FlightControl

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  • Flight Control Rocket sequel out now

    by 
    Mike Schramm
    Mike Schramm
    03.16.2012

    This game appeared for the first time relatively quietly at GDC, but it's now available on the App Store, so check out the sequel to one of the App Store's most popular games ever, Flight Control. The new one is called Flight Control Rocket, and though I was told that it was put together by the Australian studio Firemint (that EA purchased not too long ago), there's no mention of them in the app listing at all. Their influence is also sort of missing in the game itself -- Flight Control's relatively subtle theme and feel have been replaced with a very freemium model and some very flashy (and relatively complicated) graphics. Instead of just guiding different colored planes into runways, the sequel has you pushing lots of different spaceships of all shapes, sizes, and abilities, into docking ports, assisted by robots with their own abilities and lots of XP to earn. But don't take my word for it: Flight Control Rockets is out now, for an initial price of 99 cents. It's fully updated and ready to go on the new iPad's Retina Display. Let us know what you think of EA's new direction with the series.

  • Get your Doodle Jump and Flight Control on as the Android Market sale continues into day 7

    by 
    Brad Molen
    Brad Molen
    12.12.2011

    On the seventh day of the Android Market sale, your true love should give you Super KO Boxing 2. Or Flight Control, or Flick Soccer, or any of the other seven apps available today for ten cents. If you haven't been following along the past week, Google's been celebrating its ten billionth Android app download by offering a ten-day sale, and today's offerings -- ten in total -- are rife with games and a couple returning favorites. Everything you see in the above screenshot is available for a dime, so head over to the source link if there's something you've been pining for, or if you're just trying to collect the whole set.

  • GDC 2011: Firemint's Agent Squeek

    by 
    Mike Schramm
    Mike Schramm
    03.08.2011

    Australia's Firemint is perhaps one of the most popular developers on the iPhone. Firemint's games, Flight Control, Real Racing and Real Racing 2, can be found in any Apple Store, and likely on most iPhones, too. The company's founder, Rob Murry, and his new acquisition, Infinite Interactive's Steve Faulkner, were in San Francisco last week to show off the third original IP that Firemint is creating for iOS, another line drawing game called Agent Squeek. In Agent Squeek, you control a mouse on the screen by drawing a line for him to follow, and the goal of each level is to collect various cheeses while trying to avoid hungry cats. But while the game starts out easy, the complexity quickly ramps up, and you can do things like psyche cats into chasing you before dodging the other way, or you can even build gadgets from blueprints that you find.

  • Firemint sells 3 million copies of Flight Control

    by 
    Mike Schramm
    Mike Schramm
    01.20.2011

    Firemint has shared some sales figures about Flight Control over on its blog. The now classic line-drawing game was recently listed in the top paid apps of all time on the App Store, and so Firemint decided to reveal a little bit about how many copies it's sold and when. The grand total is exactly 3,881,634 copies as of their posting. The game currently sells for 99 cents, but that doesn't mean Firemint pulled in $3.8 million as Apple takes its 30 percent share as well. Firemint has also posted the chart above, showing when the most copies sold. Interesting to see that the Game Center patch gave them the biggest spike in sales, though don't forget that Flight Control was one of the first games on the service as it went live, something that certainly encouraged extra downloads. The new maps and the Retina Display support patches also gave big bumps. iOS developers, take note: big feature updates sell apps. Christmas boosts sales as well, as we've discussed here in the past. What's most interesting about those bumps, I think, is that they're basically the same size -- Christmas is turning into a pretty predictable spike in iOS sales for developers. We saw a lot of "planned" releases and discounts last holiday, and I bet we'll see even more as time goes on. Of course this is only one app on the store, but it's one of the biggest apps of all time, and probably a good representation of a lot of bestselling apps. Thanks to Firemint for sharing!

  • iPhone developer Firemint buys Infinite Interactive, makers of Puzzle Quest

    by 
    Mike Schramm
    Mike Schramm
    01.04.2011

    Wow. Color me surprised on this one -- I've been joking around lately about iPhone company acquisitions and buyouts, but here are two companies that never occurred to me. Firemint, creators of the popular Flight Control and Real Racing 2 games on iOS, has outright purchased Infinite Interactive, the company behind a bevy of console and handheld console titles, including the very popular (and personal favorite of mine) Puzzle Quest series. Game designer Steve Fawkner founded Infinite Interactive and first met Firemint's Rob Murray in 2003, and according to the press release, he even got Murray's feedback on the first Puzzle Quest title. Fawkner will go to work for Firemint, presumably making his own games as well as helping to adapt Firemint's popular games for other platforms. What a deal. All we have so far is the official press release (both companies are based in Australia, so this news arrived on their time), but we'll look at contacting Firemint later on this week to ask about the reasoning and timing behind the deal. Infinite Interactive isn't a huge company, but the fact that Firemint straight up acquired them is just as impressive as the possibilities for these two more and more experienced developers to be working together. This could have interesting consequences for Firemint's games both on and off of the iOS platform.

  • Review: Flight Control HD for Mac

    by 
    Chris Rawson
    Chris Rawson
    11.24.2010

    Firemint's Flight Control has long been one of my favorite iPhone games; it was one of the first apps I bought. When I first heard the game was being ported to the Mac, I wondered how well the game's control scheme would work. Flight Control's gameplay seemed tailor-made for the touchscreens on the iPhone, iPod touch, and iPad, and I wasn't sure the game would translate well to a more traditional point-and-click interface. Flight Control HD for Mac came out on Steam last week, and since then, I've been putting the game through its paces. Many hundreds of crashed aircraft later, I can say that while the gameplay suffers a bit in translation to a non-touchscreen platform, overall the experience is still worth the US$4.99 asking price. Click "Read More" for the full review.

  • Games updated for Game Center (soon)

    by 
    Mike Schramm
    Mike Schramm
    09.08.2010

    As you might have noticed if you've added a few friends in Apple's new Game Center service, the backbone social components are working great. But where, exactly, are all of the games? Developers have actually had access to Apple's service for quite a while now -- it was introduced to them under NDA way back at WWDC. But for some reason, Apple seems to be waiting on approving Game Center-enabled games. Fortunately, they're coming, probably as soon as Apple can approve them. Touch Arcade forum member Project-79 has been keeping track of which games have said that they'll be Game Center-enabled. As soon as updates roll out for games like Field Runners, Flight Control, Super Mega Worm and Angry Birds, you'll be able to jump in and earn achievements with them. Keep in mind that some of the best games on Game Center are still to come: Gameloft's Dungeon Hunter 2 was leaked via a Game Center screen, and of course we're all waiting to see what Epic Games' Project Sword looks like, ever since it was shown off with full GC functionality at last week's Apple event. There are games coming for Game Center, and they should be here soon. Update: Apparently Ms. PAC-MAN is the first game to get updated with Game Center support. You might want to wait, though -- we've heard it's not a very good version.

  • GDC 2010: Real Racing and Flight Control on the iPad with Firemint

    by 
    Mike Schramm
    Mike Schramm
    03.10.2010

    We got to sit down with Australian developer Firemint here at the Game Developers Conference 2010 in San Francisco -- it's a mobile game developer who hit it big last year with the very popular iPhone game Flight Control, and while it used to make mobile games for just a handful of larger game publishers like EA, the company is now trying to cement a reputation for making a smaller stable of high quality App Store games. "We like to joke that we went from ten customers to ten million," community manager Alexandra Peters told us. She also showed us their second game, Real Racing, which has been winning all kinds of awards even in the crowded accelerometer racing game genre, and talked with us both about Flight Control HD (their upcoming "soon after launch" title for the iPad) as well as what's next for the company.

  • Video of games on the iPad, and what developers plan to do with them

    by 
    Mike Schramm
    Mike Schramm
    01.28.2010

    Unfortunately, we weren't able to attend the event in San Francisco yesterday, but our good friends at Joystiq were, and they've brought back this video of Need for Speed: Shift [iTunes link] and a few other games running on the iPad. Not only can you see how the accelerometer works (exactly the same as the iPhone, basically), but you can see how the regular iPhone apps will upscale to full screen (via what looks like a small "button" in the corner) on the iPad. Of course, this video isn't ideal, but it actually looks better than I thought. Hopefully, of course, developers will actually put in the effort to recreate their apps for the iPad's bigger screen. That's exactly what the makers of Flight Control have said they plan to do; that game will be "re-imagined" to work on the iPad. They talk about not only making use of the bigger screen space, but actually going to the "next generation" of their games. It'll be very interesting to see, as the App Store evolves with the iPad, what kinds of markets emerge. Will we eventually have a set of games that works best on the iPhone, and a set that works better on the "big" screen?

  • Buyer's Guide: 33 things you don't need if you have an iPhone

    by 
    Chris Rawson
    Chris Rawson
    11.19.2009

    Every time I walk through Warehouse Stationery (New Zealand's equivalent to Office Depot) or Dick Smith's Electronics (pretty much Best Buy), I'm struck by how probably half the products in each store are pretty much useless to me since I've got an iPhone. Thanks to the apps that come pre-packaged with the iPhone and the more than 100,000 third-party offerings now available in the iTunes Store, the iPhone has gained functionality that might have seemed hard to fathom under three years ago when Steve Jobs first announced the device. "A widescreen iPod with touch controls... a revolutionary mobile phone... a breakthrough internet communications device... these are not three separate devices. This is one device." So Steve Jobs told us all back at Macworld Expo 2007. But since then, the iPhone has grown to be much more than just those three concepts. What follows is a sort of anti-buyer's guide, a list of products and devices that you may never need or even want to buy again (or receive as a gift) if you have an iPhone. Some of these are certainly open for debate, but more than a few of them are products that, for all intents and purposes, are completely unnecessary if you have an iPhone. (Items in bold also apply to the iPod touch).

  • WWDC Demo: Harbor Master

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    06.25.2009

    I shot some video of a preview build for Harbor Master back at WWDC, and I'll upload that to our Facebook page later, but I also shot a quick video of Harbor Master's gameplay (on the next page). If you play Flight Control -- and those who do find it hard to put down -- you will absolutely love Harbor Master (iTunes link). The mechanism for control is the same: use your finger to draw a path to direct vehicles to their destination. In this case you are controlling boats in a harbor. However, instead of merely docking them, you must juggle unloading their cargo (automated, but larger boats take longer) and sending them on their merry way. This pleasant twist on Flight Control's mechanics allows players of Harbor Master to steer clear of boredom.Later levels add further twists, literally. One of the developers, Natalia, demonstrated a tiny hurricane, which will spin your boat around no matter what intended path you draw. Harbor Master also includes the requisite leaderboard, so if you like the high scores, you're covered (although you'll need to provide an email address and username).The folks behind Harbor Master, Imangi Studios, have partnered with some other iPhone developers to provide some in-app promotion for each other in a service called App Treasures. Imagni also demoed another clever app, PhotoMarkr, at WWDC. It quickly and easily adds watermarks to photos on your iPhone. Check it out on the App Store here.Update: fixed the Harbor Master link.

  • Retiring from Flight Control

    by 
    Sang Tang
    Sang Tang
    06.25.2009

    I just uninstalled it from my iPhone, and am officially retiring from Flight Control (iTunes link). It was a great four month career, I tell ya. I wanted to go out at the top of my game, and on my own terms. Despite its minimal $4.99 price tag (I think that was the price when it first came out), it has cost me much more in terms of lost bets against friends (~$20), sleepless nights, hour long stops to the restroom, and lost productivity.

  • Think you're good at Flight Control?

    by 
    Robert Palmer
    Robert Palmer
    06.12.2009

    Here I was, thinking our fine TUAW readership was pretty great at playing Flight Control. Yesterday, as part of a post about the new game Trains, I asked for everyone's high scores, and I thought we were doing well. Commenter DJ won our informal competition (no prizes, sorry, beyond the satisfaction of a job well done) with a score of 1036. Dan came in second with 575. Rounding out the top three was Matthew with a high of 275. Now, however, with the latest update, your high scores can be uploaded to cloudcell.com, home of high scores for not only Flight Control, but Real Racing and Fast & Furious. There, it's clear that TUAW readers have much better things to do than play Flight Control all day. Just a few hours ago, a user named TommyRoissy landed 14,439 aircraft before two of them collided. Ridonkulous. Our own Mike Rose speculates that some are playing the game inside the iPhone SDK's simulator mode to gain higher scores. I agree -- pair simulator mode with a graphics tablet, and you've got yourself quite the landing machine. Update: Thanks to our commenters for correcting this; it's not technically possible to run purchased iPhone apps in the Xcode simulator, as it cannot emulate the iPhone's ARM processor. Even so, that's a lot of time spent playing Flight Control. I mean, it's a good game, but let's say the average landing time is five seconds. 14,439 landings is over 72,000 seconds -- or 20 hours -- of playing time. I'm certain there's some pauses in there, but that's still a lot of landing.

  • Trains for iPhone: For lovers of Flight Control, except with trains

    by 
    Robert Palmer
    Robert Palmer
    06.11.2009

    I have a particular affinity for trains. My father and grandfather both worked on the railroad, presumably all the live-long day. When a train rolls by, I'll make a comment about the engine or trucks or what-have-you, and my girlfriend will madly clap her hands together and yell yay twains! in a dumb voice. I love her so much. Anyway. ZAGG, the same people who make the unscratchable Invisible Shield films for various devices, released Trains, a game not unlike Flight Control, where you must route freight trains, drop off cargo, and avoid collisions. Flight Control itself recently had an update, and now includes new tropical and aircraft carrier levels. Having lost hours of time to the original level, I was thrilled to have more places to land. (My high score is 103, by the way: Post yours in comments.) Trains, on the other hand, takes the same approach, only with -- well -- trains. You must tap the switches to create a route for each train through the cargo depot of the appropriate color, and safely off the screen. You can let trains pass through without dropping their cargo, but you won't earn any points. Of the two, I think I prefer Flight Control, only because there's more flexibility in determining where exactly the airplane goes by drawing a path with your finger. Switching train intersections accomplishes the same goal, but is somehow less satisfying than drawing a flight path freehand. Trains, though, is good fun. It's on sale for 99 cents until June 15. After that it will be $1.99. Flight Control is also on sale for 99 cents "for a limited time." Both Trains and Flight Control are available from the App Store, and are well worth the money.

  • Logitech's high-end Flight System G940 hands-on

    by 
    Tim Stevens
    Tim Stevens
    06.04.2009

    Lots of people have Chuck Yeager aspirations but Joe Schmoe opportunities for flight time. For them there's the flight sim. Titles like Microsoft Flight Sim and Falcon are some of the earliest to popularize PC gaming, and since the beginning they've been accompanied by high-price controllers that replicate the experience of flying. Logitech's Flight System G940 is the latest. We spent a little bit of time with it in the company's cramped meeting room on the show floor to see if it's worth adding to your virtual hangar.