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Amju Super Cool Pool Adds Online Play 6:00 AM | Cord Kruse | Comment on this story
Amju Games has released a new version of Amju Super Cool Pool. The update to the colorful arcade simulation of the classic billiards game brings Super Cool Pool to version 2.0 and adds online internet play. The game features 3D physics, 32 games, and a full soundtrack. Here's a list of the game's features: - Play on the internet with Super Cool Pool Players all over the world! - Play online, against a friend or against computer Marin - she's hard to beat! - 6 Ball, 9 Ball, US 8 Ball and UK Pool, Crazy Pool and Trick Shots! - Seven different tables! - Collect hearts to unlock more games - Side spin, top spin and jumping balls - full 3D physics! - Save up to 4 different player profiles - Awesome all-new super flutey Amju soundtrack! Click over to the site provided below to download the latest version.
Amju Super Cool Pool
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BattleFleet Released For iPhone 6:00 AM | Cord Kruse | Comment on this story
Ripped Production has just released a new free iPhone game titled BattleFleet. The game brings the classic strategy of Battleship to Apple's recently released multimedia phone. It's you verses the iPhone in this classic game of Hit or Miss! Hours of exploding enjoyment! Very addicting game! iPhone wants to sink your Battleship! It's a highly addictive version of BattleShip, and very fun too. Follow the link below for more information.
BattleFleet
id's Steve Nix Discusses Tech 5 & Epic Competition 6:00 AM | Cord Kruse | Comment on this story
GamesIndustry BIZ recently posted a new interview with id Software's Steven Nix about the company's latest Tech 5 game engine. The interview covers the new engine's strengths, developer reaction, and the impact of competition from Epic's Unreal Tournament 3 engine. Last night Todd made a very impassioned claim for the engine. He called it "another option", and people will assume he meant "besides Unreal Engine 3". How do they compare? SN: I don't spend much time looking at Epic's current offering or what their product line is - we've always just done our own thing at id, so we don't spend too much time thinking about them. When we look at the competitive landscape, of course Epic's frequently mentioned, and you have other sort-of pure rendering solutions and they have some tools too, but the other competitor we have is people who do in-house development, so if people want to start a multi-platform game they ask themselves - should they adapt and alter technology? Should they write their own technology? So there are a number of competitors in the marketplace, but clearly no one has our virtualised texture solution with MegaTexture, and I'm not aware of anyone who runs as cleanly as we do out of the gate across the platforms - especially not the Mac. We have the PS3, the 360, the PC and the Mac all running at a very high frame-rate - basically all running at 60fps right now - and what's really unique is that when an artist builds an asset they don't know what they're building it for. They build the exact same model, the exact same level, and it doesn't matter what platform they're putting it on. That's a huge breakthrough. A lot of times you'd have your PS3-optimised assets, your Xbox-optimised assets, your PC-optimised assets, and at the end of the project you'd do this ugly Mac port. If not an ugly PC port. We think that the fact developers can cleanly simultaneously develop all four platforms is a huge change. For the rest of the Q&A click over to the link below.
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GamesIndustry.biz: Doom Merchant
StarCraft II Q&A Round 9 6:00 AM | Cord Kruse | Comment on this story
In the latest round of answers to fan questions about the upcoming StarCraft II, Blizzard Entertainment offers a few more morsels of information to sate hungry fans. The ninth Q&A batch is now available on Blizzard's StarCraft forums. The sequel to the original StarCraft, SC II will introduce new multiplayer action and pick up the Zerg, Terran, and Protoss storylines a few years after the end of BroodWar. 1) In the gameplay video the UI is toggled on/off several times. Will that be an option in-game? Currently, the UI will only toggle off during game cinematics. There are currently no plans to implement this for single-player or multiplayer as it would give some players an advantage over others. 2) Will the Twilight Archon have abilities? Yes. In the BlizzCon build, the Twilight Archon had the feedback ability. We are still doing much work on this unit, so none of this is final. 3) Can Protoss Units be attacked during the Warp-In process? Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit. 4) Will there be some old units from StarCraft be included in the Map Editor for StarCraft II? There will be units included in the Map Editor which will not be in the standard multiplayer skirmish mode. These will include various units from the original StarCraft, such as the Protoss Dragoon. 5) Will different races have different max-squad caps? Currently all 3 races will have the same maximum population cap at 200. 6) Can the Planetary Fortress lift off? Once the Command Center has been upgraded to be a Planetary Fortress, it can no longer lift off. Furthermore, the Planetary Fortress cannot be changed back into a normal Command Center with lift off capabilities. To join in the discussion head over to the links below.
StarCraft Forums: SC 2 Q&A Batch 9
StarCraft Forums: Ask Your SC2 Questions Here
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