I don't quite know how it happened, but I'm presently addicted to DaisyPop on my iPhone. The gameplay is pretty simple: various flowers and bugs float around the screen and you tap on things to pop them. Popping many things at once increases your score. Taps are limited but you get more the better you play. Unlike many other iOS games where frenetic tapping is rewarded, DaisyPop is a game of patience...waiting for several items to float close enough for the big scores can sometimes take a minute or two.
If you've played Monument Valley, a game so purty it won an Apple Design Award, you know the music is one of the best features of the game. Well, the original soundtrack for the game is now available for streaming on Rdio and Spotify.
(Oh, and while we're at it, let's take a moment to witness how nutty app pricing is. Monument Valley costs $3.99. The soundtrack, which is a just a part of the overall game, costs $8.99 at Amazon. And that makes sense how?)
Your addiction to various things digital might be wasting a lot of your time. But it's paying off in a big way for companies like King Digital Entertainment, the folks behind the wildly popular Candy Crush Saga. King just announced plans for an IPO. Can a company with one very big hit really go public? On one hand, consider this: "Of the 5000 companies in NASDAQ, only 6 have as much revenue ($1.88b) and fat profit margins (30%) as King." On the other hand, it's tough to stay on top in the hit-driven game industry. Want to invest in this IPO? First, you need to consider how long King will wear the crown.
100 years ago, Charlie Chaplin put on some floppy shoes, oversized trousers, a bowler, a mustache and became The Tramp. Within a year or two, he was internationally famous and in two years, he was making $670,000/year, an unprecedented figure in those days.
"It was amazingly fast," says David Robinson, a film critic who has written a definitive biography of Chaplin (His Life and Art) and is giving an already sold-out talk titled "100 Years of the Tramp" at the festival. "By mid-1914 he was already popular. By 1915 he was international. The speed with which it happened, without the modern media, is astonishing."
Consider the following: At the end of 1963, virtually no one in America had heard of the Beatles. Yet on Feb. 9, 1964, they drew the largest TV audience in history -- 73 million viewers -- when they appeared on "The Ed Sullivan Show." How could such a conquest have occurred so quickly? I once asked my friend Lenny Kaye that question, and he answered: "Everybody was ready for the '60s to begin." There's some truth to that, but of course there's much more to the story. The explosion of the Beatles in America was the result of combined forces -- artistic, social and technological -- as well as persistence, showbiz rivalries and more than a bit of luck. So how did it happen that the Beatles came out of nowhere to become the biggest cultural sensation ever, in six weeks?
On February 1st, reviews exploded to 800 in a single hour. 6,500 iTunes App Store reviews in a single day. February 1st is the day Dong Nguyen woke up, stretched, checked email, checked Twitter, checked iTunes, and witnessed millions of downloads happening.
You can only imagine what that must have felt like.
This is the same app no one cared about for more than half a year. Just one month prior, it was a great day if Flappy Bird got 20 total reviews on the App Store. Up until January 9th, there had never been an hour in which Flappy Bird received even 10 reviews (most of the time it was under 5).
Your addictive iOS game for the week: Hundreds. The concept and gameplay is super-simple...tap to expand circles until you reach a score of 100 without letting an expanding circle touch anything. And then it gets surprisingly difficult. Check out how the gameplay works:
Free idea for iOS game devs: for just about any iOS game I've played for the more than 60 minutes, I would pay dearly (like $10-15) for a God-mode option that let you play the game infinitely long without dying. The type of God mode would depend on the game. For Tiny Wings, it would be as simple as removing the sunset. For Ski Safari, ditch the avalanche. For Kingdom Rush, God mode might be something like starting any level with unlimited gold and unlimited enemies. (For KR, I would probably pay $30 for an unlimited mode.) And perhaps God mode purchase option only unlocks after a certain amount of gameplay. It wouldn't work for any game...e.g. I can't think of what God mode for Angry Birds would be like. But for a certain type of game, God mode would be a great way for experts to explore more of the games they love.
Update: Several people of Twitter mentioned The Mighty Eagle as Angry Birds' God mode, which is close. A couple of others also suggested unlimited birds of your choosing on every level...good idea!
Uh oh, this is bad news for my productivity after this Thursday...Andreas Illiger is set to release the sequel to the mega-fun Tiny Wings on July 12th. In the meantime, watch the adorable handmade trailer:
In the amount of time I have spent playing Kingdom Rush on the iPad, I could have completed a second or even third college degree. So it is with some relutance that I have been made aware of the iPhone version of Kingdom Rush, out today. It's the same game, optimized for the smaller screen on the iPhone and only 99 cents. Maybe the reason the whole "can't use the iPad/iPhone for creation" thing persists is that everyone is using the damn things to play tower defense games instead.
Ski Safari is an iOS game that's kind of a cross between Tiny Wings and CycloManiacs...which is to say that I love love love it. Here's my high score, about which I'm very ashamed and proud at the same time: