhone proper, despite many people saying it's just an incremental upgrade. You will start seeing apps dropping support for the original iPhone and iPhone 3G, possibly next year at iPhone 4. It will depend a lot on how the 3Gs is received, I guess.
 
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