previews Archives - AppTrawler https://www.apptrawler.com/category/previews/ News, Reviews, Previews and discussion on all things App like Thu, 09 Mar 2023 14:40:42 +0000 en-US hourly 1 https://wordpress.org/?v=5.9.10 Review: The Secret of Grisly Manor https://www.apptrawler.com/review-the-secret-of-grisly-manor/ https://www.apptrawler.com/review-the-secret-of-grisly-manor/#respond Tue, 19 Oct 2010 22:17:53 +0000 http://www.apptrawler.com/?p=2538 The Secret of Grisly Manor has finally upon us. Apptrawler has been aware of this game for more many months now and it’s lush teaser graphics has kept us on tenterhooks.  Created by Fire Maple Games, the company who brought us the quirky physics puzzlers Danger Cats and Stunt Squirrels this classic adventure game is […]

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The Secret of Grisly Manor has finally upon us. Apptrawler has been aware of this game for more many months now and it’s lush teaser graphics has kept us on tenterhooks.  Created by Fire Maple Games, the company who brought us the quirky physics puzzlers Danger Cats and Stunt Squirrels this classic adventure game is in the style of the old game ‘Myst’.  The game uses beautifully crafted static images jammed packed full of pick ups and clues to help you find your missing grandfather.

 

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There are a great selection of places to visit and a plethora of puzzles to rack the mind and keep you entertained.   Some of the puzzles you might get quite easily, whereas others might have you looking online for the answer (it’s not cheating!) but each is enough to keep your attention and make you play through the game.

The graphics are lovely to look at and whilst they could have more animation to lift them a little it does not detract from the game as each screen immerses you if the weird world of your eccentric grandfather.  The sounds are suitably atmospheric and give the whole a ‘eerie’ feel.

Once criticism would be that it feels a little short as we got through it relatively quickly (with a little help of the net) and would love to see it go further in the story department as there was a loads of puzzles to keep us going.  However, if the sign of a great game is to leave you wanting more then Fire Maple has achieved it as we can’t wait for the sequel.

US LINK

UK LINK

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Review: Dragon Fire Una’s Quest https://www.apptrawler.com/preview-dragon-fire-unas-quest/ https://www.apptrawler.com/preview-dragon-fire-unas-quest/#respond Fri, 24 Sep 2010 17:21:42 +0000 http://www.apptrawler.com/?p=2525 Sorry readers for the huge gap since our last review, it’s been all go at this end with new jobs, and even new babies!! (big congrats to Foyble on that one!) Well we’re back and what better way to come back than a ‘First Play’ preview of the new top down shooter Dragon Fire: Una’s […]

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Sorry readers for the huge gap since our last review, it’s been all go at this end with new jobs, and even new babies!! (big congrats to Foyble on that one!)

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Well we’re back and what better way to come back than a ‘First Play’ preview of the new top down shooter Dragon Fire: Una’s Quest.  Dragon Fire is a bright, fun and strange top down shooter reminiscent of ‘Pop n Twin Bee’ and ‘Parodius’ where you play Una, a small red Dragon who’s aim is to bring peace back to the land by shooting everything that moves.  The auto fire constantly shoots and you use an onscreen D-pad (or optional joystick) to control the player.  Power ups include Phoenix wing men, winged health fairy and power up coins which allows you to grow extra heads increasing your firepower.

The graphics are bright, colourful and imaginative as you will be shooting all sorts of ‘weird and wonderful’ creatures including flying pigs, minotaurs, griffen types creatures and a whole lot more.  The 14 levels each have 7 end of stage bosses which are REALLY weird such as rocket launcher hog, a spitting camel on a lilo and a strange lava Mexican throwing chilli’s at you… very odd… but at the end of each level you have to face down the dragon guardians.

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The gameplay is good and the dragons moves well but there are a few times when it feels a little sparce and its hard to know how much health you have when you are bombarded by enemy bullets all the time.  The music and sound effects fit well and have a epic feel to them giving a relatively slow game an bit more excitement.  The levels don’t change so memorizing them and attempting to kill anything that moves is your best bet to completing it but we still found ourselves going back over the previous levels in order to collect the all important stars as these unlock three mini games.

We were only able to unlock two of the games at the time of writing which all seem to be pig related (weird i know).  The first is a plinko game in which you drop coins down a pin board to get them into a moving piggy bank at the bottom.  Its pretty simplistic but it has two game modes which is great for a quick game/distraction.  The second game we managed to unlock was a platform game like ‘Cliffed’ where you have to get a pig down a tower whilst a spikey bar drops from the ceiling… very fun, but quite hard.  The final game looks to be a tap game but as you needed 5000 stars to unlock we don’t see ourselves unlocking that for a while.

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This is a great shooter with a retro feel which took us back to the top down shooters of the neo geo. You can tell its from an individual developer and not a proper software house but this is better than a lot of the apps out there. The build we had did have a couple of bugs which were some gaps in the background and a couple of colour inconsistencies but we hope the final build will have these sorted.  Overall, Dragon Fire is great fun, with creative enemies, colourful graphics and some interesting replay options. Coupled with epic music and plenty of options this is a refreshing game which is well worth a look.

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VIDEO :

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Preview: Meow Meow Happy Fight https://www.apptrawler.com/preview-meow-meow-happy-fight/ https://www.apptrawler.com/preview-meow-meow-happy-fight/#respond Fri, 16 Jul 2010 17:03:22 +0000 http://www.apptrawler.com/?p=2431 We have followed Big Pixel Studios for some time and loved their game Piyo Blocks and enjoyed a great developer Interview back in October 2009.  Since then they have had great success with Piyo Blocks 2 for both iphone and iPad.  Well they are back again, but this time they have put down their puzzle […]

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We have followed Big Pixel Studios for some time and loved their game Piyo Blocks and enjoyed a great developer Interview back in October 2009.  Since then they have had great success with Piyo Blocks 2 for both iphone and iPad.  Well they are back again, but this time they have put down their puzzle blocks and picked up a gung-ho cat.

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Today they announced details of their new Japanese style dual-stick shooter title, Meow Meow Happy Fight. Set in modern-day Tokyo, a giant Happy Cat has travelled back in time from the year 2336 AD, where  everything is just too happy, to bring happiness and destruction to the cityʼs inhabitants!  With a massive 24 action-packed levels, 15 characters to unlock, 12 super power-ups and,  of course, 1 giant Happy Cat, this game really takes the dual-stick shooter to the next level. The slick character design, breathtaking backgrounds, and catchy Japanese music give an extra dimension to the game play.

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“With Meow Meow Happy Fight weʼve created a game based around a simple mechanic, which gradually expands into something much more in-depth and skill demanding,” said Paul Virapen, Big Pixel Studios Managing Director. David Burpitt, Technical Director at Big Pixel Studios, added, “We put a big focus on the AI of opponents. They move, think and act as if they were controlled by real players, and can often out-smart you with a special
attack, or cheekily snatch a kill after you’ve put in all the hard work.” Connecting to OpenFeintʼs 29+ million gamers adds another layer of depth to Meow Meow Happy Fight. With a multitude of achievements to unlock, leaderboards, and social features, it will keep even the most avid of gamers coming back for more. “We’ve been passing our build of Meow Meow Happy Fight around the office and our guys can’t get enough. It’s a great game and is a fantastic addition to their great Piyo Blocks series,” said Eros Resmini, VP of Marketing and Developer Relations at Aurora Feint.

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Meow Meow Happy Fight launches on August 5th in the App Store at the special introductory price of $0.99 (£0.59/€0.79) for a limited time, with the price going back up to $2.99 (£1.79/€2.39) shortly afterwards.

Check out the video below:

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Preview: Archetype with Video https://www.apptrawler.com/preview-archetype-with-video/ https://www.apptrawler.com/preview-archetype-with-video/#respond Sat, 03 Jul 2010 08:30:41 +0000 http://www.apptrawler.com/?p=2368   A couple weeks ago we first caught wind of Archetype, an online first person shooter by iPhone developer MunkyFun which is comprised of veterans of LucasArts and the creators of both Shift [99¢] and Ivory Tiles [99¢] for the iPhone. Much like ngmoco’s Eliminate [Free], Archetype is said to work over WiFi, 3G, and […]

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A couple weeks ago we first caught wind of Archetype, an online first person shooter by iPhone developer MunkyFun which is comprised of veterans of LucasArts and the creators of both Shift [99¢] and Ivory Tiles [99¢] for the iPhone. Much like ngmoco’s Eliminate [Free], Archetype is said to work over WiFi, 3G, and also EDGE connections. Players will rank up as they play, earning experience and winning medals along the way.

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The main differentiator between Archetype and other similar online shooters is that Archetype will be playable with up to ten players at once, in teams of five, with an assortment of six different weapons to choose from. We’re anxious to see how the game works, and likely won’t have to wait too long as per the Archetype web site the game is launching in “early July” for $2.99.

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For more information on the game, including a few hands-on impressions from a few people who managed to snag the game early, check out the thread in our forums. I’m not entirely sure how MunkyFun is going to be able to provide a solid 5v5 first person shooter experience that will even play well over EDGE, but needless to say we’re going to be keeping a very close eye on this game to give it a try once its released.

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Preview: Spider: Bryce Manor HD (iPad) – with Video https://www.apptrawler.com/preview-spider-bryce-manor-hd-ipad-with-video/ https://www.apptrawler.com/preview-spider-bryce-manor-hd-ipad-with-video/#respond Sat, 03 Jul 2010 07:51:40 +0000 http://www.apptrawler.com/?p=2374   It’s no secret we love Spider: The Secret of Bryce Manor [$2.99 for the iPhone. While Tiger Style Games is hard at work building whatever their successor to Spider will be, they’ve also had time to crank out the free Spider: Hornet Smash [Free], and Spider: Bryce Manor HD for the iPad which they’re […]

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It’s no secret we love Spider: The Secret of Bryce Manor [$2.99 for the iPhone. While Tiger Style Games is hard at work building whatever their successor to Spider will be, they’ve also had time to crank out the free Spider: Hornet Smash [Free], and Spider: Bryce Manor HD for the iPad which they’re hoping to submit to the App Store very soon.

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Like similar HD releases, Spider HD is little more than the iPhone game with the resolution of everything cranked up to fill the screen of the iPad. This allows you to see much more of your surroundings, making clues regarding the secrets of Bryce Manor much easier to spot than on the iPhone version, where your somewhat limited viewpoint could result in missing certain things if you weren’t properly exploring some levels. Also, like most games built around fantastic art, the entire game experience is so much better in high resolution.

All four of the game modes from the iPhone game are included, as well as a brand new two player “sidekicks” game mode where two spiders are on screen, and each spider is controlled by the finger nearest to it. It’s actually a surprising amount of fun, as like most games played in cooperative mode it’s entirely up to you whether you want to help each other build webs, or simply race all over the screen trying to munch up bugs before the other player. Tiger Style is still working on how sidekick mode is going to be scored, so we’ll have to wait and see whether or not they encourage cooperative, competitive, or both types of play style in the two player mode.

Here’s a brief video demonstrating how it works, but since shooting iPad video is such a hassle my second player is actually playing the role of the camera man so in this case, yes, I am playing a two player game by myself:

As mentioned, Tiger Style hopes to submit Spider: Bryce Manor HD this weekend which means unless there are any significant bugs or approval issues we should be playing Spider on our iPads early this month. When asked about whether or not Spider: The Secret of Bryce Manor for the iPhone was going to see an update to support the iPhone 4’s Retina Display, they said that they don’t have plans yet, but mostly because they just have yet to get their hands on an iPhone 4. Either way, here’s to hoping for a quick approval of Spider HD, and some high-definition love for the iPhone Spider in the not too distant future.

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Preview: Qwak https://www.apptrawler.com/preview-qwak/ https://www.apptrawler.com/preview-qwak/#respond Thu, 20 May 2010 16:00:29 +0000 http://www.apptrawler.com/?p=2317 Back in 1989 now-veteran UK game developer Jamie Woodhouse released a lively little puzzle / platformer called Qwak for the 8-bit BBC Micro home computer. Not long after, he joined forces with Team17 to develop an enhanhced, two-player Amiga version of the game, which was released in 1993 and featured faster action and more frantic […]

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Back in 1989 now-veteran UK game developer Jamie Woodhouse released a lively little puzzle / platformer called Qwak for the 8-bit BBC Micro home computer. Not long after, he joined forces with Team17 to develop an enhanhced, two-player Amiga version of the game, which was released in 1993 and featured faster action and more frantic gameplay. The rather well-reviewed title (Amiga Computing magazine gave it a “Gamer Gold” 92% rating) later made its way to the Gameboy Advance as well as the Mac and PC.

We’re pleased to report that Jamie recently got in touch with Touch Arcade to give us an exclusive look at the iPhone version of Qwak he has just completed and will be shortly launching through the App Store.

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In Qwak, you control a duck (get it?). Your objective is to guide this green duck through level after level of platforms, fruits and gems (worth points), bouncing enemies, power-ups to help demolish said enemies, and keys to unlock goodies as well as the level’s exit gate. Your duck can run, jump, and fire volleys of egg projectiles to knock out the baddies. Grab a bonus item and watch a hail of colorful fruit rain down upon you. Take too long on a level and meet a hail of spikeballs. In a nutshell, I call it frenetic, fun, and rather fruity (to be alliteratively wanton).

I’ve spent some time with the prerelease build of the game Jamie provided us and it’s been lovely to play. It’s a touch-controlled affair with a left / right control in one corner and jump and egg-fire controls in the other. The vibrant visuals move about the screen as smooth as glass on the iPhone 3GS test device and a very Amiga-sounding score accompanies the action. It feels both retro and highly polished. It’s a game platformer fans won’t want to miss.

Additional details, I’ll leave to the developer to provide (after the jump), as he was kind enough to grant us an interview along with the exclusive ad hoc build.

 

What were your inspirations for writing the original?  Are there any particular games you had in mind?

Well, there was a bunch of platform games on the Beeb I used to play; Blagger, Monters, Space Panic, Frak etc. I also went in the arcades a lot back then (so much so that I got kicked out of college), and I undoubtedly played Bubble Bobble, which Qwak gets compared to a lot.

What language did you use to write the BBC Micro version?

100% 6502 Assembler. You could quite easily mix BBC basic and assembler, or have 100% assembler; which a lot of game developers did back then, and you needed to, to get the best performance out of the very limited and slow hardware. Fun times!

Is the BBC Micro version, in fact, the original?

Yep, it’s the original. It was released in 1989 by Superior on a 4 game compilation. I still have a review of the game from a 1989 A&B Computing magazine; “The best game of the bunch has to be Qwak! Designed and coded by Jamie Woodhouse it is very addictive and great fun..”.

I think that was the first time I’d ever seen one of my games reviewed and in print; felt pretty good as I stood there reading the mag in the newsagents!

The ’93 Amiga rework is a bit more fast paced / arcadey than the original. GBA and PC / Mac versions followed. It seems the iPhone ver is really an adaptation of the later versions, is that true?

Yeah, I guess it’s confusing with all the different versions all sharing the same name; but with different graphics and various gameplay mechanics…

The Beeb version came first, and the Amiga version was a good deal different to the Beeb version.

The GBA version came next, which was a port of the Amiga version, I used all the same graphics and levels etc; and just added in some scrolling to accommodate the GBA’s smaller screen resolution.

Actually, I couldn’t find a publisher for the GBA version so I had a load of carts shipped over from China and self-published a small limited run of carts. All sold out now!

Next came the PC version, which had completely new levels, more tricks and traps, different power-ups and secret bonuses; and a lot more going on visually to! The Mac version was a port of the PC version.

For the iPhone version of Qwak, I’ve managed to retain pretty much everything that’s going on with the PC version. It’s based on the PC version; but there’s a little scrolling, to squeeze the levels in to the smaller iPhone screen resolution. I don’t think it hurts the game-play too much.

How are you liking iPhone game development as opposed to what you’ve done on the Amiga, GBA and other platforms?

I’m absolutely loving it so far!

There’s a bit of a learning curve, with this being my first iPhone game; but I feel as if I’m making good progress and getting a good technical understanding of the platform.

The Amiga and GBA were also fun platforms to make games for; and as with the iPhone, you have a pretty solid idea of the minimum spec machine people will be playing your game on (which doesn’t happen with desktop game dev). Plus, it’s relatively a low powered device (compared to desktop PC’s), which is awesome! … because there’s more scope for programmer creativity in squeezing more performance from the device (game developers secretly love that kind of thing!).

The music track sounds very Amiga. Is the audio straight from that version?

Yep, it’s got the same 10 tracks of music from the Amiga version (which used to be in .MOD format, was a little tricky converting them to .MP3s).

Can you comment at all on the controls of the iPhone ver, thoughts that went into them, etc?

Well, Qwak is quite a fast paced game, so I felt some kind of on-screen D-pad control mechanic would work a lot better than using the accelerometer.

There’s also an issue that your thumbs and fingers may obscure the in-game action; so what I’ve done is when the player is at the bottom of the screen; the screen kinda shifts up a little bit, so you can still see yourself.

I also have the fire (throw egg) button on the right hand side, so it’s easy to waddle your wrist and throw eggs really quickly, one after the other (which is handy as the bigger baddies need multiple hits to ‘dispatch’ them).

The controls work for me; but it’ll be interesting to see how people respond when they’ve tried the game for themselves. I’m wondering too, how left-handed players with cope with the controls. I just hope I get feedback and people let me know, it’s always great to hear what’s working and what needs changing or improvement (and it’s always possible to do an update).

Is there anything down the road you can speak of?

There’s quite a few ideas I have; and it’s funny you should say ‘road’ … as I’m half tempted to do a re-envisioned version of Nitro or ATR. There doesn’t seem to be many top-down perspective racers on the App Store.

I’m also thinking ‘Qwak spin-off’ … I often worry that Qwak may be TOO frantic and fast-paced for a lot of people (although I personally love that kind of thing), so the spin-off game would be slightly slower paced, with more exploration and puzzle solving (and tricks and traps, hehe).

What are your thoughts on the iPhone as a game platform, and the overall situation that is the App Store?

I really like it, it’s a lot of fun to make games for, and I feel genuinely excited at the prospect of making more games for it.

I’m still pretty new to the App Store; but my first impressions, I guess there seems to be a lot of variation in the quality of games on there; from really poor, to really awesome.

I really like the fact that it’s possible for small indie game developers, to make the kind of games they want to make, and share them with other people through the App Store. There’s not so much need for any middle-man or publisher or anything like that. So it’s a lot more accessible to developers that a lot of platforms.

Qwak should be landing in the App Store shortly. We’ll give folks a heads-up when it arrives. Those impatient for a taste of the action can download the Mac or PC demo version for free. This is a good one, folks.

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Preview: The Simpsons Arcade https://www.apptrawler.com/preview-the-simpsons-arcade/ https://www.apptrawler.com/preview-the-simpsons-arcade/#respond Thu, 17 Dec 2009 12:52:32 +0000 http://www.apptrawler.com/?p=1746 Before you get too excited from the title, no, this is not The Simpsons Arcade you’re probably thinking of. Instead, it’s a upgraded port of a J2ME game which still manages to be quite a bit of fun, especially for fans of the show. The premise of the game involves some secret plans stored on […]

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TheSimpsonsArcade_iPhone 4Before you get too excited from the title, no, this is not The Simpsons Arcade you’re probably thinking of. Instead, it’s a upgraded port of a J2ME game which still manages to be quite a bit of fun, especially for fans of the show. The premise of the game involves some secret plans stored on a USB flash drive which Springfield’s illuminati (consequently practically consisting of all the rest of the show’s cast) decided to hide in a doughnut and entrust to Waylon Smithers.

Smithers naturally loses the doughnut and Homer gives chase, since it must be a pretty good doughnut for everyone to want it this badly. Using a mixture of a virtual D-Pad and two on-screen buttons you engage in fisticuffs with the various henchmen who are, um, protecting the doughnut. There isn’t much to the plot, but given the arcade beat-em-up style of the game there doesn’t really need to be.

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Characters from the show make up the game’s bosses, and scattered between every few levels is a mini-game of sorts where homer either chases or runs from something. The only real variety in the game is from the power ups you pick up along the way, which consist of weapons for you to use as well as other members of the Simpson family coming to briefly help you out.

Here is the first few levels, including a boss fight with Chief Wiggum and Mayor Quimby:

The Simpsons Arcade is a title in EA’s holiday lineup and is coming soon.

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