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Reader Comments (43)

Posted: Jan 9th 2012 10:14AM Alexisonfire said

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"Would pay 10x to play anywhere else."

This is so true. I've snatched up several games on Steam, DSiWare, XBLIG, etc. for 3-10x the cost as their mobile counterparts just so I could, you know, play the game without playing it feel insufferable.

Posted: Jan 9th 2012 11:07AM Coco Bananas said

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@Alexisonfire

Relevant: http://theoatmeal.com/blog/apps
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Posted: Jan 9th 2012 10:37AM gilmontaubamgmailcom said

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That is why smartphones/tablets will not substitute traditional consoles soon. You can have unique, great experiences in them, but more traditional ones suffer from the lack of buttons.

please visit plasticvideogamecomic.blogspot.com

Posted: Jan 9th 2012 10:18AM (Unverified) said

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Exactly why there's still a market for the 3DS and Vita. I like the iPhone but need my buttons. Gimme my buttons!

Posted: Jan 9th 2012 10:22AM jbemu said

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I can confirm that Super Crate Box is a blast with the iCade and the controls work perfectly.

And there are two new iCade models announced: http://www.engadget.com/2012/01/08/icade-cuts-the-fat-for-ces-introduces-handheld-brother/

Posted: Jan 9th 2012 11:25AM Gourd British said

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@jbemu -- ABSOLUTELY AGREE!!

I bought an iCade specifically for Super Crate Box and it's without a doubt the most addictive fun I have EVER had playing a video game.

I previously had my PS3 bluetooth controller for playing Crate Box on my Macbook, (but I could never make the leap over the bottom pit) however the iCade stick is absolutely perfect for it. I finally understand why people buy fight sticks now..

And no i don't work for iCade! I think they're terribly overpriced, but if you can find a good deal on one, completely worth it. (Bed Bath recently had them for $39)
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Posted: Jan 9th 2012 10:23AM SmashZilla said

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Great article. While iPhone continues to bulldoze through the game world, the DS' and Psps of the world will stay due to the physical button (and great software)

In the case of SCB I think that the digital imputes aren't 100% accurate and fare to close, but these problems usually disappear after an update. However, it's almost impossible to jump high/shoot fast due to no real buttons. In a game like SCB that's tough. Still one of my favorite quick no nonsense games though.

The only iphone game I've ever played with perfect virtual controls has been pix n love rush.

Posted: Jan 9th 2012 10:24AM mguniverse said

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I really don't understand, these are the best implementation of virtual buttons on any iPhone game. They work so flawlessly, you can just roll your thumbs across them as you would physical buttons. What gripe do you have with them? Why do they not work for you?

Posted: Jan 9th 2012 11:16AM AxelSteelBMX said

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@mguniverse Tactile feedback and being able to feel where one's fingers are. Regardless of how "well" a game's virtual d-pad and action buttons perform, you can't feel them under your fingers and thus they can be very easy to miss in the heat of blistering gameplay.
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Posted: Jan 9th 2012 2:44PM PN04 said

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@mguniverse
As already stated, you're not getting any feed back with onscreen buttons and you can often cover the action on screen because that's where they buttons actually ARE unless it's a game that puts the controls in a box separate from the gameplay area but that minimizes the size of the game window and it's still not as responsive as a physical button regardless of how well made the capacitive touch sensor is, it still misses button presses and that's assuming you were even able to find/press the virtual button in the middle of a heated gaming session where quick input is required.
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Posted: Jan 9th 2012 10:24AM Uncle Jesse said

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I can't play - and have stopped trying - any game with virtual buttons. I only play games that require swiping and/or tapping the screen. Games like Fruit Ninja, Angry Birds, Jetpack Joyride, Tiny Wings, Drop 7, Mirror's Edge, etc., all work brilliantly. I've tried so many times, but as soon as the game puts that 'controller overlay' on the screen, I sigh. It just doesn't work, and when it does work, it doesn't work well but the standards are so low that people say that it "works well for virtual buttons" or something like that. Not good. It's one of the biggest reasons/setbacks why these devices will never beat a true gaming portable console.

Posted: Jan 9th 2012 10:28AM Chuck Bosworth said

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Eh, it's really not that hard to get used to. Sure you might mess up the controls once or twice every now and then, but the game is so quick and easy to keep playing that I can just equate the mistake with all other mistakes, being that it is my fault for making it. Currently, I have the 11th spot on the leaderboards for Construction Yards Ambush and have collected over 7,500 crates. Still loving the game. But yes, I did buy it on iOS because I wanted to show some support for the hours and hours I put into it on PC.

Posted: Jan 9th 2012 10:32AM YamiYaiba said

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So....this game is a rip of Muffin Knight for Android? Mkay.

Posted: Jan 9th 2012 10:43AM SmashZilla said

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@YamiYaiba

Other way around.
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Posted: Jan 9th 2012 10:50AM Chuck Bosworth said

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@YamiYaiba Except any review of "Muffin Knight" will tell you it is copying Super Crate Box almost exactly.
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Posted: Jan 9th 2012 10:55AM Smash Bro said

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@YamiYaiba
I was going to post the same thing but then realized that it was possible Muffin Knight is the clone. Either way, MK controls well enough with virtual controls, not sure about this one.
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Posted: Jan 9th 2012 10:33AM Tristan77 said

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Virtual buttons are only good in some circumstances, that is why I am going to love my PSVita, it have both virtual and physical buttons, problem solved.

Posted: Jan 9th 2012 10:37AM ShinAntonio said

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I, too, hate virtual buttons, which is why I roll my eyes at Sonic and Mega Man ports to the iOS.

Posted: Jan 9th 2012 10:39AM Startbuttonnews said

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@ShinAntonio

Really? I feel like Sonic CD works on iOS if only because it has just ONE button so you can't really miss a command. The d-pad is a minor issue though.
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Posted: Jan 9th 2012 10:44AM SmashZilla said

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@ShinAntonio

Yea Sonic works ok on the touch screen due to the one button thing as Startbutton mentioned. Megaman though....*shudder*
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Posted: Jan 9th 2012 10:56AM Smash Bro said

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@Startbuttonnews Sonic CD is unplayable on my iPad with that virtual d-pad, jumping works well enough I suppose.
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Posted: Jan 9th 2012 10:45AM Ryan P said

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I totally agree that virtual buttons really take a toll on games ported over to touchscreens. I picked up Sonic CD for my Android phone (because I LOVE that game) and although the virtual gamepad is "pretty good" I've died more than once from doing the wrong type of dash when I didn't mean to, or fumbling on delicate platforms because I just couldn't make it accurately go left or right, and so on.

I can't imagine how bad it would be if it was a game that required actual precision, like Megaman X.

Posted: Jan 9th 2012 10:48AM db2 said

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If you want to see how to properly adapt a game that uses 8-way movement and a pair of buttons, have a look at Space Tripper.

Posted: Jan 9th 2012 10:52AM trinica said

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This is why I have an Xperia Play....I've never understood why people try to game with virtual buttons. It doesn't seem like it could ever possibly be any fun whatsoever.

Posted: Jan 9th 2012 11:16AM Kyrx said

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Shouldn't be too difficult for future smartphones to have control attachments, which could also have gyrometer and stuff like that. Like place the phone horizontally in a casing which has buttons at left and right side and plugs into some port. There was something on Joystiq about Microsoft patenting interchangeable controls. Any of these solutions could fairly easily kill portable console market, unless Nintendo stays one step ahead, not with the 3DS at least, and so far with online stuff they've been few steps behind.

Posted: Jan 9th 2012 6:19PM xxxsam said

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@Kyrx
There are two main reasons that game hardware like Nintendo 3DS and PS Vita are better than phones. One is, indeed, hardware buttons. But the other is game price. For small games like this one, phones are a perfectly good platform. But major games with a large development team (Mario Land, Uncharted) are expensive to develop. On specialised hardware, these games currently sell large numbers at a ~$40 price point. Nobody has yet successfully charged that price for a major game on phones.

Maybe the time will come, but just 'put buttons on it' is only part of the solution, not all of it.

(BTW - Sony are closest with Xperia Play and 'PS Certified'. But they're diluting it already with certification for devices that don't have physical buttons. Still, if they sort that out and manage to define a standard platform with standard available controls - so if you have a PS Certified v4 phone you know you can play all the PS Certified v4 games and your phone has all the hardware controls needed - then maybe they'll be getting somewhere.)
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Posted: Jan 9th 2012 11:44AM lesserthan said

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While I haven't played this specific game yet and can't defend it's controls I have to say something. Does anyone even try to get used to touch screen controls anymore? Yes, some touch screen controls are terrible and buttons would be nice but I feel like everyone just instantly complains about how much they suck. For GTA 3 and all the Sonic games available it just took a little while to get used to the controls. I don't even notice anymore. People should probably stop whining and try a little harder.

Posted: Jan 9th 2012 11:50AM Softserve said

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I can't get used to these things either, in any game. Perhaps I'm "adequate" with it... but having years of experience with actual controllers makes playing with a touch screen feel like a chore.

I'm never going to enjoy games like this on devices like the iPhone (and personally I think the iPad is too large and clunky to use as a "normal" controller, unlike the iPhone).

I just can't bring myself to buy attachments for the things either. I've already spent a lot of money on the device, it's hard to justify ordering some special stick or docking device.

Posted: Jan 9th 2012 12:05PM ninjapresident said

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Am I the only one who thinks the controls are absolutely perfect? I can do 4 times as better than I can on the PC version, getting up to 113 crates on Construction Yard (on both Iphone and Ipad) and dabbling with Ambush and SFMT mode )and end up doing decent). Guess its just me

Posted: Jan 9th 2012 12:05PM Diemer said

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This picture of Ben as a child explains some of the problems he's having: http://www.chonilla.com/wp-content/galleries/wp-contentgalleries0060/12_Uma%20and%20her%20giant%20thumbs.jpg

Posted: Jan 9th 2012 12:20PM Morning Toast said

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Couldn't agree more! SCB is a great arcade game that I've been playing for a long time with your normal gamepad and it rocks. Was stoked to see a mobile version but had my doubts about the buttons and it turned out true...it sucks. I was seriously bummed.

Frustration in gaming should come from the challenge of the game, not the technology driving it.

One of these days someone will figure it out.

Posted: Jan 9th 2012 12:54PM tommybeast said

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Actually the controls are not a problem at all. The problem is unbalanced weapons (most of them are weak and useless). The game itself is poor and is nowhere near to Muffin Knight. YES, I know that SCB came earlier than MK, but that just points to that if you have a good concept for a game doesn't mean you can actually create a good game. MK is one of my favourite games of iOS and I always wait for updates, and I don't have problems with controls there - the game runs smooth and is fun.

""the platform just isn't ideal for this particular type of game." - he must be really dumb to say crap like this. As I have already mentioned - no problems with the controls - just balance the god damn game.

Posted: Jan 9th 2012 3:34PM KGameLover1 said

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@tommybeast
Obvious employee of the company who made Muffin Knight is obvious.

SCB (on the computer, and even on iOS) is superior to MK in every way. You must've only played for 5 minutes because the only weapon that sucks is the pistol, and they intended that. Muffin Knight is super repetitive, and the story is stupid, and the announcer's voice is annoying, (ARCHAA!) and the levels are normally just reskins or they move or add one platform. (except the beanstalk level)
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Posted: Jan 10th 2012 2:26AM tommybeast said

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@KGameLover1
well then you're obvious employee of the SCB.

I've played enough and unlocked most of the weapons to understand that they suck - minigun is weak and sucks, useless vs big guys+recoil just throws you away and you can't move. Shotgun - take 3 (!) shots to put a big guy down - the hell is this?! Flamethrower - no comments, pistol's even better. SCB is also super repetitive if you haven't noticed yet (you've only played for 5 minutes probably). Yeah, voice in MK is annoying but you can turn it off (missed that in settings?).
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Posted: Jan 9th 2012 1:10PM gatotsu911 said

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I like how the Twitter-friendly headline tells me literally everything I need to know about the article.

Posted: Jan 9th 2012 1:58PM NormanCod said

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There's something very wrong with the virtual buttons on the iPad. For one thing A and B are on a diagonal while left and right are side by side. Straying ever so slightly off A or B seems to do the opposite of what I was trying to press.
Portrait mode moves the buttons below the play area but the buttons don't become any larger or more usable.
I also feel like the sprite collision is off - I frequently die when I suspect I jumped cleanly over a baddy.

Posted: Jan 9th 2012 1:59PM DillingerDan said

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If it works with iCade then it works with the iControlPad and probably that Gametel controller too.

Posted: Jan 9th 2012 2:01PM Electrium said

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Even if you're one of the few who can play the game with virtual buttons, do you feel it's easier or more comfortable without them? Every single game with virtual controls makes me wish I was holding a controller instead.

Posted: Jan 9th 2012 3:02PM Iori Branford said

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The lack of tactile feedback is bad enough without the layout being a braindead copy from a gamepad.

If this game had the left and right screen edges move, the bottom screen edge Jump, and tapping the screen Attack, leaving absolutely no question as to which you were pressing, it could be tolerable.

Posted: Jan 9th 2012 4:24PM (Unverified) said

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Virtual buttons are a cancer on our civilization that needs to be eliminated, just like GMO foods and fracking.

Posted: Jan 9th 2012 4:24PM (Unverified) said

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Virtual buttons are a cancer on our civilization that needs to be eliminated, just like GMO foods and fracking.

Posted: Jan 9th 2012 4:26PM St McDuck said

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Virtual buttons are a cancer on our civilization that needs to be eliminated, just like GMO foods and fracking.

Posted: Jan 10th 2012 1:15PM zymman said

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The virtual button conversation has officially become cliche and boring. Me and many other people have absolutely no issue with virtual buttons when they are well implemented. Maybe my thumbs are just smaller, I don't know. If you want to keep gaming on DS or PSP/Vita, they are still there for you and that's perfectly fine. For me, though, portable gaming was never interesting until iOS. So, get over it.

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