February Gamer of the Month: Eric Haines

(If you’re interested in being included in our Gamer of the Month series, drop me a line and tell me why I should choose you. Everyone who’s featured gets a free game from Deliver2Mac.)

Like our other Gamers of the Month, Eric Haines grew up with our favorite digital past-time, spending many hours in front of a screen during the early days of home computing. He recalls: “There was never a time for me when videogames didn’t exist, though I wasn’t really aware of them until my parents took me to an arcade at the mall when I was a kid.”

Haines continues: “My first computer was an Amiga 500, though I used a Commodore 64 a lot, and the school had some TRS-80s (then later some Apple IIs, though I didn’t use them much–by that time they were ancient, and the school didn’t exactly keep up with the latest technology). I never really got into consoles, though I’ve played some here and there.”

During the 90s, Haines dabbled in Mac emulation on his Amiga and turned to native Mac gaming in 2004 when he bought a G5 Power Mac. He had previously used Macs running System 8 in the late 90s, while doing graphic design, but he says “it wasn’t until OS X 10.3 came out that I started getting interested in Macs for my personal use. The Amiga had stopped being viable by then, and I had been using Linux for a while, but clearly OS X had become something interesting and worthwhile. So I jumped in with a dual 2.5GHz G5 (top of the line at the time) — no sense doing things in half measures.”

Haines’ experience with Virtual Programming’s output started with Massive Assault, Domination, and Galactic Assault. He observes: “They’re simple to get into, but I could replay them almost endlessly since the strategy is deeper than it appears. I generally find turn-based games more engrossing than RTS games, though I do enjoy those too. I’ve also played Flatout 2 (pure fun), Defense Grid (best tower defense), and Majesty 2 (addictive) a lot.”

Majesty 2

Majesty 2: Addictive

Today, Haines has his own business, Starscene Software, that publishes utilities for use with Unity, an engine for building games published for Mac, PC, mobile devices, consoles, and the web. He even created a couple freeware games that show off what Unity can do.

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Gamer of the Month: DaveyJJ

(If you’re interested in being included in our Gamer of the Month series, drop me a line and tell me why I should choose you. Everyone who’s featured gets a free game from Deliver2Mac.)

Davey JJDaveyJJ, as he’s known at many online forums, including the one at Inside Mac Games, has been playing games on computers longer than many of today’s gamers have been alive. He recalls: “I actually started playing ‘computer’ games (tic-tac-toe) on a Wang punchcard system that ran the length of one of my high school classroom walls. I guess at the same time I would’ve probably had an Apple II at home as well, and that probably sounds cooler. So let’s say that would’ve been 1977 or perhaps early 1978, making me a computer gamer of just shy of 35 years.”

He owned his first Mac in early 1986, when he bought a Mac Plus with 4MB of RAM, which was a lot at the time. He adds: “Sometime around the same time I bought myself a 20MB hard drive and became secure in the knowledge that I’d never run out of hard drive space again. I’ve owned more than 20 Macs since that Plus and still have an SE30 and 7100 in the house that I can boot up. There are currently four Macs running in the house, two iPads, one iPod touch, and three iPods. The cats do not have their own Mac (yet).”

Davey says he was attracted to the Mac because “it was cool and something totally unlike PCs that were available. It was graphical and magical: you could draw on it with MacPaint and the WYSIWYG [what you see is what you get] display, despite being a tiny little screen, was head-and-shoulders above anything else out there. It could do some basic typography and worked without knowing arcane commands.”

He adds: “The technology looks laughable by today’s standards — I mean, how much more powerful is the first gen iPod touch my youngest son uses? But the first Macs were magic, fun, a delight to use. It’s why I’ve stayed with Apple products since then.”

He applied those early experiences to his career and today he’s an award-winning typographer and print and user experience designer who has spent more than two decades working for studios and agencies across the US, Canada, the Caribbean, and Europe.

We’ll let him describe his present job: “I’m currently head of Product Design for a world-changing, Waterloo, Ontario-based company, Primal, that has developed a semantic computational engine that synthesizes data about the interests of individual consumers in real-time. The technology is being used to help major companies solve the ‘big data problem’ … and it’s the coolest place I’ve ever worked.”

Davey still likes to unwind with a good game. Asked which of Virtual Programming’s titles is his favorite and he responds: “Without question it’d have to be Hearts of Iron 3. I’m a World War II buff and amateur historian and I like most games that are about the conflict. I’m a tactical-scale gamer at heart, but HoI allows me the much bigger picture of the war and indulges my desire to take into account the much grander picture of the war: politics, technology, economy, etc. The detail in the series has been phenomenal.”

World War II comes to life in Hearts of Iron 3

As for Hearts of Iron 3 tips and tricks, he says: “Be persistent, patient and learn the game slowly. It’s not an easy game to learn; it’s very detailed and complex. Approach learning the game like you would savor a good book and slowly build your knowledge of how to play. It takes time, but the effort is worth it and the game offers so much replayability and depth of gameplay that it’s worth the time to invest.”

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Beta Testers Wanted; Free Games Offered

We’re always looking for a few good Beta testers. Think you could be one of them? You’ll not only receive free copies of the games you test, but you could also earn credits at Deliver2Mac and get even more games. Who knew playing games could be so lucrative?

To get started, send an email to betatest@vpltd.com and let us know the following information:

• The game genres (role-playing, strategy, action, etc.) that interest you. Avid gamers only, please.

• Your Mac’s specs: model, processor, amount of RAM, video card, and OS X version. You need Mac OS X 10.6.8 or higher.

• Your ability to access and use a web-based bug reporting system. If you’ve used web-based email, such as Gmail or Yahoo!, then you’ve used a web-based system. Bonus points if you’ve used a bug reporting system before, or if you have experience with back-end content management systems.

• Your ability to spend at least 5 hours per week playing a game and reporting bugs. The more time you spend playing a game and giving quality feedback, the more we’ll reward you with credits at Deliver2Mac. Those credits can be redeemed for more free games.

If we choose you, we’ll send you an email and explain how to access our bug reporting system, as well as how to download the Beta version of the game you’ve been chosen to test. We’ll also notify you on a regular basis when new projects are available.

We look forward to hearing from you.

1/17/12: Made a minor edit to note that we expect 5 hours per week spent playing a game that’s being tested. The text originally said “5 hours per game.”

Posted in General VP Business, Mac Games | 10 Comments

Egosoft’s Bernd Lehahn Talks X3: Albion Prelude

The original X series concluded with the release of X3: Terran Conflict, but that didn’t mean the X Universe was headed for cold storage. On the contrary, the end of that storyline gave the Egosoft development team the opportunity to give the game world an upgrade with the forthcoming Rebirth.

Before that, though, there’s X3: Albion Prelude. We corralled Egosoft CEO Bernd Lehahn to learn more, beginning with the simple reason why the developer decided to relaunch the X Universe: “Because we wanted to redesign the game,” he replied.

Lehahn continued: “All X games since X: Beyond the Frontier are basically built on top of each other. They always expand the possibilities, the universe and the UI of each predecessor. Of course we changed the underlying graphics engine a few times, to make sure we always have an up-to-date look, but the game design changes you can make from one part to the next are limited.”

X3: Albion Prelude

Check out the pretty graphics.

The follow-up question, of course, involved the decision to create Albion Prelude as a bridge between new and old. “There are always a lot of ideas and a lot of improvements that we still want to add to the ‘old’ series too,” Lehahn said. “This process of taking the last game of the series and adding new features to it has its limitations, but it also has a huge advantage: You always know exactly what you are working on, and how you can improve it. You listen to the feedback from the fans and you decide which of these wishes fit best with the game and the plans for the next title. This will never bring a radically new game of course, but it will bring a gradually improving title that becomes better and better over time.”

He adds: “They will be two very different types of games. Just because X Rebirth is designed to make a lot of things different and better, does not mean that the old has to die. Combine that with the possibility to explain the big changes in the universe and you have the recipe for X3: Albion Prelude.”

Exploring strange new worlds...

One of the major changes that Albion Prelude sets up is the use of corporations, rather than alien species, to drive the game’s conflicts. Lehahn explains the reason behind that move: “The shift away from ‘simple’ species-based conflicts towards a universe where there can be good and evil even within the same alien group is one of the many changes in X Rebirth. Of course it is more realistic to begin with, but it is also more interesting to play. The motivations that drive these factions are more diverse. Corporations can behave very different from an organized race, and a government becomes more interesting if there can be conflicts even inside a race’s territory.”

He adds: “X3: Albion Prelude hints toward this change and explains how corporations started to become so powerful that governments were no longer able to control them.”

New spaceships abound in Albion Prelude

The setup for this is the conflict with the Terrans that closes the X3: Terran Conflict story. As Albion Prelude opens, Lehahn note “there are two main new game starts, one for each side of the Terran War. After the Terran Conflict escalated into a war, it got much harder for a player to remain neutral. So these two game starts really give you the choice to fully participate in the war on either of the two sides.”

The rise of corporations during that conflict means that financial decisions become a key part of power consolidation, and the new Stock Exchange feature lets you play the role of futuristic stock broker as you try to build wealth a new way.

Lehahn explains another new capability that plays into the financial side of the game: “An example of another advanced economy-based gameplay feature is building of very large stations. X3: Terran Conflict introduced the possibility to build so-called ‘complexes.’ These are stations that connect multiple factories together to minimize the need for transportation with ships. The more products such a station produces, the more useful does the graphing feature get. We now have menus that can show developments in different styles of graphs or charts.”

Is that your space station or are you just glad to see me?

In addition to the obvious new features, Lehahn says that plenty was improved under the hood too, including performance engancements. He explains: “This kind of stuff actually adds up to be quite significant in the end. We do, however, plan to also back-port most of these changes to X3: Terran Conflict and make them available in a patch form.”

Posted in General blog post, X3: Albion Prelude | Tagged , , | 9 Comments

Gamer of the Month: Simon Janich

Simon Janich’s path to Mac gaming is probably familiar to many who are in their 30s and 40s today: “My first video game experiences were on my cousin’s Atari 2600 with stuff like Pitfall, Haunted House and The Empire Strikes Back.” In 1983, he recalls, he and his brother received a Commodore 64 for Christmas, and soon he entered the realm of Ultima, The Bard’s Tale, Maniac Mansion, and other classics of the era.

He continues: “I then switched to the Amiga, starting with the A500, which got seriously expanded over the years, and ended up with a badass Amiga 4000T before finally migrating completely to the Mac.” His father and brother were both Mac users. He says: “I simply liked the simplicity and elegance of the user experience, so I wanted to have that, too. When it became obvious that the Amiga didn’t have much of a future, I finally switched over completely to the Mac with my first own bondi-blue Rev. A iMac.”

Today, Janich teaches chemistry at a university. (“I’m trying to show students how to work in the laboratory without killing themselves and others,” he quips.) However, he still has time for games, and he says his favorites are “games that make me use my brain: strategy games and complex simulations are high in my esteem. The X series games are simply the best space sims available. I mostly play X3: Reunion, which offers a great mixture of strategy, exploration and action in a huge and complex universe.”

Asked for some X3: Reunion tips and tricks, Janich replies: “First of all: be patient. X3: Reunion (and certainly also X3: Terran Conflict) starts out slowly. Like an RPG, you will need some time until you have powerful equipment that will allow you to take on anyone. You won’t be able to fly around as a badass pirate hunter right from the beginning. Start by trading until you can afford some bigger ships, which allow you to carry more cargo, then trade some more. Better weapons should come later.

X3TC

X3: Terran Conflict

“I don’t think many people know that there are a couple of unowned ships floating around in several sectors that you can easily capture and put to use. Among these are freighters that come in handy for trading, and also the fastest ship in X3: Reunion. These ships are sometimes not easy to find since they float around far away from the usual trade routes in the sectors. You’ll need to look around thoroughly. Of course, there are also guides available on the Internet.

“Even when you mainly want to become a bounty hunter, you should do some trading to keep a steady income flowing: repairs are expensive. Thankfully, you can automate this a bit by equipping some freighters (like the ones you found floating around for free) with the appropriate Trade Command Software. Nevertheless, keep an eye on your ships. Especially in the beginning, when the Trade software can only trade within a single sector, the autopilot won’t be able to find a worthwhile deal in that sector and stall. Then simply move your ship to another sector and start the sector trading again. When the trader is leveled up enough to be able to trade in the whole universe, things get a bit simpler.”

Now that he’s mastered X3: Reunion, Janich has our latest release, X3: Albion Prelude, to look forward to. He scored himself a free copy for being selected Gamer of the Month for January.

X3:AP

X3: Albion Prelude: Your gateway to new adventures in the X universe.

Happy holidays to everyone out there in Mac gaming land. We look forward to bringing you more fun in January, including an article about the development of Albion Prelude.

Posted in Gamer of the Month, General blog post, Mac Games, X3: Albion Prelude, X3: Reunion, X3: Terran Conflict | Tagged , , , | Leave a comment

The Ultimate Home Sheep Home Walkthrough

When we released Home Sheep Home at the App Store, it included the 15 levels found in the original version, but our latest update tossed in five more levels for free. Here’s how to successfully complete all 20 levels.

A tip before you start: You can switch between the sheep by tapping their portraits in the top right corner of the screen, in addition to tapping them. Sometimes tapping their portraits is easier than tapping them, especially if they’re close to the move arrows or are next to each other.

Level 1:

This one is simple: use any of the sheep to knock over the board and then run all of them across. The only reason you would want to replay this one is to try and beat your best time.

Level 1

Level 2:

While this one is pretty easy too, it introduces the idea that Shirley is best for knocking things over: drive her into the stack of hay bales and they’ll quickly fall over. Timmy, on the other hand, is useless for that task, and Shaun can do the job, but he’ll take longer than Shirley.

Level 2

Tip: Put Timmy and Shaun on the hay bales after they’re knocked over and have Shirley plow into them. She’ll create a tidal wave that will carry the other two sheep to the end with her, shaving a few seconds off your time.

Level 3:

This one may seem simple, but here’s where the game starts getting tricky. You need a larger sheep, like Shaun or Shirley, to start the swing’s momentum; Timmy won’t be able to do it. The swing will also slow down, so time your jumps carefully, and remember that Shirley can’t jump nearly as far as the other two; she needs to wait until the swing is practically right next to her.

Level 3

Level 4:

Use Shirley to knock over the box and use Timmy to hit the switch on the other side of the door, since he’s the only one who can fit in the tunnel. As in level two, you could use Shaun to move the obstacle, but Shirley will get the job done faster.

Level 4

Level 5:

Here’s another level where momentum plays a critical role. Start with Timmy and get him across first, since he’s the easiest and he won’t make the stacks start swaying. Then move Shaun and Shirley across. Hopefully you can keep the stacks as still as possible while moving Shaun, so Shirley has an easier time.

Tip: Use the arrow keys to adjust each sheep’s jump while it’s in mid-air. That will allow you to land as close to the middle of the top of each stack as possible, which will minimize the amount of swaying. The stacks start swaying when you land too lose to one edge or the other – if that happens, quickly move the other way and try to counteract the momentum. You probably won’t be able to make a stack become perfectly still after it starts swaying, but you can calm it down a bit.

Level 5

Level 6:

Use Shirley to move the trampoline and then have each sheep jump to the top of the green structure. You need to time your jump button taps for the precise moment when the sheep touches the trampoline; that will propel them higher.

Level 6

Level 7:

This one seems tricky, but don’t overthink it: use Shirley to weight down the left side of the plank and use Shaun to push the box off the right side. Then have Shaun jump across, followed by Timmy and Shirley. Make sure Shirley gets a good running start.

Level 7

Level 8:

Put Shirley and Shaun next to the brick wall so they form a platform. Have Timmy jump on top of them and then over to the platform on the left; use him to push the box onto Shirley and Shaun and then onto the brick wall. While Timmy can push the box across the brick wall, you may want to use Shirley for that task, if you’re looking to shave seconds off your time.

Put the box on the switch and send all three sheep through the open door.

Level 8

Level 9:

Use Shirley to push the trampoline next to the door. Then use either Timmy or Shaun to jump up to the cabbages and push them over the right side of the red platform, so they bounce off the trampoline land on top of the building on the right. You just need two of the cabbages to land on top of the building so that one of them will end up on top of the switch, which opens the door.

Tip: Push the cabbages off the side one by one. If you push two or three at a time, you’ll find that they’ll knock into each other when they bounce on the trampoline, and they could end up rolling around on the ground, where they won’t do you any good and they’ll get in the way of the other sheep. To make space between the cabbages, run back and forth across them to get them rolling. Then drop down next to one and start pushing.

Level 9

Level 10:

Even if you’re not playing to beat your best times, you’ll need to hurry at the beginning of this level, since once the tire lands in the crevice, only Timmy will be able to squeeze through to the exit. Put Shirley next to the door and put Shaun on top of her; Timmy will be able to jump on Shirley, then on Shaun, and then over the door, so he can run over to the switch and activate it.

Level 10

Level 11:

Put Shirley next to the hay bale, then have Shaun jump on her and over it. The goal here is to create a ramp with the hay bale. You can do that by using Shaun to push the hay bale to the left, so it falls over and Shirley can prop it against the piece of wood, which will fall over when Shaun stands on it. This can be tricky, given the game’s physics, but the bottom line is you want to arrange it in such a way that all three sheep can get across. If any of them fall between the brick wall and the red structure, they likely won’t be able to get back up.

Tip: Remember that Timmy is the best jumper, so get Shirley and Shaun across first, just in case their movements shift the hay bale and the piece of wood.

Level 11

Level 12:

Run Timmy through the tunnel at the bottom of the steps, since he’s the only one who can fit through it. Put him on the right side of the teeter-totter; you’ll notice there’s a little platform he can stand on.

Use Shirley to push Shaun against the steps, then have Shirley jump on him so she can climb the steps. When she gets to the top, have her jumpy onto the right side of the teeter-totter, sending Timmy over to the other side where he can press the button and raise the ramp.

Tip: As soon as Shirley jumps on the teeter-totter, switch to Timmy so you can guide his leap with the arrow keys; push the right arrow to make sure he lands on the other side.

Level 12

Level 13:

Use Shirley to push the lower safe to the right, up against the brick wall, and then use her to push the other safe against the brick wall on the left. Put Shaun on top of the brick wall on the left, then have Timmy jump on him and up to the bottom platform. Have Shaun join Timmy on the bottom platform so Timmy can jump on him to get to the next platform up. (Have Shaun get a running start from the safe that’s up against the brick wall and he should be able to reach the bottom platform.)

You’ll be tempted at this point to have Timmy jump across to the platform with the box on it, but resist the urge: Shaun needs to jump off Timmy so he can reach the top platform, from which he can jump to the top of the middle structure. Now Shaun can simply jump across to the other side and Timmy can push the box off the platform and jump across too.

Last, have Shirley jump on the box and from there onto the safe and then to freedom.

Level 13

Level 14:

Stack Shaun on Shirley on the far right side of the green platform and then have Timmy jump on top of Shaun. Timmy can now jump to the tall brick wall in the middle of the screen. Don’t let him fall off the right side, because he needs to push the piece of wood there to the left – after he does that, he can push it all the way to the left, where it’s out of the way. Then he can jump to the top of the brick wall on the left and push the wood piece off to the right, where he can shove it out of the way in that direction.

After Timmy has cleared the way, Shaun and Shirley simply need to jump down and leave the level too.

Level 14

Level 15:

Move Timmy and Shaun to the right side, against the brick column, and use Shirley to push the trampoline to the left side of the brick house, where she can jump and knock the wood plank off and on top of Shaun and Timmy. Be careful: don’t push the trampoline too far to the left, or Shirley won’t be able to push it back to the right.

After the plank falls on Timmy and Shaun, use Shaun to push it to the left so that it rests on top of the large brick and forms a ramp. Now move Shaun to the far right, against the brick column, and put Timmy on top of him so that the two of them are out of the way.

Use Shirley to push the trampoline up the ramp and next to Shaun and Timmy. Now Timmy can simply jump on the trampoline and over the brick column, followed by Shaun and then Shirley.

Level 15

Level 16:

Use Shirley to push the bottom step all the way to the right. Don’t worry, you might think it will fall into the chasm, but it won’t. Once the bottom step is up against the cliff on the right, use Shirley to push the next step to the right, and then the next one, until they’re all pushed to the right. Now the sheep can simply jump up the steps to freedom.

Level 16

Level 17:

You could use any of the sheep for this task, but Shaun is the best since he can easily push the mallet and quickly move into position, so have him jump over to the cliff. Have him push the mallet, which will swing down and strike the cabbage. While that’s happening, move Shaun to the left and get ready: as soon as the cabbage shoots out of the hole at the top, have Shaun plug it so the cabbage falls on his back and rolls off to the right, where it will come to a stop on the button.

Now all three sheep can jump to the right and end the level.

Level 17

Level 18:

Have Shirley jump down and push the trampoline to the right so it’s angled, as shown below. The best angle seems to be created when Shirley is standing on the ground, rather than still on top of the bricks on the left. Don’t push the trampoline too far to the right because she won’t be able to push it back to the left.

Shaun is the best sheep to use for pushing the cabbages off the ledge and onto the trampoline. You’ll need to experiment to figure out how to hit the button on the left side: you want a cabbage to ricochet off the underside of the ledge and hit the button, but you can also accomplish the same thing when two cabbages bounce against each other. You can try pushing the cabbages over one at a time or both at once.

Once the button is pressed, you can move all three sheep to the exit.

Level 18

Level 19:

Use Shaun to jump across and put the crate on the right side of the teeter-totter. Then have Shirley jump across and land on the left side of the teeter-totter, so she catapults the crate to the ground below. Guide Shirley in mid-jump so she lands as far to the left on the teeter-totter as possible – that will give her enough force to pop the crate up and over the small patch of grass. Then use Timmy to push the crate onto the button and everyone is home free.

Level 19

Level 20:

Put Timmy in the open space in the wheel first. Then have Shirley jump in and start pushing to the right. The wheel will start spinning right away, so immediately switch to Timmy and get ready to jump over to the button. Once he pushes it, all the sheep can easily get out: Shirley will drop to the bottom, and the open space in the wheel will head back toward the top, since it is bottom-heavy and naturally comes to a rest with the open space at the top.

Timmy can jump back into the open space in the wheel and Shaun can jump in and push so that it turns again and drops both of them at the bottom.

Level 20

Posted in Home Sheep Home, iOS Games | Tagged , , | 1 Comment

Gamer of the Month: Paul Natsch

Paul NatschLike most of today’s gamers who grew up in the 1970s and 80s, Paul Natsch cut his teeth on the earliest consoles. In his case, his gaming career started with the Magnavox Odyssey (“I spent hours playing Pong with friends on that thing!” he says) and moved on to the Atari 2600 and ColecoVision.

He left the world of Space Invaders, Donkey Kong, and Zaxxon behind in 1986 when his father purchased a Macintosh Plus for him. He had been paralyzed in an on-field high school football accident in September 1985, and after he spent eight months of rehabilitation in Chicago, he came home and received the Mac.

Natsch recalls: “Almost immediately I discovered something called a Headmaster Plus, a head–operated mouse, and a local church graciously purchased one for me. Armed with the ability to use the Macintosh Plus independently, I went to a local software store and purchased copies of Wizardry, Mindshadow, and The Ancient Art of War. This began my love affair with gaming on the Macintosh. I’ve since owned seven other Macintoshes, each one better than the last.”

Today, he’s active at AssistiveGaming.com, covering Mac games from a disability viewpoint. (He relies heavily on Dragon Dictate speech recognition software for writing articles and controlling his Mac in concert with the venerable Headmaster Plus, which he still uses; you can learn more about that in this PDF article on the Nuance web site, which I also wrote.) He has also contributed to ATMac.org, a site with a broader disability focus.

Among today’s crop of Mac games, he says he enjoys Elven Legacy Collection “because I like how in turn-based games you can take all the time you want between turns to think about your next move and strategize. Plus being in a fantasy setting it’s a nice change of pace from the norm for these types of games.”

Elven Legacy

He also adds Majesty 2 “because I was a big fan of the original and this is more of the same but better!”

Posted in Gamer of the Month, General blog post | Tagged , | 1 Comment

The Europa Universalis Series: History is Your Playground

With our recent release of Europa Universalis III Chronicles – and the compilation’s availability this week at the Mac App Store — we thought we’d take a stroll down memory lane and examine a series that has become a major player in the strategy genre.

The original Europa Universalis, which was only available for Windows, hit store shelves in 2000. It was based on a board game of the same name; unsurprisingly, one session of the board game can take weeks to play. Both the analog and digital versions of the game used the concept that is well-known to long-time EU players: control a nation between the years 1492 and 1792 and build its power through military conquest, diplomacy, and wealth. EU also gave players plenty of opportunities to ask “What if?” questions of history.

The game’s popularity paved the way for not only the second and third installments in the series, along with EU III’s expansion packs and the Rome offshoot, but also the Victoria, Crusader Kings, and Hearts of Iron series. All of those titles brought publisher Paradox Interactive to prominence, Virtual Programming came along for the ride, since we have handled the Mac versions of all those titles.

The second edition of Europa Universalis extended the game’s timeline, covering 1419-1820 and giving you more of history to play with.

EU II also deepened the gameplay, which was taken to a new level with 2007′s Europa Universalis III and its Napoleon’s Ambition, In Nomine, Heir to the Throne, and Divine Wind expansions. Playing the game with all four expansions installed, which is a snap with EU III Chronicles, lets you begin in the year 1399 and end in 1821, offering the longest timeline yet.

EU 3 screenshot

All this can be yours

EU III also lets you choose from over 300 countries to control (EU offered a fraction of that), and it features many provinces, such as the Americas and Africa, that you can colonize. You must oversee your fledgling empire’s economy, advance its technology and unlock new military units and buildings, manage diplomatic relations with other countries, organize your military forces, and more.

The ability to replay history is a big part of EU’s draw, and the third version and its expansion packs offer a healthy dose of that. Will the exploration and colonization of America turn out differently than it really did? Will the Holy Roman Empire quietly fade away, or will it somehow avoid its 1806 dissolution? Which European nations will fail to come into existence or form in a drastically different way? History is yours to play with.

EU 3 screenshot

Careful planning is key to successful conquering

If you’re new to strategy games or the EU series, Strategy Nerd hosts an excellent EU III guide that lays out the basics. Advanced players will appreciate the wealth of reference materials, including strategy and country guides, offered by the EU III Wiki. And like most strategy games, EU III has many customization options — the Paradox forum hosts a master EU III mod list that notes which ones work with the Mac version.

Posted in Europa Universalis 3, Mac Games | Tagged , | 2 Comments

Driving future Mac games growth with Unreal Engine 3

We recently announced that we were the company behind the Mac version of Unreal Engine 3, which Epic brought to the game development world last month. “Every UDK [Unreal Development Kit] game’s potential user base has increased dramatically yet again,” the publisher said on its site at the time.

We’re thrilled that we could be part of such a major event in Mac gaming history, one that will drive development forward as publishers add the option to publish their UE3-powered games on Mac OS X. We’re happy to offer our services as the developer of such titles, so if you happen to work for a publisher interested in bringing a UE3 game to the Mac, let me know and I will forward your message to our CEO.

Even if we’re not involved in those releases, we’ll be thrilled to see them, since they’ll take Mac gaming to greater heights and help all of us in the industry. As Apple continues to sell more Macs than it ever has, the platform slowly but surely becomes less of an after-thought for gamers. Sure, we still have a long way to go, but as Cult of Mac noted when it reported the UE3 news: “Be sure to look out for the next-generation of Mac OS games built using the Unreal Engine 3, which are sure to be as staggering as those released on iOS, and those console titles that use the UDK such as Unreal Tournament 3 and the magnificent Gears of War series.”

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Steve Jobs: 1955-2011

Steve JobsWithout Steve Jobs, Virtual Programming wouldn’t exist, at least not in its current form. Sure, we’d be doing something to make money, like everyone else, but the Mac and iOS platforms wouldn’t exist: the former would have faded away had Steve not returned to Apple, and the latter would have never come into being.

The same holds true of so many other businesses, whether they’re selling iPhone cases and iOS apps or simply running a web site devoted to all things Apple. I was a contractor at Apple between 2000 and 2002, and I remember chatting with an Apple employee after Steve had introduced a new Power Mac and its SuperDrive capable of burning DVDs. “We just created a bunch of new businesses today,” he said.

He was right: the innovation that Steve drove at Apple helped build an increasingly complex ecosystem that benefited not only consumers but entrepreneurs too. Steve gave them the tools they needed to succeed. A rising tide lifts all boats, as the old cliche goes, and as Steve drove Apple’s fortunes ever higher, he pulled many people outside the company with him.

Even before Apple stopped participating in Macworld, WWDC, which used to be a conference that only engineers cared about, suddenly became a topic of discussion as people wondered what Steve would choose to unveil there. What other company has so much attention laser-focused on its product cycles? Many companies wish someone would create a rumor site about their activities, or that their customers would show up at dawn for the opening of a new store.

Sadly, Steve’s family, friends, and colleagues no longer have him with them, and that has left my heart heavy this week. But Apple will continue to thrive, thanks to the hand-picked executive team he left behind, and all of us who have benefited from its innovation will get the chance to do so for many years to come. Thanks, Steve, for making the world a better place in so many ways.

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