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Rather subtly, in the middle of a crowded week and a somewhat overhyped launch, Apple managed to sneak a few other products out the door. One of them marks the company's first successful foray into the portable gaming market. Heck, I'll go further than that. It marks the company's first push with a computing device capable of playing cutting-edge games since the Apple II.
I'm talking, of course, about the iPhone 3G. Take a quick look at the 25 most popular Apps in the App Store, and you'll find casual games taking the top spots more often than not. As I write this, seven of the top ten Apps are all games — and I could stretch that to eight if I tried to claim that iBeer was a game. I'd certainly argue it's not much of a productivity application.
Now, I doubt that the extremely rich folk who run Nintendo are quaking in their boots right now, but for Apple this is largely new territory. For far too long, Mac gaming fans have had to exist on a diet that consisted largely of game ports — many of which, like Fable, were well worth waiting for — but precious little original fare that took advantage of the platform per se. Some might say that's because the Mac market wasn't game-centric to speak of, and while there might have been the case historically, with the widening base of Mac users, its arguably not the case now. The iPhone 3G — or, more specifically, the iPhone/iPod Touch 2.0 software update — represents this new playing field for Apple, and, by opening up iPhone development so widely, it's a playing field that's open for many.
In any case, I've been spending a happy fortnight (more or less) testing out some of the best the App Store has to offer. As yet, there's not a lot in the free gaming arena that's truly outstanding — I mean, porting Adventure to the iPhone 3G is a technical achievement to be sure, but I don't think too many people were really clamouring for it. Tap Tap Revenge is somewhat cool in a Guitar Hero lite kind of way, although it'd be worth real money if you could get it to work with your iPhone's music tracks rather than the supplied tracks.
On the paid side, Monkey Ball is exactly just as cool as the WWDC Keynote made it out to be, although it's worth noting that if you have indulged in one too many iBeers (or you're on a bumpy bus ride) its absolute use of the accelerometer can prove its undoing.
So what's my pick of the current crop? I'm so very glad (and flattered) that you asked. Despite loading up an iPhone 3G with perhaps a few too many productivity destroyers, I find myself currently coming back to one game, over and over again. It's a title that's not currently in the top 25 applications (although it has hovered, on and off, in the lower reaches): Zen Pinball: Rollercoaster.
Now, I'll admit here that I'm something of an aberration amongst games journalists. Many of them decry pinball as dull, tedious stuff — sometimes because they argue that the videogame equivalent can't replicate the crack of ball on glass, or the feel of putting your 20c down for the next game while you down your next beer. They're not entirely wrong there — although at least in Rollercoaster's case, the inevitable fingerprint smudges on the screen do serve as a nice nostalgic callback to some of the grubbier tables of my youth. Other games reviewers see Pinball as old hat, yesterday's news. But these are invariably the folk who just don't get the fun of chasing a high score, keeping a ball alive for as long as possible and surviving the insanity of most multi-ball modes.
I've been a pinball fan for a long, long time, and I've played a lot of the videogame equivalents, including Zen's previous effort, Pinball FX for the Xbox 360. The pedigree in Rollercoaster is pretty evident; like Pinball FX, the ball physics are quite fluid — you may initially find them even to be a little fast, although they've compensated for that with a somewhat generous kickback period, so that if you lose your ball too fast, it'll shoot back up again for you to continue play.
One thing that developer Zen has nailed — and that's vital for a casual, portable game such as this — is making it easy to pause; you simply tap the middle of the screen. Otherwise, controls are as simple as tapping each side of either the bottom or top half of the screen to control the flippers, as well as mild tilting from the accelerometer to affect the ball's movement.
There's certainly a lot of room for other tables — and given Zen's developed another four for the 360, I'd be surprised if it stopped at only one — but for the price of a beer and a single tilt at a real table (or, in real money, $5.99), Zen Pinball: Rollercoaster comes highly recommended. Now, if I could only work out a way to line up 20c pieces along the edge of the iPhone 3G ...
"Don't forget to get there very, very early", was the advice given to me by practically everyone prior to this morning's Macworld Conference Keynote. "Things get pretty hairy", they claimed -- and they weren't referencing Australian Macworld's fine editor. So at 5am, having been woken by the loud gentleman speaking German VERY LOUDLY, I prepared towander down the chilly streets of San Francisco and wait. And wait, and wait, and wait. Annoyance doesn't quite cover my mood when another Australian journalist makes an appearance two hours later, right behind me.
Alex Kidman | Jan 17, 2008
Before I start, a quick confession. While I've been an avid gamer for most of my life, I've not really been a Mac gamer per se. Well, actually, I should clarify that statement -- I haven't been a Mac gamer in the most recent phase of my gaming life. I've come across some of my favourite games ever on Apple platforms, just not all that recently. Titles that have eaten up countless hours of my life first came to my attention on Macs -- titles like Sim City or Prince Of Persia spring immediately to mind. Going back a little further in Apple's history,there were titles like Karateka and B.C's Quest For Tires. Stop giggling in the back there, or I'll thwack you with my old-man stick... if I can remember where I left it.
Alex Kidman | Jan 17, 2008
Former Apple CEO Gilbert Amelio once famously remarked that "I thought I was leading a company; I didn't realise I was leading a cult". If he thought that job was difficult, imagine what it must be like for Steve Jobs. Where Amelio was leader of the cult, Jobs is the object of its worship. Think of it as the difference between being the Pope and being the Messiah — I know which I'd take. Name another CEO, company founder or Chairman who is expected — indeed, required — to change the world on at minimum an annual basis. Michael Dell? Bill Gates? Steve Ballmer? Rupert Murdoch? Robert Iger? Samuel Palmisano? Does anyone even know who he is? All of these people have great responsibilities and a duty to shareholders to drive their companies. Jobs's burden is different. He is expected somehow to be a few steps ahead of the world, living in the no-too-distant future, bringing tomorrow to us today. Which is not to suggest he is the only person in the computer industry expected to innovate. Google, Amazon, eBay ... any number of companies innovate and do so successfully, What's different for Apple and its CEO is the expectation that it can happen on demand. If anyone but Apple had released a product as successful and groundbreaking as the iPhone last year they'd still be dining out on it. Apple is already copping criticism for not having a 3G version out yet. Compare it to, for instance, Paul McCartney. Some decades ago McCartney wrote some pretty darned good music. Now he's in his 60s and puts out the occasional listenable bit of work. It's not amazing, but it's pretty good and leaves most contemporary "music" for dead. But because it isn't as good as the Beatles it may as well be rubbish. No-one else has to be compared with the Beatles.
Matthew JC. Powell | Feb 13, 2008
One of the challenges Mac users face is trying to sync their mobile devices with their Mac. In a recent forum post, I asked readers for some input to an upcoming column on smartphones. Due to the space constraints of the print version of Australian Macworld I won't be able to cover sync solutions in that feature so I thought I'd pull them together in this post. I'll take a browse through the world of sync solutions for the Mac and cover Mobile Phones, Windows Mobile, Palm, BlackBerry and the rest.
Anthony Caruana | Feb 24, 2008