Hundreds

Hundreds – Review

Hundreds is confident: it sees no reason to explain itself, and assumes you’ll figure it out. That’s admirable, but there’s a fine line between confidence and, well, being a prick. Thankfully, Hundreds isn’t a prick – most of the time. And it’s right, you will figure it out. Touching a circle makes it grow, and …

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DC-UK: part of Future’s unofficial past

It’s time for another of our regular look backs at a video game magazine of old. This time our incessant rummaging around the attic has unearthed Future Publishing’s unofficial Dreamcast magazine, DC-UK. Word – by which I mean Wikipedia – has it that Sony Computer Entertainment Europe stopped Future Publishing from pitching for the official …

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A New Year visit to THQ

Another stop on our non-stop tour of the gaming world via Google Street View. Yes, that definitely makes sense. 2012 was not a good year for THQ. Edge carried a rather good summary of their year as one of their Stories of 2012 last week, but in short: job losses, financial losses, studio closures, holding …

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Happy Blopsmas

Yes yes, it’s Christmas Eve, but there’s still a chart to briefly glance at. In fact, more than that, there’s the Christmas chart to briefly glance at. So let’s glance. Briefly. Not only is Call of Duty: Black Ops II the Christmas number one, but it’s also the first game this year to top the …

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Hitman can’t take care of COD

When a game manages to stay #1 in the UK chart despite an 81 percent drop in sales, you know it’s sold a lot of copies. Call of Duty: Black Ops II has, emphatically, sold a lot of copies. Hitman Absolution fails to take the top spot then, but its #2 entry still stands as …

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Stan Lee’s Verticus – review

There are at least two things going for Verticus. First, it’s got Stan Lee’s name above it, and that’s going to generate a fair smattering of interest. Second, it’s vaguely reminiscent of that sky dive, which is still reasonably fresh in the collective mind. I do mean vaguely though: thankfully alien attacks weren’t one of …

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Everyone’s talking about Ty – or not

On mobiles just as any other platform, a very few games generate blanket coverage in the specialist press, seep into the mainstream media, and become so ubiquitous that they’re virtually sat in the corner of your bedroom winking at you. Certainly that’s been the case recently. Boomerang Blast I refer, of course, to the iOS …

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Punch Quest – take my money!

Punch Quest is free. And it’s brilliant. What more needs to be said? Let’s see. I quite often invoke Jetpack Joyride as a comparison for mobile games, and I’m going to have to again here: from your character bursting through the wall at the start, through the endless running and classy 16-bit graphics, to the …

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The difference between console and mobile

Coincidentally, two articles elsewhere on this here internet today have invoked MS Paint in describing games – one a mobile game, the other console. So let’s see if we can’t learn something about the difference between console and mobile games. Christian Donlan described iOS beat ’em up Buddha Finger on Eurogamer at lunchtime thus: “The …

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The exciting world of handheld aspect ratios

I was thinking about handheld screens recently – don’t ask – and a question occurred to me: when did everyone decide that, yes, widescreen definitely is the answer?

There’s only one way to answer that question: a scatter graph of screen width by year. WITH A TREND LINE.

Handheld Aspect Ratios

Look at that: what a trend line! Thanks to him, the gradual shift from nearly square screens (1:1) to widescreen (1.78:1 being the standard 16:9 widescreen TV aspect ratio) is clear to see. What a hero.

In fact, there was a square screen, on the not particularly legendary early ’90s Supervision – Quickshot or Watara, depending on your persuasion. The Game Boy and Game Gear were barely more rectangular, mind, at 1.11:1.

Around the same time, the Atari Lynx was being much more ambitious. The 1.57:1 aspect ratio nicely illustrates that: there’s nothing closer to widescreen on our graph until Sony with the PSP, 15 years later.

Around 2000, the next generation of handhelds started to move to slightly wider screens. Nintendo were strange ones around this time, the DS retreating back to 1.33:1 from the Game Boy Advance’s 1.5:1. They got back in line with the 3DS though, and a more respectable 1.67:1.

In fact, over the last few years it’s the iPhone 4 which looks most anachronistic, matching the Game Boy Advance’s aspect ratio of 1.5:1. Again, Apple got back in line though, with 1.78:1 – which looks close to an industry standard now – for the iPhone 5.

Analysis over. Source data follows, if that’s your thing.

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Sonic Jump

An imagined conversation Tom: “Sonic Jump? That’s just a rip off of Doodle Jump.” Dick: “Ah, no, the original Sonic Jump was released for non-smart phones back in 2006, pre-dating Doodle Jump by a good three years.” Harry: “SHUT UP I DON’T CARE IT’S NO FUN.” Some elaboration Functionally, there’s nothing wrong with Sonic Jump. …

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Platforming on a non-platforming platform

Mobile developers like to make life hard for themselves, it would seem: platformers are thriving on mobiles, yet touch screens don’t have the delicious precision of physical buttons that the genre demands. Rayman Jungle Run notably rose to the challenge recently, but here are a couple of other recent examples that tickled my platforming fancy. …

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Supermagical

The idea of Supermagical is neat: whack a story and some light RPG elements onto the classic bubble-popping game. It looks and sounds fantastic. What a shame, then, that the game goes out of its way to make playing it a real bloody chore. Turning the classic mechanic on its side makes absolutely no difference, …

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The fine line between love and hate

They say that it’s a fine line between love and hate. What does that mean? Nobody knows that. But it might explain why I ended up playing a game I don’t really like as much as one that warmed my cockles something silly. Super Hexagon version: iPhone I fully expected to love Super Hexagon. Reviews …

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Rayman Jungle Run

Note to all: this is how to transfer a game to mobiles. Okay, so it’s not a conversion of Rayman Origins per se – but that’s the point. The wonderful UbiArt framework has been retained, but the controls stripped down to accommodate the touch screen. Which leaves a sticky condensed residue of the essence of …

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