|
Now that Ground Effect has been released, please visit this page regularly for all the latest news & announcements. We'll be sure to let you know about sales, game updates, competitions & any other interesting developments here first.
Of course the best way to keep up with news is to follow us on Twitter!
We're currently working on another iPhone title in conjunction with the artist responsible for Ravensword, which we're really excited about.
And of course, with the release of the iPad, the future looks even more interesting...
Be sure to check back for updates!
|
| |
posted 15 Feb 2010 16:29 by Pam Douglas
To me the reason why this is my overall
favorite racer by far is that everything boils down to racing, making
the most with what you've got. That's an ekaranplana... well, ground
effect racing machine, with two pedals and a boost meter. And the
terrain. I didn't develop the game mechanics or the tracks, so I just
make the most of what I've got, I go out there and try. Where Ground
Effect comes into its own is the physics engine. Every factor counts,
and makes a difference, sometimes very subtle but it always ads up to
100's and 10's of seconds. There is so much scope to improve your
times. My current times are mostly just attempts to improve on the
previous best times. I know I have some margin for improvement on
almost all tracks. Some of them I haven't even tried real hard yet. I
haven't even figured out the best way to go around track 14 for
instance, so I know I have 15 to 20 secs to improve there.
Often I discover that there is a better shortcut somewhere even after
racing a track dozens of times. It's amazingly clever and no other game
has this. (I'm not talking about a hidden shortcut like in Asphalt 5,
here any bump or rock can be a shortcut, you don't know until you try).
As for Glenn's tactics, I exclusively use B but applying point 6, and G
+ X. G meaning maximising jumps. X meaning racing line. Your racing
line will always make a Massive difference, boost or no boost. Far more
than in any other racing game. One wide turn and there go a 10th or
two. All these variables mean you can always improve somewhere. Even on
the most simple of tracks. But as soon as somebody else improves on one
of the track records, I find myself trying A,B,C,D,E and F over and
over again because I know I missed something, somewhere!
I really look forward to people showing us what times are really
possible on these tracks, because everytime I push myself a bit harder
I'm amazed how much faster I can go, how much more subtlety there is to
Ground Effect. And how accessible it is too. The thrills are instant,
you don't need to upgrade or achieve something to get better.
Everything you need to get to the top of the leaderboards is right
there from the start. Every lap could be a record lap. You only need to
play and the more you do the more you understand how it works, the more
you realise all the details that make a difference.
Just one more thing: I have never used the brake. Ever.
(In my mind this means that I should be able to improve on some of the tracks by using my brakes at some point!)
Edit, forgot, I only use the brakes on track 13!!!!!!
__________________
Playing: Ground Effect, Bobble Surfer, Minigore, 2012 Zombies vs
Aliens, iSR, Huebris, Pocket God, CJS, Vans SK8, Let's Golf, Slotz, Zen
Bound, Crazy Snowboard, Vector Tank, ...
Last edited by 'Jeep; 02-06-2010 at 11:12 AM.
Reason: addendum
 |
posted 15 Feb 2010 16:23 by Pam Douglas
[
updated 15 Feb 2010 16:29
]
I'm writing from Canada. I stumbled across Ground Effect while poking
around the iTunes store (looking for gliding/soaring App). I've been a
glider pilot for many years, so as soon as I saw the name of your game,
my interest was immediately piqued. If you've ever attempted a
'penetration approach' in a sailplane, you learn all about 'ground
effect'.
Generally, I don't buy many App games. They don't hold my interest for
very long. But I bought yours, and ... WOW. It's incredible,
spectacular even. I reminds me of both F-Zero and Mario Kart from the
old SNES, but it's about a million times better. I'm hopelessly
addicted. In case you're interested, here are some things I like about
it:
-It's so chill.
Low stress racing, cool idea. The music and the visuals are so
beautiful, it makes such a cool atmosphere. Super pleasurable to play,
apparently over and over...
-The game just flows... that's the only way to put it. If you crash,
the negative effect is minimized, so you are motivated to keep racing.
Annoyance minimized.
-The tracks are superb. All different, but awesome for different
reasons. I've already spent endless hours working to improve my times
against the ghost. The shortcuts, the crazy high risk jumps with tiny
margins of error, it's all awesome.
So I've tried several times to leave a stellar review for you in the
Canadian itunes store, but something isn't working. For some reason,
the store keeps asking me to log in, over and over. Not sure what the
heck is going on.
Anyway, I'm going to put up something on my Facebook status for you,
hope it results in some more sales. Your creation is absolutely
sick--you're a very gifted artist. Thanks to you and your team!!
 |
posted 15 Feb 2010 16:16 by Pam Douglas
Thoughts on Ground Effect
So I downloaded this racing game called Ground Effect from the app
store the other day. I fired it up and selected a vehicle, etc., and
started racing. I didn't have my headphones plugged in, and the music
coming out of the tinny iPhone speakers seemed repetitive and annoying,
and I wasn't sure what was going on (the game provided very little in
the way of explanation). Fortunately I was not in a hurry. I played
around for 15 minutes and it started to dawn on me: there was something
deeper going on with this racer than all the others I've played in the
two years since Apple unveiled the app store.
Fast forward 3 days. I'm basically obsessed with the game, reading the
entire 600+ post thread for Ground Effect on the Touch Arcade game
forum, seeing the developer Glenn Corpes's comment about the physics of
the game, starting to realize why I like this title so much: he created
this world, and he obsessed over the details and the physics of it -
the speed of the craft, the density of the cushion of air beneath you,
the sensitivity of the controls, the difficulty of each level. And he
drops you into his creation with zero fanfare because fancy menus and
trophies and career modes and weapons and all the trinkets and ceremony
that would normally accompany such a game - he doesn't want that stuff.
He doesn't want anything that might dilute the purity of the racing.
So anyway, on the day I got the game I played for awhile and figured
out how to race well enough to unlock the first few levels. I got stuck
on level 4, like most folks. Luckily I didn't get too frustrated and I
found enough patience to slow down and play around with the course. I
tried some new things and started to relax and care less about winning
and more about speed and form and scenery and exploring the freedom of
the open level. And then I unlocked level 5 and then I unlocked level 6
and then I had the experience that led to this short essay.
See, in the game you are flying this thing called a ground effect
vehicle (GEV). It moves forward to create a cushion of air between the
hull and whatever surface you're flying over: water, rock, grass, etc.
So it seems like a hover craft at first. You tool around with a few
feet of air between you and the ground. But GEVs, also known as
ekronoplans, are different from hover crafts. Because if you go off a
cliff with a hover craft, I'm pretty sure you'll tumble to the ground
like a rock. But an ekronoplan *loves* to go off a cliff. It reminds me
of a flying squirrel.
You know the scene in Avatar, when the main guy catches his own
banshee, and together they go tumbling off the cliff with the banshee
struggling to fly with a rider on his back, and the rider just trying
to hold on, to survive?
And they tumble down, down, down, and the banshee flaps mightily but
each flap of his wing just smashes into the rocks and they roll down
the face of the cliff, completely out of control? Somehow, about
halfway down, banshee and rider both realize how to mutually survive
this catastrophe, and they stop struggling and just: WHOOSH out into
the air, over the trees, flapping and gliding and then whizzing along
the rocky face of the cliff for the sheer joy of it.
That's how it felt when I was racing against my ghost on level 6,
finally getting in sync with the pulse of the game, tapping my boost
rhythmically with each checkpoint, faster, faster, faster and then:
WHOOSH! Over the edge of the cliff, soaring across the valley.
There's a trick where you can pause the game and unlock the camera and
pan and zoom the entire world to your heart's content. Using this
trick, I took a screenshot to show how it feels to soar off the cliff
in a tight race on level 6.
Now I'm on level 12, with 2 levels left to unlock. Level 12 is hard.
I'm racing my ghost and learning the course properly instead of
immediately grinding my way toward first place. Wearing my headphones
and cranking the music (which, through headphones, has turned out to be
quite good). I'm in no hurry to finish this game.
In normal racing mode, you start out in last place and slowly fight
your way past seven other vehicles to try and take first place in the
course of three laps. Third place or better will unlock the next level.
Ghost mode, on the other hand, pits you against the record of your best
time for each level. There are only two vehicles on the course. In a
good race you'll be neck and neck with your ghost most of the way,
swapping the lead with every twist and turn. You start to get a feel
for the best times to conserve your boost and the best times to
unleash. You slowly chip away at your record time.
Following close behind my ghost reminds me of when I was in my early
twenties snow skiing with my brother. It was the first time we skied as
friends - and as equals - instead of of big and little brothers. I
remember noticing with some surprise how well he could ski, and we flew
down the slopes in single file, swapping the lead with each run. The
joy of focusing with all your body on the minute details of the terrain
as it flies past in a blur, the joy of accomodating each rise and fall
of the landscape in synchrony with another skier. This little iPhone
game somehow brings a fraction of that experience back to me.
The latest version of Ground Effect has a mediocre 2.5 star rating on
iTunes. I've purchased and played almost 200 games for the iPhone in
the last 18 months or so. Most of them had more than 2.5 stars. *Very*
few of them even came close to giving me the satisfaction that I've
found with Ground Effect, and the ones that did were certainly not
racers.
Let this be a lesson about App Store ratings.
Last edited by ra88it; Today at 02:38 PM.
 |
posted 11 Feb 2010 14:15 by Pam Douglas
|
Yes, it's finally out and we hope you enjoy the added challenge provided by OpenFeint Integration. Oh, and there's a FREE lite version available too! |
posted 4 Jan 2010 12:33 by Pam Douglas
[
updated 4 Jan 2010 12:36
]
Ground Effect has been nominated as 148apps best iPhone racing game of 2009 - vote for it before 31 January 2009 to give it a chance of winning. bit.ly/baege |
posted 6 Dec 2009 11:00 by Pam Douglas
[
updated 6 Dec 2009 11:08
]
Yes, Ground Effect is included & some other really cool-looking titles too.
|
|