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Friday, March 14, 2008

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Space Pig Available For Macs
6:00 AM | Cord Kruse | 3 comments

baKno has announced the release of SpacePig, a cartoon style 3D game for the Mac. Players control the space pig character as he travels around the moon, running, jumping, flying and picking up coins and diamonds. Gamers may also post their scores to baKno's Top 100 list to compare against other players around the globe.

Space Pig is a fun, entertaining and relaxing cartoon style game. Control the animated pig character, picking up as many coins and diamonds as you can, but beware of the falling meteorites and spikes. Post your score in our Top 100 list and check how your scores measure up.
Minimum Requirements:
• Mac OS X Version 10.4 Tiger or higher
• Universal Binary for PowerPC and Intel
• G4 Processor, 1GHz or faster
• 38.8 MB Hard Drive space
SpacePig is available as a universal binary application. The demo version can be downloaded from the baKno website. Single seat licenses are priced at $19.95, with a promotional two-seat license available for $29.95.

Space Pig

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Macgamestore: Pre-Order Fable: The Lost Chapters
3:18 PM | Tuncer Deniz | Comment on this story has begun to take pre-orders for Feral's Fable: The Lost Chapters, the long-awaited RPG created by Lionhead Software.

Imagine a world in which every choice and action determines what you become. Your character's life story is created from childhood through to adulthood and on to old age. Grow from an inexperienced child into the most powerful being in the world, spoken of by all and immortalized in legend. Choose the path of righteousness, or dedicate your life to evil, and see yourself transform into a reflection of your actions and decisions. This is the world of Fable: The Lost Chapters – the Action RPG for the Mac.

The game is available for pre-order for $49.95 and is scheduled to ship in early April.

Buy Fable: The Lost Chapters

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Inside Mac Games Reviews Europa Universalis III
3:15 PM | Tuncer Deniz | Comment on this story

Inside Mac Games has posted a review of Virtual Programming's Europa Universalis III. Here's a clip from the review:

Europa Universalis III is one of the more complex games of the Real Time Strategy (RTS) genre. It has an extremely daunting learning curve that make most games seem like Lemmings. The tutorial of the game is detailed, however it covers a lot of material in a very short amount of time, and at the same time, not all of the material in the game; this is your country, this is the end you hold and this is the end that you use to make your country larger by force
To check out the full review, please follow the link below.

Inside Mac Games Review: Europa Universalis III
Virtual Programming
Europa Universalis III
Buy Europa Universalis III

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Reflexive Announces Airport Mania: First Flight
1:45 PM | Tuncer Deniz | Comment on this story

Reflexive Entertainment today announced it will be publishing Airport Mania: First Flight for PC and Mac. The game puts players in charge of an airport, giving them the chance to direct air traffic and customize the airport, as they try to keep up with the hectic happenings.

Combining the excitement of travel with the frantic action of air traffic control, Airport Mania is full of character. From the expressions and voices of the planes to the awards room filled with riddles, every aspect of the game has been created to be entertaining and enjoyable. The game play is full of surprises including in-air emergencies and events, like the arrival of the President's Plane, that require immediate attention. Also included are multiple goal levels and a secret hidden Paper Planes mode.

Developed in a partnership with South Winds Games ( ), Airport Mania has been created with a focus on fun. "There are a lot of different types of games out there for a lot of different people," said Airport Mania Designer Russell Carroll. "In creating Airport Mania, I wanted to create a game that would make people smile and have fun. For me, there are few things more rewarding than seeing something you've created put a smile on someone else's face."
For more on Airport Mania: First Flight, head to the official web site.

Reflexive Entertainment
Airport Mania: First Flight
Buy Airport Mania: First Flight

Scenario Poker 2.9 Released
1:31 PM | Tuncer Deniz | Comment on this story

Scenario Software today announced the release of Scenario Poker 2.9 of its popular Texas Hold 'em Tournament poker simulation for the Mac OS X Dashboard.

Develope Todd Ouzts said, "The ability to use your own photo
in the Scenario Poker widget has been our most requested feature. So
we're proud to announce that Scenario Poker 2.9 for Dashboard is
integrated with your Mac OS X Address Book. This cool new feature
enables you to put yourself in the game, along with absolutely
whomever else you'd like to simulate playing The Great American Game
of Poker with. That includes your Friday night poker buddies,
professional poker players, movies stars, historical figures, cartoon
characters, farm animals—you name it!"
A step-by-step tutorial is available at the Scenario Software web site.

Scenario Poker

Andrew Welch Discusses iPhone Gaming, 15 Years Of Ambrosia
6:00 AM | Cord Kruse | Comment on this story

Your Mac Life's most recent episode featured an interview with Ambrosia Software's Andrew Welch. In addition to discussing Apple's release of a software development kit for the iPhone, Welch also talked about his company's 15 year history and what the future has in store for Ambrosia.

Apple has released the iPhone SDK in such a way as to have sent shock waves through not only the Macintosh Developer Community but also the cell phone industry and the Enterprise market. We could spend a lot of time talking to a lot of different people about this but Ambrosia Software is remarkably well positioned to discuss all of it.

Not only will Ambrosia's President Andrew Welch be on to talk about the company's 15 year history on the Mac, he'll talk about the challenges the company faces going forward, how the iPhone SDK affects Ambrosia, what he sees as the future of developing on the Macintosh, and whether or not Apple actually does hate games, among other things!
Click on the link below for more information.

Your Mac Life: Andrew Welch Interview
Ambrosia Software

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Gameloft CEO On iPhone Games
6:00 AM | Cord Kruse | Comment on this story

Macworld has published a new interview with Gameloft president and CEO, Michel Guillemot. In the interview Guillemot discusses the iPhone as a platform for games and how the device will fit into his company's future development plans.

MW: What can you tell us about Gameloft’s iPhone plans specifically?
MG: We are developing 15 titles for the iPhone which should launch by the end of 2008. We’ll roll out a few titles in June/July and the remaining throughout the rest of the year. We can’t really go much more into specific titles yet, but we are fully committed to the iPhone as we believe it will really shape the market in terms of mobile games.

MW: Apple will take 30 percent of the revenue for iPhone applications sold through the App Store. Is this a fair deal?
MG: It is very much a fair deal and a smart business model on many levels. First of all the publisher can set the price point and there is no extra hidden fee involved. The business model in which the handset manufacturer takes care of hosting, merchandising, billing, delivery, etc. is new to the mobile mix and a great new way to approach this business because it allows the developer to focus on creating great games. We believe that Apple is positioned to be successful with this model because they have had ample experience running a delivery platform for music, video and iPod via iTunes.
The 70/30 revenue share is very fair and as a developer it allows you to invest that 70 percent into creating great games and marketing them accordingly. It is a clever business model because Apple gets enough money to manage their site and the developer gets enough to continue doing what it does best — creating games. This business model is well balanced for all parties involved, Apple, developer and consumer.
Head over to the site linked below to read the rest of the interview.

Macworld: Gameloft Interview

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The Future Of Indie RPGs
6:00 AM | Cord Kruse | Comment on this story

Tales of the Rampant Coyote has unveiled its second roundtable discussion with Indie RPG developers. This time Spiderweb Software's Jeff Vogel, Basilisk Games' Thomas Riegsecker, Planewalker Games' Jason Compton, and Prairie Games' Josh Engebretson were among those pondering the future of Indie RPGs.

Assuming it won't expose any of your secrets for world domination, could you peek into the crystal ball that was issued to you with your license to make RPGs, and tell me what you think the future holds for indie RPGs in, say, five to eight years? What, if anything, might be different from the landscape today, both in the games themselves and how we obtain and play them?

Thomas Riegsecker, Basilisk Games ("Eschalon: Book 1"):
I think the biggest challenge to indie developers is in expanding our customer base which has been shrinking for the past 20 years. A large portion of my customers are older- those who used to play Ultima on their parent's computer in the 80's. As an indie I can't afford a team of artists and a CryENGINE license for my games, so it is very hard to attract younger players who are looking for that type of experience. Along those lines, many younger players don't fully appreciate traditional role-playing because they've only been exposed to Action RPGs and MMOs. The good news is that I think indie RPGs have made great steps forward in terms of visual presentation and game play, and as our mainstream coverage expands we are likely to see our customer base grow. Here at Basilisk Games we are very excited about our plans for the next five years and despite the challenges, the future looks good for indie RPGs.

Jeff Vogel, Spiderweb Software ("Avernum V," "Geneforge 4," etc.):
It is beyond the capacity of an Indie to compete in the graphics area, and it is beyond the limits of our technology to create more than the barest improvements in AI. Where Indies can compete is in the area of storytelling and design.
For example, I am just starting the fifth and final part of our epic Geneforge series. I think that these are truly innovative games. They take place in a unique world ruled by a secretive sect of wizards (called Shapers) who create new forms of life to serve them.
They are completely wide open games. You can choose which side you fight for, even joining forces with the so-called "bad guys," and find interesting and satisfying endings. You can advance using combat, or never attack anything directly and instead use stealth, trickery, and diplomacy. You can play a solitary character or make a horde of fanatically loyal monsters to serve you. Fans of the series really appreciate the many meaningful choices available to them.
You can do this sort of thing on a low budget. I don't dream about a fancy graphics budget anymore. I look for the areas where I can excel, and I focus on those.
The full article is available to read the link below.

Tales Of The Rampant Coyote: Indies Roundtable 2

Mac Games News for Thursday, March 13, 2008

Fable Shipping March 31st10:21 AM
Civilization IV Warlords Updated6:00 AM
iPhone SDK Downloads Pass 100,0006:00 AM
Puzzle Quest: Challenge Of The Warlords Comes To Intel Macs6:00 AM
The Shadowbane Reboot Coming Soon6:00 AM
View all of the Mac games news for Thursday, March 13, 2008 on one page

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