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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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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What’s inside Pete’s cube?

So Peter Molyneux’s “social experiment” Curiosity – what’s inside the cube has been out for two days now, and at the time of writing more than 396,000 people have tapped away at the giant cube, destroying more than 163 million cubelets. The big question remains – what is inside the cube? We’d like to offer …

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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 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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I bet that you’ll look good on the App Store

Mobile games are released at such an unrelenting rate, that I don’t generally find pre-release coverage very helpful. If I can’t click through and buy it immediately, then there’s every chance I’ll have forgotten about it by the time it’s released. But it’s been a pretty lovely week for announcements. Rayman Jungle Run Everyone loves …

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Ghostbusters Paranormal Blast

All week I’ve been confronted by frightening, freakish visions on every street corner. That’s right, I’ve been in Edinburgh for the Fringe. Boom! (And, more relevantly, also playing a bit of augmented reality iPhone thing Ghostbusters Paranormal Blast.) It’s a neat set up: a Google Map of your immediate neighbourhood displays calls for you to …

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London 2012: the freemium Olympic Games

The freemium model is a bit of a curious fit for an official Olympics game. It doesn’t quite give the right message, does it? If you want to succeed, you need to build on your natural talent through plenty of good solid practice. Or just bung us a few pennies and we’ll sort you out. …

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Tiny Wings 2.0’s “stupid marketing trick”

Tiny Wings was Apple’s 2011 game of the year in Europe, and deservedly so: it’s lovely. A delightful teaser trailer for Tiny Wings 2 surfaced last week, with a release date of 12th July 2012. Collective conclusions were leapt to, but we should have been looking more closely at developer Andreas Illiger’s Twitter stream: There …

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Gauge

It takes a few goes to get Gauge. The titular bar is not unlike something you’d have seen in a golf game fifteen years ago, but it’s not a helpful comparison – trust me. So forget I said it. But once you do get it, and score slightly less pathetically, the game tells you: “Now …

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