Posts Tagged ‘racing’

Sports Car Challenge v1.1 – Faster, classier and more spectacular than ever!

Tuesday, December 20th, 2011

Thumbnail - Bugatti Veyron 16.4 Grand Sport With more than 1.5 million downloads and 15 million minutes of unsolicited brand engagement in less than two weeks, Sports Car Challenge has made quite an impact on the iOS racing community. However, since both driving forces behind the game, Volkswagen (China) and Fishlabs Entertainment, are always very eager to give their fans the best product possible, we have not rested on our laurels for too long, but rather worked hard on the first update for the game. And unlike most other app updates, Sports Car Challenge v1.1 not only fixes a couple of minor glitches but also adds a whole lot of new features and content to the game![full]

Racing along the track in the Audi TTS Coupe

Racing along the track in the Audi TTS Coupe

While the overall feedback from the fans and media was really positive, there were still a couple of minor things that the gamers would have loved to see included to the game in the future, the most important of which were a 1st person driver’s view and a more slick and sensible handling of the cars. Needless to say that we have made both of these features available in version 1.1 of Sports Car Challenge. But that’s not all! Furthermore, we have also added an additional exterior camera, put a driver behind the steering wheel and given you the chance to explore the classy interiors of all six super sports cars in the showroom via 360° panorama view!

At the official Lamborghini Shop in Berlin

At the official Lamborghini Shop in Berlin

The cockpit view and panorama view have been designed on the basis of a multitude of high-resolution photographs taken at the respective brands’ official showrooms, such as the Lamborghini shop in Berlin. In the creation of the sophisticated cube-maps of each car’s interior, the different lighting conditions during the photo sessions turned out to be particularly challenging, but our graphics artists and programmers all did a fantastic job and we’re more than pleased with the final outcome!

The classy interior of the Volkswagen Scirocco R in the showroom

The classy interior of the Volkswagen Scirocco R in the showroom

Just like the cockpit view, the enhanced controls positively affect the game’s level of realism as well and make the illusion of mastering a 640 PS powerhouse like the Bentley Supersports ISR even more real! Can you sustain the thrill of speed and keep your high-speed super sports car on the track? Download Sports Car Challenge v1.1 now and prepare yourself for the fastest, classiest and most spectacular free racing experience the App Store has to offer!

In case you haven’t downloaded the game yet, here’s the link to the App Store: http://itunes.apple.com/en/app/sports-car-challenge/id477469043?mt=8

Sports Car Challenge – Enjoy the world’s hottest supercars on your iPhone and iPad!

Friday, November 25th, 2011

Sports Car Challenge - The new 3D premium racing game by Fishlabs and Volkswagen (China)If you’ve kept an eye on our releases throughout the last couple of years, you will have noticed that we have not only put out a variety of critically acclaimed original titles, but also produced a number of high quality ad-games for blue chip clients such Volkswagen. Since premium racing games such as GTI Edition 35 or Scirocco R 24H Challenge have enjoyed a huge success among the mobile gaming community, Volkswagen has now upped the ante even further and got five of the most prestigious brands of the Volkswagen Group, namely Porsche, Audi, Bugatti, Lamborghini and Bentley, on board for a new iOS racing experience entitled Sports Car Challenge! The production of the title took half a year and an enormous amount of hard work and effort has been put into the creation of a 3D premium racer, which is absolutely unrivalled on the App Store when it comes to state-of-the-art graphics, top-notch sounds and unprecedented attention to detail.[full]

Sports Car Challenge - The new 3D premium racing game by Volkswagen (China) and Fishlabs

Our sound designer Gero recording the powerful engine sounds of the Bugatti Veyron 16.4 Grand Sport

For the recording of the authentic engine roars, our sound director Gero has not only moved all around Germany but also visited locations in France and England and the console-level visuals allow photorealistic depictions of the cars, as well as the race track and its surroundings, thanks to highly detailed 3D models and special shaders for the cars’ individual paintworks, metal parts and surface areas! This already led the the UK’s prior mobile gaming website Pocket Gamer to praise the graphics of Sports Car Challenge as “extremely high-end” in a recent article on the game!

 new 3D premium racing game by Fishlabs and Volkswagen (China)

The making of a super sports car (Bentley Continental Supersports ISR)

Before you hit the track and get ready to set a new record, you can customize your car’s rims and painting in the show room and take high resolution screen caps of your finished work. As soon as the lights turn green and the race starts, however, you won’t have much time for such aesthetic shenanigans anymore, because the minute your engine screams and your tires squeak, the thrill of speed will totally suck you in and the adrenaline will rush through your veins like a flood! No matter whether you slide along the demanding track’s sharp curves via touch controls or accelerator, the game’s action-packed gameplay will always make for an outstanding racing experience and give you a thrilling feel of what it’s like to kick the pedal to the metal behind the steering wheel of the world’s fastest, hottest and most amazing supercars!

Sports Car Challenge - The new 3D premium racing game by Fishlabs and Volkswagen (China)

Kickin' the pedal to the metal with the Porsche Cayman R

Here at Fishlabs we are all extremely pleased with the finished game and the pursuit of new personal and in-house best times and track records has already started! The game is available for your iPhone and iPad for free, so you’d better hop over to the App Store right away and download this red-hot premium racer ASAP. The Sports Car Challenge is on, guys, and we’re eager to find out whether you got what it takes to master a powerhouse super sports car such as the lightning-fast Bugatti Veyron 16.4 Grand Sport or the marvellous Bentley Continental Supersports ISR!

Click the following link to download Sports Car Challenge on the App Store for free: http://itunes.apple.com/en/app/sports-car-challenge/id477469043?mt=8

Free Volkswagen iPhone Racing Game “Touareg Challenge” live on the App Store

Tuesday, May 11th, 2010

After the remarkable success of the Polo and Scirocco R Add Games Volkswagen has once again put us in charge with the realisation of its latest iPhone Racing-Game “Volkswagen Touareg Challenge”. Just in time for the Touareg’s arrival in the global Volkswagen dealerships the Touareg is now available for a free spin on the App Store.

Racer for ambitioned iPhone™-Gamers

Beyond the proper presentation of Volkswagen’s Touareg, we have made another effort to create an attractive and fully-fledged iPhone™-Racing-Game that will suit the needs and wishes of even ambitioned iPhone™-Gamers – an experience beyond mere product-presentation.[full]

Discover the Volkswagen Touareg Challenge

Six individual tracks offer you the chance to put the new Touareg to the test. Both the Touareg V6 TDI BlueMotion Technology and the Touareg Hybrid are available. If you choose the Touareg Hybrid, additional points can be won through efficient driving. Each track you complete will unlock new achievements in the car-configurator like premium paintjobs and new rims.

Realistic experience and premium soundtrack

Realistic driving physics, dynamic lighting and customizable controls further enhance the experience. This great package is rounded down by a soundtrack, which was exclusively provided by three bands of the Volkswagen Sound Foundation: Tonbandgerät, jona:S and Jupiter Jones.

Compete with your friends worldwide

Of course your personal highscores can be shared via Facebook-, twitter- and email-integration in order to compete on a global scale. Still looking for more? In case the virtual spin was not enough for you the integrated search-function will guide you directly to your next Volkswagen dealer.

Galaxy on Fire 2 comes to iPhone, iPad and Nokia – Developer Diary Part 2

Friday, April 23rd, 2010

In the second part of our Galaxy on Fire™ 2 Developer Diary Lead Programmer Hans-Christian-Kühl tells us more about the production process and the teamwork involved. In addition, HCK shares his personal favourite features of the upcoming version of GoF 2 with us.
For all the sci-fi junkies among you, who still haven’t played the first part of our space saga yet, FISHLABS offers GoF at a 50% discount starting today. The weekend sale ends on Monday – so make sure to quickly lay your hands on the Betty or one of the many other ships of the GoF universe and enjoy premium 3D-space-action for just $ 2.99. [full]

Part of the porting of GoF 2 has been major changes in the design and artwork. Why was that?

That happened, because we did not have so much room for the original Java version. Back then, the entire version could not be larger than one MB. At the time, we used the trick of not building the ships completely as one object, but rather like a ‘Lego’ ship put together from individual modules. Ultimately, there were 30 different modules that were used to create roughly 40 different ships. But there were essentially the same ships for the different races, varying only in the colours and textures. Now, we have a lot more possibilities and can create a set of unique ships with their own textures for every race – because now we have the necessary memory. The same is true for stations. Previously, they were put together from modules. Now, we can create unique stations for every race, which of course is a lot of work, but looks really good.

What is the process in developing the new 3D ship models?

Marc Nagel, our Art Director, doodles the ships from three sides with a rough texture template. Then the 3D artists get a specification from me what the maximum size of the texture can be. Then they get started, and constantly look it over and say where the geometry has to be fiddled with, the size changed, or other changes have to be made so that everything fits together. After all, the models also have to fit the design specifications that are already there from the Java version, such as weight, speed, or armaments of a ship. If we were to completely rebalance all of that, we would be working on the port even longer. Therefore, we try to use the original data as much as possible and ‘only’ change the graphics.

You also have someone on the team who is only responsible for the different space stations, right?

Yes, Jeremias Hohn is our lead 3D artist. Jerry is currently only doing stations, but he has to be finished with them this week, so that we can try them out in-game. Be he can explain much better about what he is currently working on.

Who coordinates the project when it comes to the balancing?

At FISHLABS, we work in very small, flexible teams, that are always being reformed as needed. So of course, there has to be someone who always has an overview of the whole project. As Lead Engineer, I am not only responsible for the programming, but at the same time, I am also the project manager and concept developer. In the end, I look everything over and say if things should go more in one direction or another. Apart from that, we frequently sit down with Marc or Uwe Wütherich, our creative director, and of course with Michael Schade, who considers everything once again from a marketing perspective. Naturally in particular cases, it depends on the department. One good example is the interface.Fredrik Überle, who works on the interface as 2D/3D artist, loads the latest skyboxes and new 3D models for his work in Photoshop behind his current interface, so that he can see right away if it fits with the style, look-and-feel, and brightness.

What role do the production meetings play?

Of course, the production meetings are becoming much more important at the moment, since we are working with more and more people on the project. In the initial phase, it’s enough for someone to come by and look at the current status and adjust it. In the current phase, where more than 10 people are involved in the project, we have to coordinate more closely, which is only possible through regular production meetings.

How will GoF 2 be tested?

First, I test the game until it makes sense to give others access to it. In the next stage, we enter a new project in our test tool and inform all FISHLABS employees by e-mail where the game is, what needs to be done, what to look out for, and what should still be disregarded in this phase. Then we ask who wants to test the game. But of course, there are also people in the team who have to test the game. We also like to get feedback from outside and, for example, invite students in. Here, we work with questionnaires a lot, particularly to get a feel for our balancing and find out what the testers especially like and if the game is too hard or too easy.

The new version of GoF 2 offers more room not only for 3D models and textures, but also for more characters and plot threads. How do these new content options affect the development?

Previously, we didn’t have as much room for text. In GoF 2 for Java, we had a total of just 1000 strings, that is character strings from one word up to about 10 lines. Now we can add as much content as we want, for example, a description for every solar system or piece of equipment. That is why we also plan to work with professional authors. One example: we need an alien race. Aha! What are they called? OK, they’re green, and what else is there about them? The new smartphone platforms give us the opportunity of providing a lot more information and backgrounds. In the future, for example, the characteristics of the different races, systems, planets, and characters will be better developed, so that the whole universe will have more depth and vitality.

That sounds as thought the new options are both a blessing and a challenge for the developers?

Naturally, we have to adapt. If GoF 2 is going to become even better known and suddenly we’re facing a port to platforms such as the PC, XBLA, or other major consoles, you could quickly create a universe that may not have been properly thought out, but which continues to be used, and then suddenly you are confronted with unsolvable contradictions. Therefore, we have now reached a point where we have to go over the prior content, so that there is nothing in the way of a future expansion of the GoF universe.

Has the system of alliances and factions in the GoF 2 universe been further refined as part of this development?

Originally, there were only two factions: the Terrans and the Vossk. If you have done a lot of missions for the Terrans, you will eventually be out of favour with the Vossk and have to pay money if you want to land on their stations. Meanwhile, we have four factions: Terrans, Vossk, Midorians, and Nevelians. Now the reputation system oscillates between the Terrans and the Vossk, as well as the Midorians and Nivelians. If you do something for one side, that has an effect on the other side – even if all you do is fly out and attack some random ship. In extreme cases, there are diplomats where you can buy your way out, if your reputation has reached a critically low level. Unlike in GoF 1, there is no simple division into friend or foe – in GoF 2, every faction is innately neutral toward the player. Only once you cross the threshold of a certain number of points, will the entire faction be hostile to you and its members will shoot on sight.

What parts of GoF 2 have turned out particularly well so far and what are your favourite features?

You can just fly out and do whatever you want! There is a tutorial in the beginning, which explains the basics of the game, but after that, you are soon given a great deal of freedom. Another favourite feature is the abundance of items. We have approximately ten times as many items as in GoF 1. Then, of course, you can design your ship however you like. What weapons do I install? What are their characteristics? Or should I use the slot for more cargo space, or install a better scanner? Another favourite feature is definitely that you can now communicate more with your environment. Previously, there was only the mission board, always with the same text. Now, there is a personal address, which varies. That makes it more lifelike. At the same time, we now have virtually unlimited character portraits. Here, we used the head generator we had already used in our title Deep.

That almost sounds like we can expect a completely different game under the old names with GoF 2?

Naturally, the core and the story remain. But compared to the Java version of GoF 2 and the GoF 1 version for the iPhone, the new version of GoF 2 will clearly stand out and represents a major step in development. The original GoF 1 was very limited in terms of the freedom you had. The universe was already open, but you could only leave the stations as part of missions. Now, I can just leave the station and decide for myself if I want to complete missions or just fly around and mine ore, hunt pirates, use maps to discover new systems or stations in the growing GoF universe.

Next will be Marc explaining the art redesign in Galaxy on Fire 2 for iPhone…

What is FISHLABS up to with smartphones in 2010?

Monday, April 12th, 2010

We started the new year with a bang: Our most successful iPhone ad game, Barclaycard Waterslide Extreme, has cracked 10 million downloads, Rally Master Pro™ will be released –  for free (!) – in an extra high resolution Symbian version for Sony Ericsson Satio™ and Vivaz™ in a few days, and we recently launched a new iPhone game for Volkswagen: Volkswagen Think Blue. Challenge. This iPhone promotional game we are particularly proud of, because usually promotional games are inferior to regular commercial games for reasons of budget, and the subject of fuel saving is rather uncommon in games. Nevertheless, we were able to turn all that into a high-quality, exciting game, as even the folks at toucharcade declared (a great honour!). You see, promotional games can be quite entertaining, and so you can look forward to at least two more free  casual games, that will be launched by this summer. [full]

Fresh games for iPhone, iPad & friends

Of course, this year, we aren’t just developing ad games for iPhone and iPad and revamping existing iPhone games for other smartphones; we are also working on several completely new titles. With a racing game that has music as an essential component, we are entering new territory. We can’t tell you too much, but the first playable version caused quite a sensation both in-house and with marketing partners.

Along with our iPhone and iPad developments, we also want to put out feelers towards Android this year. As with the iPhone before, we will first port our casual games, like Burning Tires™, to get a feel for the new platform. If the effort proves worth the trouble, we will definitely follow up with more titles. Beyond that, we are working on a AAA title closely together with Nokia featuring OpenGL ES 2.0 graphics for a large screen.

Reunion with Keith on iPhone, iPad and Nokia Smartphones

It’s been at least a year since we ported our most important brand to the iPhone: Galaxy on Fire™. Our 3D space shooter with open gameplay and RPG-like equipment options for spaceships is still unchallenged in the AppStore. But despite heavily pepped up graphics and crisp sound, GoF on the iPhone cannot deny its Java origins and its five-year old design. Sci-fi action fans will be glad to hear that we have been working on converting Galaxy on Fire™ 2 to the iPhone and other smartphones since October.

The sequel to the space epic has set standards in the Java field similar to Part 1 and, thanks to the even more open game design, offers significantly greater potential to be a megahit on the iPhone. So you can look forward to seeing Keith and other acquaintances from the first part once again later this year and play the Alien part for the first time in the Mission Pack in summer. And to keep the wait from being all too boring, we will keep you up-to-date with the status of the development with a regular developer’s diary.

Become a fan of FISHLABS on Facebook for instant updates on all current projects.

Sony Ericsson strikes back: Satio and Xperia X10 got even more steam for games than iPhone 3GS

Friday, November 27th, 2009

Sony Ericsson has been known for its outstanding 3D gaming performance on Java phones for years now. It all started back in 2004, when Sony Ericsson introduced the first mass market Java phone that could render decent 3D graphics on a 176×220 pixels screen. We had been early on and released our first 3D games Motoraver, featuring 3D driving physics in a fairly large sandbox-style city at night, and Robot Alliance, a proper first person shooter in full 3-D (!) with smoothly animated 3D characters, all within 350KB of data.[full]

Continuously, Sony Ericsson improved their hardware and, even more important, the Java Virtual Machine it was running. The crown of 3D enabled java phones still belongs to the K800i, the game experience felt close to the Playstation 1, even if it was not as fast and on a smaller screen. And Fishlabs has to give Kudos to Sony Ericsson. Without this great performance we could never have created mobile games of such high quality like Blades & Magic, Rally Master Pro, Snowboard Hero and Galaxy on Fire 2.

From music to photos to games

In 2005 3D gaming was hyped very much but could not break through as the carriers always forced developers to support the lowest common denominator and the majority of handsets could only render 2D graphics. Sony Ericsson did right in focusing on music instead and introducing the Walkman brand to mobile with great success. A year later Sony Ericsson repeated the success story labeling their photo feature phones with the popular brand Cybershot. With all those millions of Walkman and Cybershot phones sold, sharing a consistent Java platform and decent 3D rendering capabilities, Sony Ericsson’s strength in mobile gaming started as the best kept secret of the industry and led into ruling the mobile gaming business: in 2007, Sony Ericsson was the fourth largest manufacturer of mobile phones worldwide, seven out of ten games downloads were happening on Sony Ericsson phones in Europe and emerging markets like Latin America and South East Asia. Until today, Sony Ericsson has released over 50 models supporting proper 3D rendering and has an installed user base of approx. 200 million devices (Fishlabs’ estimate). Not a bad thing for developers like us, focused on 3D mobile games, if only the ecosystem was right.

iPhone – the mobile games game changer

Nothing is constant but change. It was not Nokia, with its great ambitions in mobile gaming, finally introducing N-Gage as a service, or Vodafone with more than 300 (?) million subscribers who literally changed the mobile gaming business over night. New kid on the mobile block Apple swiped away all competitors with a mobile phone featuring a game experience beyond Nintendo DS and close to Sony PSP. With the latest installment of iPhone 3GS and iPod touch 3rd generation featuring OpenGL ES 2.0 even beyond PSP. In combination with the App Store integrated in iTunes, a fair business case for developers (70/30 revenue share) and a low entry barrier (get started for less than $299 with an iPod touch and the iPhone SDK) for everyone mobile game developers were flocking to this new exciting platform.

Satio – ramping up for the fastest mobile gaming device?

It took Sony Ericsson a while to find an answer to the unexpected competitor coming from the computer area backed by a loyal customer base addicted to superior user experience – which is exactly why Apple is so stunningly successful with the iPhone. Although, feature phones based on Java had been a great success for Sony Ericsson and were the preferred mobile phone for gaming by tens of millions users, the future in mobile gaming lies in smartphones. However, any half-hearted attempt to stand up against the leader of smartphones will fail. But Sony Ericsson has sent a decent device stuffed with the latest hardware to the race. The Satio features the same 3D-Chip PowerVR SGX  as the iPhone 3GS running Symbian on an even more powerful CPU ARM11 clocked at 600MHz. Furthermore, it comes with plenty of memory and with a bigger display than the iPhone featuring 640 x 360 pixels resolution.

Lots of horsepower – what is it good for?

It is one thing to stuff a lot of nice hardware into a mobile phone. It is another story to make all this power available to the developer. Sony Ericsson did an amazing job here. We have ported Rally Master Pro from iPhone to Symbian featuring almost the same functionality on Satio (only automatic acceleration when using touch controls due to single touch on Satio and no multiple simultaneous sounds due to lack of layered sound capabilities). Although the resolution of the Satio display is quite higher compared to the iPhone we experience a stable frame rate of 30 frames per second on both devices running identical game code and graphical assets. Thanks to the better screen resolution of Satio, it is stunning how much more details can be rendered in the scene (the original iPhone textures were designed with some head room for larger screens).

Xperia X10: Mobile games on the big screen

Today a prototype of the latest Sony Ericsson smartphone has arrived at our studio: A shiny Xperia X10 and we have to convey it looks stunning, indeed. It is still a very early proto but navigation on the capacitive touch screen feels great and fluid and the whole menu is much more inviting and intuitive to play around with than it used to be with previous smartphones from Sweden. As the X10 is an Android based phone it will take a while until we have our first game running on it. But one thing is for sure: The big screen is a great, great plus. You can see our website in full 800 pixels width and everything is crystal clear. Even the small fonts can be read with ease. Equipped with a whopping 1 GHz Snapdragon Chip supporting OpenGL ES 2.0 it promises high-end smartphone gaming on the big screen.

Rally Master Pro™ – drifting onto iPhone

Friday, October 23rd, 2009

We have been working really hard on Rally Master Pro™ for iPhone since January now. In the last couple of months the team has grown up to ten developers working full time on our most anticipated iPhone game. Three engineers were working in parallel on the code, three 3D artists were finalizing the tracks and cars, our internal QA team and our producer have been chasing the last bugs while our creative and art director always had a sharp eye on the project, to make sure that everything was polished to perfection. All-in-all, pimping Rally Master Pro™ up for iPhone was an even bigger job than creating the original Java game and you will see that, no doubt! But the job is done now. We have just submitted Rally Master Pro™ and we are waiting anxiously for Apple’s approval. [full]

Real tracks, more tracks, lots of tracks

Rally racing is about speeding and drifting on tracks with varying surfaces like asphalt, gravel or sand as if there was no tomorrow. You need to have wide and narrow roads with straights mixed with various types of curves. The roads also have to go up and down hill and feature challenging crests or constrictions. Every track has to have a personality and you as a driver will be introduced to this “person” by your co-pilot. So you better listen carefully to him to be able to master it and become a pro – yes, we are serious about the name of the game.

If it’s a rainy day go rally racing on iPhone

In a real rally you don’t always have nice weather. In fact, the weather condition has a great influence on the driving behavior of your car. Asphalt gets slippery when it is wet and if you are going off-road it gets worse. In winter, when racing on snow, you are drifting more than anything else and skillful driving becomes an art. To bring this experience to perfection in a rally racing game you need physics that reflect the driving behavior properly. Even on Java we had 3D physics running in Rally Master Pro™ that were calculating each wheel separately depending on whichever surface. However, on iPhone, with way more computing power, we could increase the sample rate much higher and achieve a much more accurate driving experience in the game.

Controls matter most, especially on iPhone

Handling and controls in a real racing game have to be spot-on. Even the best eye candy and the most advanced physics won’t make you believe you are behind the wheel of a rally racing car if the controls suck. Since tilt or touch controls and auto acceleration don’t work for everyone in the same way we have implemented comprehensive configuration possibilities in Rally Master Pro™. You can set pretty much everything the way you prefer it and even lefties have not been left out.

Give me some eye candy

To make you “feel” the road underneath your tires you not only need good physics and spot-on controls. Last but not least, the visual feedback on the weather condition needs to be accurate as well or the illusion of being in a real rally is ruined. We already had an advanced particle simulation in Rally Master Pro™ on Java. Each wheel was emitting various dust and dirt particles depending on track and weather condition. However, on the big screen of the iPhone it was not convincing enough.  So we had to start all over and create the particle system from scratch with a graphical user interface so we could tweak all the parameters in real-time. Now you can see mud flying into the camera when you drift on off-road tracks through the trees and huge clouds of dust vapor behind the car if you are on a dry, dusty road. Check out the spray when it is raining and you are racing on asphalt.

Final Word

Of course, you always can do better and people will always find something to complain about, like there is no proper cockpit view or you can’t tune the car (actually, you are not allowed to do this in a real rally anyway) but we think Rally Master Pro is highly addictive and offers a lot of fun and great value if you are a petrol head. You will be able to find out about that yourself soon and until then we can only recommend to check out our official game trailer below.

 

VW Scirocco R iPhone Racing Game with 265 HP ready at the starting line

Thursday, September 17th, 2009

With 265 HP and up to 250 km/h, the new Volkswagen Scirocco R is a real racing machine and is at home both on normal roads and the racecourse. In May of this year, the Scirocco R ranked 11th overall out of 219 starting teams at the legendary Nurburgring and was a dual winner in the class of up to 2 litre cubic capacity with turbocharger. During the race, the 2.0 litre TFSI engine even hit a proud 325 HP performance and the Scirocco R with the starting number 118 recorded a reliable 138 laps and 3,500 km in 24 hours.[full]

24 hour racing on the iPhone

You can now also drive the new Scirocco R on the iPhone, not for the full distance, but for the final stint of a 24-hour race. We have shortened the course a bit in order to adapt the lap times for playing on the iPhone and, of course, you only have to overtake the ten vehicles in front of you. So that you aren’t sent into the race unprepared, you can familiarise yourself with the course in training mode and optimise your lap times.

Head-to-head against your friends on the iPhone

The multi-player mode provides even more adrenaline. You can race head-to-head against your friends in real time over WiFi. For real pros, the controls can be configured in a variety of ways and their sensitivity can be customised to meet every preference. Try it for yourself; the brand-new  iPhone game Volkswagen Scirocco R 24H Challenge has been available for free  download in the App Store since yesterday.

The Best Mobile Game of 2008 coming this autumn for iPhone and iPod touch

Thursday, August 6th, 2009

Rally Master Pro, Best Mobile Game of 2008, coming to iPhone and iPod touchCertainly, some of you have wondered whether we will only be making ad games for the iPhone, since we haven’t announced anything new about our own iPhone games in a long time. The fact is that the development of ad games for the iPhone and iPod is currently a very lucrative business for us. But the best thing about that is that we can use it to finance the costly production of our own iPhone games. That means the better the ad games we develop do, the more we can invest in our own games. So you win either way. Free adv games for quick casual game fun and our top titles that get as much as possible out of the iPhone and offer hours of excitement.[full]

The Best Mobile Game of 2008 soon for the iPhone and iPod touch

Rally Master Pro™ has really cleaned up in the last year. All of the games magazines gave our rally simulation top marks, and Pocket Gamer even rewarded our hard work with a Platinum Award. That makes Rally Master Pro™ the only racing game to date to receive the best possible evaluation from Pocket Gamer. According to the Pocket Gamer Analysis, which summarises the most important mobile gaming magazines, Rally Master Pro™ is even the Best Mobile Game of 2008. No question, of course we had to bring Rally Master Pro™ to the iPhone.  Starting in the autumn, every iPhone and iPod touch owner will be able to put the pedal to the metal and test their rally skills in sun, rain, and snow on 27 varied and detailed extreme courses.

Revved up rally graphics for the iPhone

Rally Master pro with extra high definition graphics on iPhoneNaturally, we have revised all of the 3D models and textures. The number of polygons has increased four-fold, and while the Java version of Rally Master Pro™ has to make do with five 256×256-pixel textures, which still is a huge amount for a Java game though, we have given the iPhone version 18 textures with 512×512 pixels and seven with 1024×1024 pixels – way more than we used in any other of our iPhone games before. Rally Master Pro™ comes to the iPhone with tracks of corresponding wealth of detail and variation.

Advanced particle simulation in Rally Master Pro on iPhoneThe particle simulation has also been heavily tuned up. Depending on the track surface and weather, a variety of dust, spray, and even dirt particles will be generated for each individual tire. The various kinds of particles act quite differently. On dry, dusty tracks the car leaves a massive cloud of dust while racing through a forest on a rainy day you can literrally see the mud flying. To a certain level, we did that in the Java version too, but thanks to the computing power of the iPhone the particle simulation is way more advanced, here.

Dynamic lighting depending on weather and environment

Dynamic lighting depending on weather conditions - a unique feature in racing games on iPhone so farThe dynamic lighting for the rally cars in Rally Master Pro™ is completely new. Thanks to the high-powered 3D chips (OpenGL graphics acceleration) in the iPhone, we can light the vehicle in a variety of ways, depending on the weather: with lots of light and shadows when it’s sunny, diffuse when the sky is overcast, and correspondingly dim in rain and storm. But the environment also affects the lighting of the vehicle. Drive under bridges or through the shady area under trees and the car will be appropriately darkened. It isn’t necessarily an effect that you notice during the race too much, but it nevertheless provides a realistic game experience, and you can enjoy it all at leisure in the replay.

All screenshots have been taken from the Beta version and we are still working heavily on many things. However, to give you a first impression on how Rally Master Pro looks like on iPhone these should do.

To be continued…

Brawn GP F1™ Racing iPhone Game hits the App Store

Thursday, July 9th, 2009

Brawn GP has teamed up with Upstream, to create the Brawn GP Racing Game for Apple’s iPhone and iPod touch that includes a chance to win a luxurious Mercedes SL Roadster (US, CA and UK only). Of course, we are thrilled that FISHLABS has been chosen to develop the very first F1™ racing game for iPhone and iPod touch and now the game is live![full]

What’s in this Brawn GP iPhone game?

You get the chance to drive the Brawn GP F1™ car to qualify on four imaginary, international circuits. The game features a track located in the city of London. Players can drive by landmarks such as Big Ben and Buckingham Palace while doing a qualifying lap around Hyde Park. Three additional tracks inspired by the most famous and challenging elements on the world racing circuit, such as Road America’s Carousel, Silverstone’s Copse and Monaco’s hairpin, will be made available as free updates throughout the 2009 season.

F1™ racing on iPhone – How does it feel?

Based on our advanced racing engine with 4-point-driving physics, Brawn GP Racing offers the most realistic high-speed racing experience available on iPhone and iPod touch. Well, we tried to give you a F1™ driving experience as close as possible but without being too realistic – if we had done a proper F1™ driving simulation game you probably wouldn’t be able to make a single lap without destroying the car ;-) . So it is still about having both thrill and fun here.

How can I win a Mercedes SL?

As soon as you qualify on each track, you are ranked globally, and are awarded entries in the draw according to your rank – the faster you are, the more chances you have of winning. The contest will end at the precise time at which the winning car crosses the finish line in the last race of the season in Abu Dhabi on November 1, 2009. A draw will be held on November 12th and the grand winner, hopefully you, will receive a brand new Mercedes SL. The contest is available to US, Canada and UK residents only.