Supercow Available For Mac
6:00 AM | Cord Kruse | Comment on this story
Macgamestore has announced the release of Supercow for the Macintosh. Developed by Russian-based NevoSoft, the game is a colorful side-scrolling action title designed for all ages. Features include professional cartoon actors voicing the game's characters, and a variety of levels and challenges to conquer.
Professor Duriarti, a famous criminal, has seized the farm and captured the animals! He cloned them and made the clones work for him to successfully fulfill his diabolical plan of earth's destruction. Through her network of informants, Supercow heard about the situation, and dashed off to save the farm animals. Because after all, who knows how to save the farm better than Supercow? Supercow is an arcade game for the entire family! Supercow for the Mac is available for $19.95 USD through Macgamestore. A free 60 minute trial Universal Binary demo version of the game is available for download.
• Professional cartoon actors speaking for characters
• Control game with either mouse or keyboard
• Plenty of levels and challenges to beat
Uplink Goes Universal
6:00 AM | Cord Kruse | 18 comments
Ambrosia Software has announced the release of Uplink 1.6.0. This release brings support for PowerPC and Intel-based Macs, and also provides enhancements to the cyber-hacking strategy game.
Improvements and changes in version 1.6.0:
• Uplink is now a Universal Binary that runs natively on PowerPC and Intel Macs Uplink costs $25, requires Mac OS X 10.3.9 or later, and is now a Universal Binary application. Follow the links below for more information.
• Updated game content
• Toggle fullscreen and change resolutions in-game without restarting Uplink
• Various bug fixes and enhancements
Return To Dark Castle Reviewed
6:00 AM | Cord Kruse | Comment on this story
Macworld's Game Room has published a new review of Return to Dark Castle, the long awaited third installment in the classic action series. The game once again sends players, this time in the form of a new hero, into the Dark Castle to vanquish the Black Knight and his evil minions. The Game Room gave Return to Dark Castle a score of 3.5 out of 5 mice.
From the review:
Mac gamers who have grown up in the modern era are likely to find many of Return to Dark Castle’s embellishments quaint; the game still sports a fixed resolution of 640-by-480 pixels, for example, though it can be switched in and out of full-screen mode. The graphics are still bitmapped; even the basic interface of the game is extraordinarily “classic” Mac-like. But that’s the charm of Return to Dark Caste for gamers like me who will always have a soft spot in their hearts for this particular game series.Click over to the link below to read the full review.
Macworld's Game Room: Return To Dark Castle Review
Gameplay is surprisingly challenging, especially at higher difficulty levels. Game controls are fairly easy to remember; most of the controls are clustered around the WASD keys, and the mouse is used for aiming and firing your weapon. Z Sculpt developed its own software for managing input from game controllers, which you can download and install if you want to use a gamepad or another device besides the mouse and keyboard (you’re prompted to do so if you click on the input preference). It works pretty well.
Return to Dark Castle has very modest system requirements, as long as you’re running OS X 10.3 (Panther) or better. It should run on anything better than a 500MHz G3 or faster, and is a Universal binary so it’ll even run natively on Intel Macs. What’s more, a playable demo is available so you can give it a try before you plunk down $30.
Return to Dark Castle
Buy Return to Dark Castle
A History Of Game Physics
6:00 AM | Cord Kruse | 1 comment
Game Career Guide has posted a new article exploring the use of physics in computer games. The feature traces the history of physics in games from the early days of Pong to the processor intensive shooters of today.
Even before the advanced 3D graphics of current generation video games, physics played an important role in the game experience. One of the earliest examples of successful game physics is in Spacewar, released in 1962. In Spacewar, players control spaceships that fire bullets and missiles at one another while avoiding being shot or colliding with a star. The physics in that game calculates a gravitational pull that arcs the trajectory of bullet fire, and pulls ships toward them. This gives the game a unique feel that even later more technologically advanced games like Asteroids can't reproduce. The full article is available at the website listed below.
Game Career Guide: Physics In Mass Market Games
A decade later Pong brought games to mainstream audiences. While Pong had primitive gameplay -- two paddles knocking a ball back and forth -- it's based on a simple physics calculation that determines where on the paddle the ball will hit and bounces it back at the appropriate angle. Atari knew it was on to something good and used the same game mechanic in a single-player version, Breakout. Instead of trying to beat an opponent, the player tries to destroy stationary bricks.
Meanwhile, while the bulk of game makers were designing games set in abstract and alien worlds, a Japanese company was working on a video game with a more human protagonist. Donkey Kong, the first "jumping" game, or platformer, was released in 1981 and garnered a great deal of public attention. Instead of piloting a ship like in Spacewar, or a floating paddle like in Pong, Donkey Kong players control a carpenter named Jumpman.
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