![]() It uses the accelerometer to drive, and it took a lot of effort to get it to work perfectly. Cro-Mag Rally was also very easy to convert, and it’s a 3D cave racing game. Apple liked it enough to give it the “Best iPhone Game” award. Converting a game that uses the mouse to one that uses touch was very easy, and the game is better based on touch than mouse. It is a physics-based puzzle game where you have to move blocks and planks to make the water droplets fall into their containers. It took only about 3 days to get it working and from there I spent another month fine-tuning it to make it perfect. Tell us a bit about your announced iPhone games, what are some of the changes or additions you’ve made to the iPhone that allowed you to bring these games?Įnigmo was the first game I ported to the iPhone. Microsoft sued for illegally using software to transmit information between Excel and Access Plus, that wonderful 320×480 screen makes low-res games look great, so even old stuff looks good on the iPhone. So it’s possible to make some serious games on it, at least games that could be considered serious eight years ago. I prefer to think of it as a portable Mac, because it really does perform very similarly to a 233mhz iMac or thereabouts. The iPhone is not really a typical mobile platform. Do you think that iPhone games will be able to have a look and feel like that of existing mobile games or that they will be completely different? Portable gaming has been around in various guises for many years. It just has a pretty steep learning curve. A lot of people are intimidated by Objective-C, and they should be, but it’s actually a much better language than let’s say C++. In that way, there have been some challenges, but we have already solved it. Neither were designed with game developers in mind, but instead were designed on the assumption that document-based applications would exist. ![]() The only real challenge has been learning Cocoa and Objective-C. What are some of the unique challenges of developing for iPhone? Back then there were probably a dozen programmers who knew about 65816 at the time, which made my job on the SNES a breeze. ![]() The Super Nintendo used a 65816 processor, the same processor as Apple. I came across something very similar when I was making video games for the Super Nintendo in 1991. I haven’t clouded my brain with Microsoft’s APIs, so the iPhone isn’t too different from what I’ve been doing for the last 15 years. I think any Mac programmer has a huge advantage since the iPhone is basically running OS X. What advantages do you have from a development standpoint given your history with creating Apple software? We had the opportunity to ask Greenstone some questions about the development process as well as the current state of gaming on the Mac. This year at WWDC, Greenstone was on stage along with other developers to show off their iPhone conversions of Enigmo and Cro-Mag Rally. Software Interview with Brian Greenstone from Pangea Softwareīrian Greenstone of Pangea Software has been a video game developer for Apple for many years.
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