Nintendo Announces Dr. Mario World Coming to iOS July 10


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Today Nintendo announced its latest mobile venture coming to iPhone and iPad: Dr. Mario World, which is available to pre-order now and will launch July 10th.

Dr. Mario World is a match 3-style game in the vein of Candy Crush, whereby you try to match your limited quantity of colored capsules with the various virus creatures on-screen to clear the game board. Fitting the Mario theme, the board in each stage will feature not just viruses, but also fan favorite power-ups such as a red shell or bomb that can knock out more viruses at once when activated. Based on early details, the game appears to stray very little from the classic match 3 formula, complete with hearts that determine whether you can start a stage, and diamonds that enable things like extending your turns. Match 3 games are a guilty pleasure for me, and I love Nintendo, so Continue reading “Nintendo Announces Dr. Mario World Coming to iOS July 10”

‘Journey’ creator’s Apple-exclusive ‘Sky’ officially launches July 11th


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Thatgamecompany’s Sky: Children of the Light has technically been available in beta for a long time, but now it’s really, truly ready for launch… well, almost. The Journey creator’s social exploration game is now slated to reach iOS and Apple TV users on July 11th, with the App Store offering pre-orders (it’s listed as free) as we write this. If you’ll recall, this is an Apple device exclusive — don’t expect an Android counterpart to arrive any time soon.

Via: Sky (Twitter), App Store (Twitter)

Source: App Store, Thatgamecompany (YouTube)

‘Journey’ creator’s Apple-exclusive ‘Sky’ officially launches July 11th


This post is by Engadget RSS Feed from Engadget RSS Feed


Click here to view on the original site: Original Post




Thatgamecompany’s Sky: Children of the Light has technically been available in beta for a long time, but now it’s really, truly ready for launch… well, almost. The Journey creator’s social exploration game is now slated to reach iOS and Apple TV users on July 11th, with the App Store offering pre-orders (it’s listed as free) as we write this. If you’ll recall, this is an Apple device exclusive — don’t expect an Android counterpart to arrive any time soon.

Via: Sky (Twitter), App Store (Twitter)

Source: App Store, Thatgamecompany (YouTube)

Panic Reveals Plans to Sell a Handheld Gaming System Called the Playdate in 2020


This post is by John Voorhees from MacStories


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Panic, well-known for its thoughtfully-designed Mac and iOS apps, has announced that it’s entering the hardware market with a portable gaming system called the Playdate, which will ship in early 2020 and cost $149. This isn’t Panic’s first foray into the game industry. With the release of the hit indie game Firewatch in 2016, the company became a game publisher. Later this year, Panic will publish the highly-anticipated Untitled Goose Game on the Nintendo Switch. Still, creating hardware is something altogether different for Panic.

The Playdate is a diminutive handheld device with hardware and software features that distinguish it from any other handheld on the market. The bright yellow handheld system is just 74mm  ×  76mm  ×  9mm, which is roughly three inches square and a little thicker than an iPhone XS.

Continue reading “Panic Reveals Plans to Sell a Handheld Gaming System Called the Playdate in 2020”

Microsoft: Gaming should be for everyone, shouldn’t be toxic stew


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Microsoft: Gaming should be for everyone, shouldn’t be toxic stew

Enlarge (credit: Microsoft)

Microsoft’s Xbox chief Phil Spencer has written a paean to video gaming, calling games a unifying force that anyone and everyone can enjoy. He rejoices in gaming’s ability to sustain communities, foster friendships, and even reduce stress and depression. He also describes the shift gaming has made; games aren’t just the domain of teenage boys but have grown far beyond that: most gamers are adults, and nearly half are women.

But against these positive elements, Spencer recognizes the many flaws in the gaming community. Online life as a whole includes a “growing toxic stew of hate speech, bigotry, and misogyny,” he writes, but games can be part of the solution. Spencer says that games have a uniquely equalizing ability to bring people together—we’re all just names on a screen, substantially eroding differences in class, race, gender, and so on—and so present an environment that can

Continue reading “Microsoft: Gaming should be for everyone, shouldn’t be toxic stew”

Apple’s first iPhone game in over a decade stars Warren Buffett


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Apple doesn’t do gags by half-measures, apparently. Tim Cook made an appearance at Berkshire Hathaway’s annual meeting where he jokingly suggested in a short film that Warren Buffett could have a newspaper-tossing iPhone game, but it turns out that this wasn’t just empty banter — the game is real. Apple has released a Warren Buffett’s Paper Wizard title for iPhones that has you tossing papers (much like Buffett did as a child) to earn “Warren Bucks” based on your delivery skills. Think of it as a first-person, touchscreen Paperboy for would-be billlionaires.

Via: CNN, MacRumors

Source: App Store

After 32-bit purge, GameClub raises $2.5M to bring back classic iOS games


This post is by Kyle Orland from Ars Technica


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Vlambeer's <em>Super Crate Box</em> is among the well-remembered iOS titles being brought back thanks to GameClub.

Enlarge / Vlambeer’s Super Crate Box is among the well-remembered iOS titles being brought back thanks to GameClub.

Apple’s 2017 shift from 32-bit to a 64-bit code base for iOS has shut the door on countless games and apps designed during the platform’s early days. Now, a startup called GameClub has attracted $2.5 million dollars in investment to help fix that problem, working with the original developers to update well-remembered premium mobile games for newer devices.

Games originally coded for older, 32-bit iOS devices can be recompiled for newer versions of the operating system. But that requires access to the original source code, which is often held by companies that don’t have the interest or ability to try to find a new market for an old, “defunct” game on their own.

“There’s a surprising amount of detective work involved in identifying who owns the rights and who has the

Continue reading “After 32-bit purge, GameClub raises $2.5M to bring back classic iOS games”

Apple may be spending ‘hundreds of millions’ to land games for Arcade


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You know by now that Apple is pushing for as many high-profile games as it can get for its upcoming Arcade service, but how far is it willing to go? Quite far, apparently. Financial Times sources claim Apple is spending “hundreds of millions” of dollars, “likely” over $500 million in total, to secure games for the subscription offering. It’s reportedly spending “several” million dollars per game, and is offering perks if developers grant temporary exclusives that keep titles off Android or even console subscriptions like the Xbox Game Pass.

Source: Financial Times

Game Day: Rolando Rolls Back Onto the App Store


This post is by John Voorhees from MacStories


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Today, HandCircus, the creator of Rolando, has released an excellent remastered version of the classic iOS game called Rolando: Royal Edition.

If you were playing iOS games in the early days of the App Store, you are probably familiar with Rolando. The game wasn’t on the Store day one but came a few months later at the end of 2008.

Rolando was one of the early break-out hits on the App Store. The game was downloaded by millions of fans worldwide who loved its colorful, round characters. Rolando was also one of the first games to incorporate the iPhone’s accelerometer into its gameplay in a way that was tightly integrated with the game instead of feeling gimmicky.

However, the original game was a victim of Apple’s 2017 transition to a 64-bit architecture. Although many cherished classics were updated in time, a large number of games fell by the wayside. Until

The original (left) and Rolando: Royal Edition (right).

Continue reading “Game Day: Rolando Rolls Back Onto the App Store”

Apple Arcade: Our Overview of Apple’s New Gaming Subscription Service


This post is by Ryan Christoffel from MacStories


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Today at the Steve Jobs Theater, Apple detailed a variety of services it plans to launch from now through the end of the year. In addition to the expected services for video, news, and an iOS-integrated credit card, perhaps the event’s biggest surprise was Apple Arcade, a gaming subscription service debuting this fall. Apple Arcade will feature no games currently on the App Store, but will instead serve as the only way you can play 100+ new games on iOS.

Continue reading “Apple Arcade: Our Overview of Apple’s New Gaming Subscription Service”

Apple’s subs-based games service launches this fall


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Apple Arcade will be a game subscription service offering new and exclusive games, including original releases from renowned creators Hironobu Sakaguchi, Ken Wong, Will Wright and dozens more.

What is Apple Arcade?

You’ll be able to play anything you like on all your Apple devices for one set monthly free.

You’ll also be able to share these with your family, and no ads or personal information is tracked. Games will be curated based on originality, quality, creativity, fun and their appeal to players of all ages.

Apple is not just handpicking the games in Apple Arcade, but also contributing to the development costs and working closely with creators to bring the games to life.

This means you can expect games from Annapurna Interactive, Bossa Studios, Cartoon Network, Finji, Giant Squid, Klei Entertainment, Konami, LEGO, Mistwalker Corporation, SEGA, Snowman, ustwo games and dozens more.

The innovation games

Phil Schiller, Apple’s senior vice

100 Greatest Video Game Franchises

Continue reading “Apple’s subs-based games service launches this fall”

A Remastered Version of Rolando Is Returning to the App Store April 4th as Rolando: Royal Edition


This post is by John Voorhees from MacStories


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Rolando was one of the earliest break-out games on the App Store when it debuted in 2008. Millions of fans downloaded the game, which featured colorful round characters that you maneuvered through four worlds with the help of the iPhone’s accelerometer. However, as Federico highlighted in his story on app preservation last summer, the ngmoco-published title disappeared in 2017 when it wasn’t updated to support Apple’s 64-bit architecture.

Today though, Rolando’s developer, HandCircus, announced that Rolando is coming back on April 4th as Rolando: Royal Edition. According to a report by TouchArcade, the game is a remaster of the original title:

…beyond a beautiful overhaul with the brilliant 2.5D aesthetic of the game’s sequel, as well as the expected graphical polish to seamlessly fit into the 2019 App Store, HandCircus have actually overhauled a lot of the levels, interactions and mechanics across the game.

Today’s news comes Continue reading “A Remastered Version of Rolando Is Returning to the App Store April 4th as Rolando: Royal Edition”

Niantic Previews Harry Potter: Wizards Unite, the Studio’s Follow-Up to Pokémon GO


This post is by Ryan Christoffel from MacStories


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Later this year the team at Niantic will launch a new game based on a very popular IP: Harry Potter. The game’s full title is Harry Potter: Wizards Unite, and it will come to both iOS and Android as an AR-centered gaming experience in the vein of Pokémon GO, Niantic’s biggest hit.

Today Nick Statt of The Verge published his impressions of Wizards Unite following a preview Niantic hosted recently. Statt writes:

The core activity in Wizards Unite involves collecting a mix of artifacts and sometimes saving notable characters from the series who are stuck in a bad situation, like the titular Harry being pinned down by a spooky dementor. From there, you play a little tracing mini-game, to evoke the casting of a spell and then collect the item or free your friend. Afterward, you’re able to add that item or character to your collections book, earn experience Continue reading “Niantic Previews Harry Potter: Wizards Unite, the Studio’s Follow-Up to Pokémon GO”

Fortnite Adds MFi Controller Support


This post is by John Voorhees from MacStories


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The latest update to Fortnite on iOS adds support for MFi controllers. I don’t play Fortnite on iOS regularly, but I tried the game when it was released on iOS and have played on the Nintendo Switch from time to time. The game has done extraordinarily well on iOS, but on balance, I’ve preferred playing on the Switch because I found it much easier to play with a physical game controller than onscreen gestures. That calculus could change for a lot of players now that the iOS version of the game supports MFi controllers.

I paired my SteelSeries Nimbus Bluetooth controller with my iPad Pro and gave Fortnite a try for the first time in months. Having played on the Switch, the controls felt immediately natural. The game’s HUD has labels showing what each button does, and there are diagrams available in Fortnite’s help system too. The responsiveness of a Continue reading “Fortnite Adds MFi Controller Support”

Apple’s Netflix for games: Your life for rent


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Apple’s services model appears more and more to be predicated on offering you all the fun stuff you’ve ever wanted in your life for a rental fee.

Apple’s Netflix for games

A report on Cheddar claims Apple is in exploratory talks with games developers to develop a subscription service for games.

I guess it works like this: You pay a fee to access a bundle of gaming titles.

The report does stress that these discussions are at an early stage and notes that it is possible nothing will come of them.

When you stop to think about it the move makes sense, given Apple already offers iCloud and Apple Music services, and is expected to expand these with Apple Movies and TV and its Texture-based magazine service and access to subscriptions within Apple News this year.

This covers most of the bases when it comes down to digital appetite,

iPhone is playing games
HTC Vive VR Virtual Reality Headset Gaming System

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Apple may be working on a game subscription service


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Apple could be joining the likes of Sony, Microsoft, Nintendo and EA in launching its own games subscription service. It opened talks with developers over the last few months about such an option, according to Cheddar.

Source: Cheddar

An extreme sports game with a story? FutureGrind’s developers talk cyberpunk


This post is by Samuel Axon from Ars Technica


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Yesterday, an indie extreme-sports game called FutureGrind launched on PlayStation 4, Nintendo Switch, and Windows. And it’s about time, too. I had played the game at events like E3, PlayStation Experience, and the Game Developers Conference several times over the years, and I got addicted—to the point that, in the lead-up to any new industry show, I started to wonder, “Oh man, I wonder what’s new with FutureGrind.”

Now FutureGrind is here, and I’m enjoying it just as much as I expected. In it, you ride bikes on rail-based tracks and perform stunts that draw from popular extreme sports titles like OlliOlli, SSX, and most of all Trials. But there are all sorts of unique spins (pun only sort

Continue reading “An extreme sports game with a story? FutureGrind’s developers talk cyberpunk”

Steredenn: Binary Stars Debuts on iOS


This post is by John Voorhees from MacStories


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French indie game studio Pixelnest debuted Steredenn: Binary Stars on iOS today. The update is a major expansion of the original version of Steredenn that I reviewed over a year and a half ago. Everything I loved about the original game that made it special and an instant classic is present in Binary Stars plus a whole lot more.

Pixelnest has added more ships. Each has unique strengths and weaknesses and a special ability that’s triggered by tapping the top right corner of the screen. That’s a new addition to the game’s control scheme, but it fits naturally with the game’s existing controls making the new abilities easy to pick up even if you are used to the old control scheme.

The new ships aren’t all immediately available though. Instead, they, along with bosses, weapons, and other unique elements are unlocked as you progress through the game adding a sense

Continue reading “Steredenn: Binary Stars Debuts on iOS”

Game Day: Tropico for iPad


This post is by John Voorhees from MacStories


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Tropico is a franchise that’s been around since 2001, but today marks its first time on an iOS device courtesy of Feral Interactive. Ruling a banana republic in the Caribbean as El Presidente is a natural fit for the iPad’s touch interface. Whether you’re navigating around your island nation or building out its infrastructure, touch makes the interaction with the game’s environment feel natural and tactile in a way that pointing and clicking with a mouse or trackpad can’t. Add a steady pace of challenges to overcome as a leader, and the results are terrific.

Continue reading “Game Day: Tropico for iPad”

Microsoft wants Azure to be the multiplayer server solution for every platform


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<em>Sea of Thieves</em> is a game already using Azure for its server hosting and scaling.

Enlarge / Sea of Thieves is a game already using Azure for its server hosting and scaling. (credit: Rare)

Microsoft today launched a preview of PlayFab Multiplayer Servers, a new Azure-based service giving game developers dynamic, on-demand scaling of multiplayer servers.

Microsoft bought Seattle-based PlayFab earlier this year with a view to using it to expand Azure’s reach in the gaming world. PlayFab is building all the cloud-based infrastructure needed for today’s games: matchmaking (using the same algorithms as Xbox Live to try to group players of similar skill together), leaderboards, server hosting, player identity/profile management, commerce, and so on. Broadly speaking, the intent of PlayFab is to let games developers focus on their games, taking care of the server-side work for them. PlayFab’s services are platform agnostic, and Microsoft has preserved this aspect: there are SDKs for Xbox, Windows, PlayStation, Switch, iOS, and Android.

At the time of

Continue reading “Microsoft wants Azure to be the multiplayer server solution for every platform”