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Posts tagged with "games"

iPhone 15, USB-C, and External Displays

Apple published an extensive support document about the USB-C connector on the new iPhone 15 lineup (we should be receiving our new iPhones later this week at MacStories, so stay tuned for our coverage), and a few details about compatibility with external displays caught my attention.

For starters, yes – Apple implemented DisplayPort connections over USB-C just like on the iPad Pro. The iPhone, however, is limited to a lower resolution:

iPhone uses the DisplayPort protocol to support connections to USB-C displays at up to 4K resolution and 60Hz.

Note that the latest iPad Pros support connections up to 6K, allowing you to connect an iPad Pro to a Pro Display XDR if you hate your wallet. You can try this with an iPhone 15 too, but display resolution is going to be limited to 4K. The Studio Display will be supported too, obviously.

Another tidbit from Apple’s support document:

You can connect your iPhone to an HDMI display or TV with a USB-C to HDMI adapter or cable. Adapters and cables that support HDMI 2.0 can output video from your iPhone at 4K resolution and 60Hz.

The Apple USB-C Digital AV Multiport Adapter is compatible with iPhone. This adapter can output video from iPhone at up to 4K resolution and 60Hz, including content in HDR10 or Dolby Vision if your display or TV supports HDR.

If my theory is correct, we should soon be able to connect an iPhone to an HDMI capture card (such as the ones I covered in my iPadOS 17 review) via Apple’s adapter and an HDMI cable, connect the capture card to an iPad, and use a compatible app to see the iPhone’s display on your iPad. That could be used for screencasts, playing videos from an iPhone on the iPad’s display, or, better yet, play a videogame from the iPhone in a Stage Manager window on the iPad.

The iPhone itself doesn’t support Stage Manager, so, unlike Samsung phones, it can’t be turned into a desktop workstation when plugged into an external monitor (I hope this happens down the road though). However, I do believe we’re going to start seeing some interesting experiments with iPhones being used as handheld gaming consoles with external monitors. Whether you’ll be using a capture card to turn an iPad into an external monitor for an iPhone using apps like Orion1 or Genki Studio2 or connect it to a portable OLED display, I think this newfound hardware modularity is going to be fascinating to observe.


  1. I tested the new app by the makers of Halide today shortly before it came out, and while I found its onboarding and UI delightful and the app worked well at standard resolutions, its built-in upscaling mode didn’t work for me. I tried displaying Nintendo Switch games on my iPad Pro using Orion and 4K upscaling, but the feature made games unplayable due to 3-4 seconds of added latency. I hope the Orion developers can work on a fix for this since software-based upscaling that doesn’t require a separate dongle could be a fantastic reason to use an iPad as a monitor. ↩︎
  2. This is the app that I covered as Capture Pro in my iPadOS 17 review. As it turns out, the developer teamed up with the folks at Genki (makers of the excellent Covert Dock Mini that I use with my Switch) and released the app under the name Genki Studio on the App Store this week. The functionality of the app is unchanged, and I still recommend it. ↩︎
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Widgle’s Four Photo-Based Widget Games Deliver Simple, Fun Interactive Diversions

Widgle is a collection of four simple puzzle games for the iPhone and iPad that integrate with your photos. As I mentioned in connection with Widgetsmith’s Tile game, interactive widgets’ system-imposed button and toggle limitation severely constrains the kinds of games that can be built as a widget, but that doesn’t mean they can’t still be fun. Widgle’s four games, a tile sliding puzzle, a maze, a lights out-style game, and a matching game each come in small and large sizes.

Tile Slide (left) and Lights On (right).

Tile Slide (left) and Lights On (right).

The Tile Slide game uses a photo of your choosing, scrambles the tiles, and overlays numbers, which can optionally be turned off in the widget’s settings. There’s one free space, and by tapping tiles, you can try to put them back in the correct order, reassembling your image. There are four grid options, too, a couple of which are only available in the large version of the widget.

Lights On begins with one of your photos divided into a grid with some of the squares missing. Tapping on a square inverts the others around it, and with some careful poking, you can reassemble your entire photo so it includes no blanks. Like Tile Slide, there are four grid size options, with two exclusive to the large-sized widget.

Maze Master (left) and Match Up (right).

Maze Master (left) and Match Up (right).

Maze Master overlays directional arrows around the edges of the widget, so you can guide your character through a maze backed by one of your photos. There are three difficulty levels to choose from and six different emoji characters available.

Finally, Match Up starts with a grid of squares with question marks in their centers. Tap squares to reveal the hidden emoji underneath. Find a matching pair of emoji, and the squares reveal part of one of your photos.

As I mentioned at the top. Widgle’s games are very simple classics, but I’ve still enjoyed idly playing with them when I need a break. The inclusion of photos, which can be picked in the main Widgle app, makes each game feel more personal.

Widgle is available on the App Store as a free download with an In-App Purchase of $1.99 to customize the puzzle with your photos.


Sega Releases Samba de Amigo: Party-To-Go on Apple Arcade

Today, Sega released Samba de Amigo: Party-To-Go, the latest incarnation of the rhythm game franchise, on Apple Arcade. Samba de Amigo debuted in 1999 in arcades, with a Sega Dreamcast version coming the next year. In those first versions of the game, you played by shaking a pair of maraca controllers to the beat of the music.

Party-To-Go has turned in the maracas in favor of touch gestures, controllers, and keyboards with a release that’s available through Apple Arcade on the iPhone, iPad, Mac, and Apple TV. Over the past several days, I’ve tried all but the Apple TV version of the game and have details and first impressions to share.

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Game On: Papers, Please Milestones, Netflix Eyes TV Gaming, Vampire Survivors and Rolando News, Plus an RPG for the Weekend

Lucas Pope’s critically acclaimed dystopian puzzle game Papers, Please celebrated a big milestone this week. As reported by Engadget, the game just passed its 10th anniversary and has sold 5 million copies, which is huge for an indie title. Of course, the game is on every platform imaginable these days, but if you still haven’t checked it out after all of these years, you can pick up Papers, Please for just $1.99 on the App Store for a limited time.

Netflix's Game Controller app.

Netflix’s Game Controller app.

Netflix released an iOS app called Netflix Game Controller this week with a UI that consists of standard onscreen versions of game controller buttons and a message that the app can be connected with games on your TV. As TechCrunch’s article on the app points out, though, there are no Netflix games that connect to it yet. An in-app message notes that Netflix Games on TV are currently in beta, and the app’s description simply says the games are coming soon. Netflix declined to comment about the app to TechCrunch.

Vampire Survivors.

Vampire Survivors.

Next week, Vampire Survivors will introduce a co-op mode on all platforms, including iOS. The highly addictive 8-bit style monster shooter that beat Elden Ring, Cult of the Lamb, and God of War: Ragnarök for a BAFTA game of the year award has an extensive FAQ covering how co-op mode will work if you’re interested in learning more.

Also on the horizon, according to TouchArcade, is a Steam version of Rolando that will be compatible with the Steam Deck. Rolando was a sensation on the early iOS App Store, disappeared with the transition to 64-bit apps, but triumphantly returned in 2019 as Rolando: Royale Edition. If you’re interested in videogame history and preservation, Andrew Hayward has a fantastic article on Polygon about Rolando’s 2019 comeback.

Stone Story RPG.

Stone Story RPG.

Finally, I want to leave you with a game recommendation for the weekend: Stone Story RPG. This isn’t a new game, but it was new to me, and I was so impressed with its all-ASCII artwork that I wanted to pass it along.

The game, which is available on iPhone, iPad, and other platforms, is a classic RPG with incredible art throughout, as well as an excellent soundtrack. An AI handles most of the action, leaving you to strategize your next move and craft items to help you on your quest. If you’re looking for something a little different to play on your iPhone this weekend, Stone Story RPG is a great option.


Game On is a periodic roundup highlighting the biggest news in gaming on Apple’s platforms. From the iPhone and iPad to the Mac and Vision Pro, we’ll cover the big-name games on Apple devices, along with notable industry and developer news.


Game On: More Netflix Gaming, Return to Monkey Island, Spaceplan, and Jelly Car Worlds

Oxenfree II.

Oxenfree II.

Not long ago, I linked to an in-depth profile of Netflix Games published by The Ringer. It seems Netflix has been busy getting the word out to more publications because not long after The Ringer’s post, Ash Parrish of The Verge published a story about Netflix Games from the perspective of its in-house studio, Night School, and Ripstone, an outside game developer that created the recently-released game, The Queen’s Gambit Chess.

Night School’s game director for Oxenfree II, Bryant Cannon, told Parrish that:

From a creative perspective, we have been able to maintain our creative independence [from Netflix], which is personally what I care about the most.

The story reinforces the sense I got from The Ringer’s story explaining that:

Netflix’s gaming philosophy right now resembles a kind of patronage system. Netflix supplies its studios with resources, and they’re free to pursue whatever artistic avenue they want. This approach isn’t too far off from how game subscription services work, bringing Netflix in line with products like Xbox’s Game Pass and Apple Arcade.

Last week also saw the release of Return to Monkey Island on the iPhone and iPad. The game, which was released on consoles and Steam last fall, marks the comeback of the classic point-and-click adventure series and its creator, Ron Gilbert.

TouchArcade, which is one of the few sites to review the iOS and iPadOS versions of Return to Monkey Island was impressed:

Having now played Return to Monkey Island on basically everything but PS5, it shines on a portable. The iOS versions have controller support as well as touch support as I mentioned above, but so do the Steam Deck and Switch versions. Given the game looks, runs, and plays brilliantly on all portables I tried it on, I recommend getting it wherever you enjoy playing games the most. There is no definitive portable version because they are all excellent. My favorite version is definitely the iPad version on my iPad Pro.

If you’re a 90s gamer with nostalgia for the Monkey Island series, Return to Monkey Island sounds like a great way to revisit the series on modern hardware.

Spaceplan.

Spaceplan.

I’ve never been a big fan of clicker games. I find them too mindless for my tastes, but last week, I stumbled upon an update to Spaceplan, a weird and wonderful potato-planet themed clicker by Jake Hollands that debuted in 2017. With the update, Spaceplan runs on modern screens, adds haptic feedback, and refreshes other game elements.

At the start of the game, you need to press a button repeatedly to collect energy that can be traded for items that collect the energy for you. The catch is that items cost progressively more in collected watts as the game goes on.

Apparently, there’s a conclusion to the game, although I haven’t reached it yet. What’s drawn me into Spaceplan is the simple graphics, hypnotic electronic soundtrack, and dialogue that help build a story around an incredibly simple mechanic. As it turns out, sometimes a little mindless fun is just what I need to unwind, and Spaceplan delivers that perfectly.

Jelly Car Worlds.

Jelly Car Worlds.

Finally, I wanted to call out an update to Jelly Car Worlds, an Apple Arcade title. Jelly Car Worlds is an excellent reimagining of the original Jelly Car, which debuted about a decade earlier on the App Store. The unique physics of this cross between a racing game and platformer are incredibly fun. Worlds added a level editor, which was refined with last week’s release. The update also added the levels from the original Jelly Car game. According to TouchArcade, future updates are planned to add levels from Jelly Car 2 and 3, which will make this a great way to experience those classic levels and inspire the design of new ones in the level editor.


Game On is a periodic roundup highlighting the biggest news in gaming on Apple’s platforms. From the iPhone and iPad to the Mac and Vision Pro, we’ll cover the big-name games on Apple devices, along with notable industry and developer news.


Game On: Pokémon Sleep, Stardew Valley+, Dead Cells, Netflix Gaming, Unity’s PolySpatial Beta, and Epic Games’ Battle with Apple

The videogame industry is huge, surpassing movies and music by wide margins. Apple has seen a lot of success with mobile games, but it’s history with desktop gaming leaves a lot to be desired. However, one thing is clear. Apple wants to expand its presence in the videogame industry and sees Apple silicon as the key to its success.

While the jury’s still out whether the company’s ambitions will succeed, beginning today, we’ll be publishing periodic roundups highlighting the biggest news in gaming on Apple’s platforms. From the iPhone and iPad to the Mac and Vision Pro, we’ll cover the big name games coming to Apple devices, along with notable industry and developer news.


What the Golf? running on visionOS. Source: [Unity](https://blog.unity.com/engine-platform/unity-support-for-visionos).

What the Golf? running on visionOS. Source: Unity.

This week, Unity announced a beta program for PolySpatial, a tool for visionOS developers that integrates with other Unity tools to help developers bring their Unity-based games to Apple Vision Pro. I wrote about the company’s announcement, which also revealed that Triband’s What the Golf? is being adapted for visionOS, earlier this week where you’ll find links to Unity’s blog post about PolySpatial and its beta program.

This week, I also covered a story by Lewis Gordon on The Ringer that takes an in-depth look at Netflix Games’ history and ambitions. It’s a fascinating look at a the video streaming company’s efforts to place a lot of small bets on mobile platforms like the iPhone and iPad, as well as console and PC gaming, in an effort to stay relevant to its subscribers.

Pokémon Sleep.

Pokémon Sleep.

There was big game news this week too. Pokémon Sleep, a gamified sleep tracking app from The Pokémon Company that’s been in development since at least 2019 debuted on iOS and Android. According to Ash Parish at The Verge:

Sleep works by having you place your phone on your pillow after doing any of the fifty ‘leven million Pokémon-themed activities you can do nowadays. (Back in my day, all we could do was catch ‘em all — all 151 of them — and we liked it!) The app purports to track your sleeping habits via your phone, and when you wake up in the morning, the app will tell you how well you slept and compare your sleeping style to that of other ‘mon.

If you think Pikachu might help you get a good night’s sleep, you can download the game from the App Store here.

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Netflix’s Slow and Steady Infiltration of the Videogame Industry

Last week, The Ringer published an in-depth look at Netflix’s foray into videogame publishing, which, to this point, has primarily consisted of mobile games on iOS, iPadOS, and Android. The story goes back to 2017, when Netflix published a retro-style game tie-in with Stranger Things. Today, Netflix offers not only a sizeable and growing catalog of mobile games but has begun purchasing game studios like Night School, the makers of the critically acclaimed Oxenfree and the recently-released Oxenfree II. As Lewis Gordon, writing for The Ringer, explains:

Since acquiring Night School, Netflix has bought three additional existing studios outright; it has also established two, one in Helsinki and another in California. There are some 67 games in the Netflix library, playable through its iOS and Android apps; 86 more are in development, with 16 of those being made by in-house studios. Consequently, Netflix Games has swollen to 450 employees, headed up by VP of games Mike Verdu (a former Electronic Arts executive), VP of game studios Amir Rahimi (former president of mobile games company Scopely), and VP of external games Leanne Loombe (who joined from League of Legends developer Riot).

That’s a big catalog with an executive team in place that hints at Netflix’s long-term gaming ambitions. Gordon:

For the time being, Netflix is doggedly sticking to its mobile-first message: The company declined requests to interview Verdu and Rahimi, the two executives whose work will arguably bear fruit further down the line. Nor has it allowed access to anyone at its newly established studios in Helsinki or California, the latter of which is working on an all-new “AAA multiplatform game” led by game makers with considerable chops: Joseph Staten, a key creative on the Halo and Destiny franchises, and Chacko Sonny, former Overwatch executive producer.

However, it’s not clear where Netflix is heading. The company seems to be making a lot of smaller bets on multiple game categories, as Gordon explains:

Netflix’s mobile titles are a notably disparate bunch. Among others, they include a Hello Kitty rhythm game, a SpongeBob cooking game, and a handful of titles licensed from mobile juggernaut Gameloft, including arcade racer Asphalt Xtreme. There are mobile ports of prestige indies such as Kentucky Route ZeroImmortality, and Twelve Minutes, as well as a handful of similarly ambitious games that, if you were browsing for a TV show or movie, would be grouped under the “Only on Netflix” header: charming platformer Poinpy, open-world flying game Laya’s Horizon, and Ubisoft’s recent Valiant Hearts sequel. Finally, there are the adaptations of Netflix’s own IP: Too Hot to Handle, based on the salacious reality TV show; the aforementioned Stranger Things game; and Queen’s Gambit Chess, which will arrive on July 25.

Gordon contrasts this approach with Apple’s:

Apple Arcade, another mobile subscription service, initially cultivated a slate of titles that shared an elegant, refined aesthetic and innovative interactivity (from vaporwave rhythm game Sayonara Wild Hearts to mechanical tinkering simulation Assemble With Care) before pivoting to more casual titles in an effort to mitigate so-called “churn” (i.e., the loss of subscribers). Netflix, by contrast, has aimed for a broad audience from the get-go. After all, the company’s remit couldn’t be wider: “We want to entertain the world,” states the marketing spiel on its website, an ethos reflected in its TV shows and movies. For every Roma there is an Extraction; for every Mindhunter, a Love Is Blind. Now, for every Laya’s Horizon there is a match-3 Stranger Things game.

One aspect of Netflix’s approach that is very different from Apple Arcade that I find fascinating is that it’s purchasing videogame studios to complement its in-house studio. When you step back, it’s an approach that’s similar to Apple TV+, which is both funding third-party shows that it publishes on its TV+ service and Apple Originals, which are created in-house. Whether that’s a formula that Apple could replicate for videogames, I don’t know, but I’d sure like to see it try.

Another fascinating aspect of Netflix’s videogame business is its expansion beyond mobile games. The mobile games it publishes are free to play with a Netflix subscription, but others are being published and sold on consoles and PCs, too. A good example is the recent release of Oxenfree II, which can be played on Apple and Android hardware for free by Netflix subscribers, but it’s also being sold on consoles and PCs for $19.99. It’s an interesting approach that adds value to a Netflix subscription but also offers outlets to play for people who don’t subscribe or prefer console and PC gaming experiences.

There’s a lot in Gordon’s story to think about and digest. Today, the number of Netflix customers who are playing its mobile games is tiny compared to the total number of subscribers. At the same time, Netflix is still clearly experimenting and in the very early days of testing the videogame waters. As a result, it’s hard to judge where the experiments might lead, but in a rapidly changing industry, it will be interesting to see if Netflix’s approach is the one that sticks.

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The Case for Videogame and App Preservation

On the same day that the App Store turned 15, the Video Game History Foundation released a study that concludes 87% of all classic videogames released in the US are no longer commercially available. The study looked at a broad cross-section of platforms and found that this isn’t a problem that’s limited to one corner of the videogame industry. It’s universal. As a result, a large segment of videogame history is at risk of being lost forever.

The Video Game History Foundation’s mission is to preserve videogame history, and along with libraries, museums, and archives, they’re seeking exemptions from US Copyright law to make game preservation easier. On the other side of their efforts is the gaming industry, which argues, among other things, that commercial re-releases and remasters of classic games are satisfying preservation needs.

That debate is what prompted the Foundation’s study:

It’s true that there’s more games being re-released than even before. But then why does the gaming community believe that so few classic games are still available? What’s the real story here? If we want to have a productive conversation about game preservation, we need an accurate understanding of where things stand right now.

We conducted this study to settle the facts. It’s not enough just to have a hunch. We need hard data.

The results of the Video Game History Foundation’s study tell a different story than the one the videogame industry tells and is one that’s equally applicable to mobile games and apps on Apple’s App Store. Federico and I have written about app and game preservation before, including during the 10th anniversary of the App Store. And while I applaud Apple’s decision to promote classic iOS games as part of Apple Arcade, the Foundation’s study shows that it’s not enough. It’s a start, but for every game that is given a new lease on life as part of Arcade, there are dozens that lie dormant and unplayable.

The problem extends to apps too. Craig Grannell, with the help of Internet sleuths, set out to recreate the list of 500 apps and games that debuted on the App Store as its 15th anniversary approached. Grannell’s Google Spreadsheet currently lists 355 titles, and guess what? By my count, only 43 of those apps and games have live App Store URLs, which works out to 12%, almost exactly the same results as the Video Game History Foundation’s study. Grannell’s spreadsheet may not have been compiled as rigorously as the Foundation’s study, but the point stands: we’re losing access to culturally significant apps and games on the App Store alongside the videogame industry.

That’s why I was happy to see the Video Game History Foundation take the important step of gathering the facts that support their preservation efforts. Its focus is on games, but hopefully, it will help raise awareness about preserving apps too.

A good way to learn more about the Video Game History Foundation’s study is also to listen to the latest episode of its podcast, where Kelsey Lewin and Phil Salvador of the Foundation were joined by Brandon Butler, Director of Information Policy at the University of Virginia Library and Law and Policy Advisor at the Software Preservation Network.


Snazzy Labs on the Trouble with Mac Gaming

Quinn Nelson of Snazzy Labs has an excellent video about the trouble with gaming on the Mac. The video’s title says it all: “Macs Can Game. But Apple Can’t.” As Nelson explains, it’s not the hardware or the software that’s holding the platform back. It’s the size of the Mac market and the lack of any apparent strategy to attract more than a few big-name game studios to the Mac.

Nelson’s critique is spot-on. More than ever, Apple seems to be interested in and care about gaming on the Mac. That’s gotten a lot of people’s hopes up, including mine, but the company needs to start spending money to get AAA games as exclusives on the platform if it ever wants to compete with the PC gaming market. Apple spent the money to go from Planet of the Apps to Ted Lasso, and it’s going to have to do the same with videogames if it wants to attract the industry’s biggest names and titles.

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