Archive for December, 2011
Cat Plays ‘Fruit Ninja’, is Basically Better than Me
With the holiday season upon us and the iTunes freeze halting any new games or updates from popping up, there’s been a severe lack of hard hitting iOS news to post about this week. So, with that in mind, we’re going to do what any self respecting website would do during a dry spell – post a cute cat video from YouTube. Everybody knows that cats are the dominating force of the internet, but in this instance, there is actually some relevance to what we do here at TouchArcade.
As pointed out by Halbrick , some crazy cat owner has gone and taught their furry feline friend how to play Fruit Ninja. A cat owner after my own heart, really. Check it out:
So here’s the thing: I actually think this cat might be better than I am at Fruit Ninja. I mean, sure, I’ve achieved higher scores than kitty has, but you can see how his (or her?) technique is nearly flawless, and it’s only a matter of time before my score is overtaken. Halfbrick also points out that their Fruit Ninja movie spinoff Fruit Ninja Puss’n Boots stars a cat, and this may possibly be the real life incarnation of that. Did Halfbrick go out of their way to train a cat to play Fruit Ninja in an elaborate scheme to start a viral video marketing campaign? Nah, probably not, but I’m nonetheless happy to be able to share in the cute cat video goodness.
Fruit Ninja, $0.99
Fruit Ninja Lite, Free
Fruit Ninja: Puss in Boots, $0.99
Fruit Ninja: Puss in Boots Lite, Free
Fruit Ninja HD, $2.99 (iPad Only)
Fruit Ninja HD Lite, Free (iPad Only)
Fruit Ninja: Puss in Boots HD, $1.99 (iPad Only)
Fruit Ninja: Puss in Boots HD Lite, Free (iPad Only)
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Sega Announces ‘Sonic the Hedgehog 4: Episode 2′; Releases Teaser
Hey, remember Sonic the Hedgehog 4: Episode 1? It came out over a year ago, we liked it a lot in our review, and couldn’t wait for additional episodes to come. Maybe I got spoiled by Telltale’s release schedule, but I was sort of expecting Sega to rapid fire release additional episodes of the game. Well, it turns out we won’t be playing the second installment until sometime next year. But, hey, it’ll have Tails!
Check out this :
Cool, right? I’m a little worried about the engine change, as that seems like something that’s a little strange to do between installments of an episodic game. It sounds cool though.
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Still Don’t Have an iCade? Pick One up From Bed Bath & Beyond for $49.99
Here’s a small shout-out for our American iPad-owning but not iCade-owning audience: Bed Bath & Beyond, which seems like a strange place to buy an iCade to begin with, is apparently liquidating their inventory at $49.99 a pop. You can and order one, or check to see if any stores have them in stock locally. In the Chicago area, it seems like almost every nearby location has them, but your milage will vary.
We’ve already extensively reviewed the iCade in the past, and maintain a pretty awesome list of iCade-supported games to check out as well. If you were lucky enough to snag iMAME before it disappeared, consider that iMAME comes with full iCade support, making it pretty awesome. (Alternatively, you could always jailbreak and install if you missed iMAME.)
It doesn’t seem like Bed Bath & Beyond ships outside of the USA, so our friends from abroad lose out on this deal. You likely have universal healthcare though, so I’d still argue you’re winning overall even without $50 iCades.
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Famitsu Reveals Taito’s ‘Rayforce’; Coming This Winter
It’s always great to see companies with so much history (like Taito, in this case) bringing some of it to the App store. According to [], Taito will be bringing Rayforce to the App Store, and it’ll be hitting at some point this winter. (Or, before March 20th, for those of you playing along at home.)
Rayforce is a vertical shooter which I’d guess not many North Americans have much experience with. It originally hit in the early 90’s, with a new name for seemingly every region it was released in, you might remember it as Galactic Attack or Gunlock. Or, you might not remember it at all, since outside of Japanese and European arcades it was only ever available as a Sega Saturn game until PC ports started materializing much later.
[ via ]
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GameStop’s iOS Trade-In Program Doing Better Than Expected
So, that pilot iPhone, iPod, and iPad ? Apparently, it isn’t doing so shabby. In a thrilling press release, company president Tony Bartel said that the “velocity” of the program has exceeded expectations. Furthermore, GameStop has an expectation that it will see even more traffic after the holidays calm down since a lot of folks have received fresher and better devices.
The program kicked off in select stores earlier in 2011. Customers are receiving “up to” $180 for a iPod touch, $300 for iPhones, and $400 for iPads in GameStop store credit or cash.
In a , GameStop didn’t throw down any specific numbers, so it’s hard to tell just how many iOS devices the program has roped in. But it isn’t like this is a mom-and-pop shop; you gotta figure whatever the number is, it’s a lot.
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60beat’s New GamePad Sure Looks Like A Winner
With it being extremely doubtful that Apple will ever roll out any kind of official game controller for use with iPhone and iPad, it’s up to third-party creators and wizards to fill in the gap. 60beat is the latest we’ve seen to throw a hat into the ring, and its product, , seems like a cool accessory.
In a nutshell, the $50 GamePad is a slick-looking, PlayStation-style kind of controller that connects, unlike many third-party controllers, to the headphone jack. No blu-tooth black magic — just seemingly straight-up plug-and-play connectivity.
It features of total of ten buttons, two joysticks, a d-pad, and ships with an audio splitter and a luxuriously long four foot cable. We haven’t had any hands-on with one quite yet — it’s in the mail — but creator 60beat has uploaded a video of the thing in action. Take a look:
Looks cool, right? The biggest hurdle for the GamePad — other than being a good and meaningful product, of course — will be grabbing the attention of the iOS development community. It apparently requires some game-side tweaks to work properly, so 60beat and its friends will have to collaborate. As of this moment, support the device: Bugdom 2 [$2.99] and Aftermath [$1.99].
The official web site for the device says we’ll hear a lot more about games support in February 2012. Expect more from us on the device in the future, too.
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Simogo’s ‘Beat Sneak Bandit’ Puts Music To Puzzlin’ Action
’s Bumpy Road [$2.99] is radical because it totally embraces the touch screen. On top of being a simple and gorgeous game, the play is stupendously clever. Touch the physics-enabled bit of road and it lifts, taking the playful car with it.
This purity of design might become something of a hallmark for the Swedish company. I’ve just spent some time with its upcoming title, Beat Sneak Bandit. It’s as artful and as delightfully cutesy as Bumpy Road, and it boasts another kind of one-touch control that feels just as satisfying. Color me impressed.
Beat Sneak is a little abstract conceptually. I’ve started to think about it like this: it is what would happen if Kojima decided to marry 2D Metal Gear Solid to Grove Coaster [$.99], and knock out all of the former series’ fat in the process.
In Beat Sneak, you control a bandit (duh) on a 2D plane in tightly constructed, object–filled vertical levels. Your goal is pretty basic: steal a huge clock without security systems or people detecting your presence.
What makes this interesting is the injection of puzzle mechanics and the game’s unusual control method. You move lockstep, but only if you tap correctly to the level’s beat. If you played Groove Coaster, imagine a scenario in which you were only able to access the next note if you correctly hit the previous one. This is how you move in the world.
Moving is simple, but devilish in practice: in addition to having to keep the beat, you’ll need to avoid pitfalls — sliding doors, strobing searchlights and other kinds of bandit-catching obstacles. In the game’s first chapter, a lot of the mainline puzzle solutions can be boiled down to knowing when to wait for an opportunity to open. This is roughly the equivalent of resuming a Rock Band song midway through, so it ain’t easy.
Another thing: there are other, smaller clocks in levels. If you’re into optionals, you can grab these, too, but they require serious thought. You’ll need to observe movement patterns at every turn, evaluate the best way to turn Beat Sneak the Character around, and then get him back to the main prize — all without being caught.
In my demo session, I played through the entirety of the first chapter in the game and that took around 30 minutes. I failed a lot because I’m no music game master, but I also failed because the optional clocks are flat-out hard to obtain. I also noticed while I was doing all this failing, by the way, that there is a baby mode “skip” option that’ll whisk you away into the next level with no penalty. Not even a tutu.
I think the biggest challenge facing Simogo is keeping players feeling the groove and in the moment as they ponder and then experiment with the environment. Music games are odd beasts in general, as the experience tends to snowball into an icky mess if you fumble the timing of a song.
Speaking of that, Beat Sneak’s quirky music is fantastic. I also dig how the entire game seems to revolve around the beats and the general offbeat tone. In the trailer, you’ll see how the bubbly world bobs and weaves with the music.
I’m overwhelmed by this idea. Conceptually, Beat Sneak is cool, and the execution on the remarkably pure concept seems to be panning out extremely well. We’ll get our hands on a final version a little later this quarter when the game hits iOS.
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‘Dungeon Hunter 3′ and ‘Zenonia 4′ Jump Down the Free to Play Rabbit Hole
Two favorite franchises of the TouchArcade forums, Dungeon Hunter and Zenonia both had sequels drop during the Christmas flurry of releases. Both the good news and the bad news is that these games are totally free to play. Depending on which side of the free to play fence you’re sitting on, this is either great news or horrible news. I’m not sure there’s any wiggle room in between, if arguments on our forums and in iTunes reviews are any indication. In my opinion, regardless of how you feel about the whole free to play thing, both Dungeon Hunter and Zenonia come from a pedigree of games that are worth giving the benefit of the doubt to. They’re free to try, and who knows, you might not find their respective free to play mechanics that offensive… So I say, no harm in giving them a spin.
Dungeon Hunter hit in mid-2009 when we were still totally willing to overlook Gameloft being, well, Gameloft with their highly “inspired” games and were just beyond happy to get a great 3D dungeon crawler on the App Store. Dungeon Hunter 2 hit over a year later and improved upon the original in every way imaginable, most notably, adding online co-operative play.
Dungeon Hunter 3 [Free] departs from the traditional Dungeon Hunter formula in that it abandons all semblance of a story in exchange for a hoard mode which has become a surprisingly popular secondary game mode for all sorts of console games. Choose a class, kill everything as fast as you can, repeat. Like many “premium” games that make the “freemium” leap, progression feels artificially limited and grindy, unless you feel like opening your wallet. Still, if all you’re looking for is to bash some monsters faces in, Dungeon Hunter 3 will do the trick.
Similarly, Zenonia hit the App Store in early 2009, and even though the Korean RPG formula leans heavily on grinding, there wasn’t anything else available that came close to the gameplay offered. Iterative improvements were made both over Zenonia 2 and Zenonia 3 with new art, sound, classes, monsters, and more added with each jump in the series.
The recently released Zenonia 4 [Free] follows this trend, with a free to play mechanic sandwiched in. The controls feel just as clunky as every other Zenonia game, but just like previous installments, don’t take long to get used to. Zenonia 4 is the best looking Zenonia title as well, as it comes packed with full Retina Display graphics. Progression doesn’t feel any slower than other titles (which were never very fast) and the free to play mechanic hinges on a constant pressure to buy ZEN points which can be used to improve your character in basically every way you can imagine.
I just wish both of these games were available as a single purchase game, tuned to provide a fun gameplay experience from beginning to end instead of goading me to open my wallet or play for eternity. This seems to be the case for most of these “premium” games that make the free to play jump, so it’s not like the shift in gameplay should be news to anyone. Regardless, they are free to try, and we still likely won’t see any new games until next week…
Dungeon Hunter 3, Free (Universal)
ZENONIA® 4, Free
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‘LostWinds’ Review – A Great Game in Need of Better Controls
LostWinds [$3.99] from Frontier was originally released for the Wii in 2008 and we’ve been waiting for the iOS port since it was reported in July. It’s a beautiful adventure platforming game with puzzle elements, which rates highly in almost every way.
The story opens with little Toku asleep on the grass, but once you swipe him awake, there’s a lovely layered platform world to explore, with pink trees, waterfalls, caves, villages and other characters to discover. Just tap the screen to walk in that direction, or hold your finger down for a second to keep moving automatically.
On the first level, you discover Enril the wind spirit and gain the ability to generate gusts of wind with a finger swipe. So if you swipe a plant it sways in the breeze, swiping a tree causes it to shake and rustle, while swiping a waterfall splashes water around. You can also swipe at objects – like large rock balls – to move them, or swipe burning fires to fan or direct the flames. These abilities help your search for the evil Balasar, so you can lift his dark curse.

You can also use your new wind-generating abilities to help Toku explore. Swiping upwards through Toku causes him to jump upwards, carried on a gust of wind. And as you progress, you unlock the ability to use double-gusts to blow him further. Toku can ascend to even greater heights by climbing inside a poyak plant, which spits him skyward, or by gusting him downwards into a large mushroom, for a trampoline effect. Alternatively, you could burn a poyak plant and take it’s seed to plant strategically somewhere else, as a new jumping point.
There are enemies to avoid, including glorbs which cling to you and must be swiped away before they deplete one of your four lives. However, by swiping the background vegetation, blue birds fly into the sky and tapping enough of these eventually restores a life. Along the way you discover and activate statues which act as re-spawn points when you die.
With three game save slots, Game Center integration, innovative game-mechanics, a storyline, lovely graphics, interesting levels with multiple exits and a chilled-out soundtrack which I haven’t tired off, Lost Winds was heading towards an easy five-star rating, however: As I mentioned at the start, this game rates highly in almost (but not quite) every way.
Sometimes the controls are frustrating. Especially when there’s a series of double-gust jumps in a row, where a single failure causes you to fall and restart. After numerous attempts I walked away from my device in frustration, a few times. Other players in our have described the wind controls as “unforgiving”, which is a suitable description. Apparently the Wii version had a tiny pause before the jumps, which is missing from the IOS version, which could be a factor (as discussed in our latest TouchArcade podcast).
However, the jumps do get easier with practice. My two pro tips are: Run off ledges to automatically jump, rather than jumping off ledges manually and always swipe from directly below Toku in a straight line. That helps, a little.
Lost Winds is such a delightful game in all other regards that I’m still enjoying it, but the controls have tested my patience. If you’re not a fan of swipe controls, you may want to wait and see if the developers make them more consistent, more responsive and more forgiving. As it stands, the controls are – at times – part of this games challenge. Yet, for large parts of the game, the controls are fine.
The sequel to Lost Winds, Winter of the Melodias, was released for Wii in 2009, so hopefully that will be ported that to iOS too, as it allows players to strategically switch between summer and winter and includes a new cyclone ability. In the meantime, keep an eye on our for any updates on the controls.
TouchArcade Rating: 
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2011 TouchArcade Staff Favorites – Jared
After getting together to pick our official best games of 2011, we also had our writers take a look back at the last year and compile lists of their personal favorites along with their reasons why.
(Image via lauren mh)
Here is a moment I’ve been dreading all year: coming up with my own personal top games of 2011. I am horrible about picking my favorites in anything, be it movies, music, food, whatever. I always just want to take the easy way out, and just pick ALL my favorites with no compromise. But that’s not what this list is about. It’s about the top 5 games that rose above the rest, and in the year of stellar releases that was 2011, distilling my favorite games from the year into such a short list has been a task more difficult than I had anticipated.
That said, I present to you the top 5 games that I felt had to be included. My criteria was mostly which games I continued to play the most even after all the previews, reviews, and update posts had been written. In other words, these are the games I began playing to fulfill my job duties, but continued playing for myself.
The caveat, of course, is that there are plenty of games that I really wanted on my list but just flat out didn’t have room for. As such, some of the ones that I was really going back and forth with ended up not being included because they have already been featured in our overall Game of the Year and runners up list or our 2011 Buyers Guide. In fact, almost every game from both of those lists was in my “seriously considering” pile, so be sure to check out both and know that they include a ton of my favorite games from this year too.
At any rate, 2011 was a crazy great year for crazy great games on the App Store. And by the looks of things, 2012 is already shaping up to be even crazier.

Sonic CD, $2.99 – [Review] – [] – I never owned a Sega CD, so my experiences with Sonic CD were limited to brief interactions at friends’ houses and a bit of tooling around with the Sonic Gems Collection on consoles. But I never really got hooked on Sonic CD until it hit iOS. And, almost 20 years later, I can finally see what all the fuss was about. The game is sublime, and caters well to those simply looking to race to the end or to those looking to invest some additional time exploring, earning bonus emeralds, or jumping back and forth through time. The fact that the touch screen controls have never once gotten in the way of me enjoying this game really cements Sonic CD as one of the definitive iOS games of 2011.

Bumpy Road, $2.99 – [Review] – [] – Bumpy Road initially caught my attention with its unique ground manipulating mechanic, but the final product managed to tap into my mind on an emotional level. The whimsical music and visuals gave me reason to keep playing as I escorted an adorable couple on a Sunday drive in their motorcar. The fact that you don’t control the main characters directly gives them a chance to shine on their own, but the extremely personal and organic way in which you manipulate the environment with your touch inputs made me feel like an integral part of their journey. Similar sentiments could be said for games like Tiny Wings and Whale Trail, which also hit me at that emotional level. But in the end, it was Bumpy Road that captured my heart the most.

Mos Speedrun, $1.99 – [Review] – [] – Stellar iOS platformers were plentiful in 2011, but Mos Speedrun is the one that I obsessed over more than any other. Developers finally figured out that precise virtual controls could be possible on a touch screen, and Mos Speedrun indeed has fantastic controls. Its neo-retro visuals and awesome chiptune soundtrack also tickled my fancy in just the right way. But all of these elements are things that several other platformers did just as well this year, and what set Mos Speedrun apart for me were its incredible level designs. Literally built for speedruns, some of the most fun I’ve had in gaming were the late nights spent playing Mos Speedrun levels over and over again trying to find that one special shortcut that let me shave just a fraction of a second off of a completion time.

Touchgrind BMX, $4.99 – [Review] – [] – The folks at Illusion Labs don’t release games that often, but when they do, they excel at practically every level. Touchgrind BMX is no exception. It brings impressive visuals and unique multitouch controls to the world of BMX, much like the original Touchgrind did for skateboarding. Touchgrind BMX surpasses its predecessor though by offering a great variety of different environments and obstacles to bike on, rather than just a single sandbox-style skatepark. The controls are complex but intuitive, and I’ve spend hours upon hours just trying to sharpen my dexterity to a razor sharp point in order to allow me to pull of some of the insane combos that are possible in the game.

King Cashing: Slots Adventure, $1.99 – [Review] – [] – If you would have told me at the beginning of the year that a slot machine game would be in my top 5 picks for 2011, I would have called you a dirty liar and possibly punched you in the face. I honestly don’t like slot machines much at all in real life, but King Cashing takes just the basic idea of a slot machine and uses it in a fresh way by making it the battle mechanic in an RPG-style setting. With a great character leveling system and tons of interesting weapons and items to collect, King Cashing was the perfect game to pick up for just a spare few minutes or to sink tons of hours into. It made me a fan of slot machines, and proved once again that you can add RPG-style leveling to just about anything and it will be better for it.
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