Category:IOS Games: Difference between revisions

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Most iOS devices (at least after the second generation iPod touch) share several characteristics: the most important are the accelerometer/tilt sensor and the touch screen. Many games for the platform are designed to use the accelerometer as a primary control. For example, driving games such as ''[[Pole Position (video game)|Pole Position]] Remix'' often have the player tilt the entire unit in lieu of providing a steering wheel, and other games use it to control an object's movement around the screen, such as a marble in a maze. The touchscreen also makes games involving tracing pathways (similar to many [[Nintendo DS]] games) possible alongside old-school PDA tap-and-drag games. The system's API (Cocoa Touch) is similar but not identical to the Cocoa toolkit used on [[Mac OS X]], and uses the same XCode environment as Mac developers use.
 
Apple traditionally has somewhat of a love-hate relationship with the gaming community, going back to the first Mac and Steve Jobs' insistence that it be treated as a [[Serious Business]] machine. Though the Mac game market flourished in spite of Apple's ambivalence, games like ''[[Marathon Trilogy|Marathon]]'' and ''[[Glider]]'' that should have been world-shaking... weren't. For years, Apple's half-assed Pippin console was their only real attempt to court the game market...until the second generation iPod Touch came out. At this point, Apple decided to start leveraging the accelerometers they'd built into late-model MacBooks, which people had subsequently hacked into game controllers. Apple gave the Touch, followed by the next generation of iPhone, similar accelerometers, and positioned the Touch explicitly as a gaming system. Unrestricted by the licensing and hardware barriers of the [[Nintendo DS]] and [[Play StationPlayStation Portable]], game developers (especially small ones) responded in droves, making an Apple platform a serious contender in the gaming world for the first time since the [[Apple II]] line wound down.
 
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