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‘Triple Town’ Updated with a New Map for Owners of the Unlimited Version

The awesome match-3 city builder Triple Town [ Free ] from Spry Fox has received a bunch of updates since we first reviewed it this past January, including a juicy update late last month that added two brand new maps to play. One played much like a standard 6×6 grid game but with the added challenge of a body of water right in the middle that you’d need to work around, and the second new map was a smaller 5×5 grid that was devoid of the risk of bears or ninjas and played like a casual freeplay mode.

Today another new update has hit Triple Town adding yet another new map for owners of the game who have unlocked the unlimited play IAP. The game is free-to-play with a limited number of turns, which also regenerate slowly over time. You can purchase coin packs to buy additional turns with or you can pay a flat fee, currently $3.99, to unlock unlimited turns in the game.

I appreciate how the game tries to offer a lot for those who don’t want to pay any money, but I find the usage of consumable IAP kind of confusing, and I’d suggest treating the free game as a limited trial and if you like it then go for the one-time unlimited turn purchase rather than muck around with buying turns. This is especially true if future content updates are only going to come for those who have purchased that option.

Anyhoo, as for the new map it’s actually really great. It’s called Bear Attack and is a 5×6 grid that plays mostly like a normal game except for one huge change: there’s 50% more bears. This obviously requires a certain amount of new strategy to deal with but can also result in some huge scoring opportunities with trapping bears and converting them into churches. Like the 2 new maps before it, Bear Attack tweaks the core formula of Triple Town just right in order to offer a completely different take.

And speaking of tweaks, there’s also another round of tweaks and fixes in this latest update as well. If you have yet to try out Triple Town, definitely give the free download a try as it’s easily one of the most refreshing matching games to come along in a long time and it continues to improve with each new update.

App Store Link: Triple Town, Free (Universal)

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April 30, 2012 at 22:15

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‘Zaga 33′ Review – A Sci-Fi Roguelike in a Tiny Package

Rogue was a little before my time, and it took a while to see the appeal. Games with permadeath sound like an exercise in extreme frustration, even balanced out by tantalizingly random loot and procedurally generated worlds. In the past few years I’ve come around on the subject of roguelikes, though. It’s nice to have RPGs and skill-based games meet up, and they’re the best way to enjoy a complete game in a short time.

The latter is what I enjoy most about them, so it grates on me that so many of the best roguelikes take hours to complete. Wouldn’t it be nice if more of them embraced their strengths and provided seriously compact experiences? Not that there’s not room for the long-form, but how I’d love to have more games out there like Zaga 33 [$0.99]. It’s quick, compact and challenging in equal parts—nothing wasted, nothing left out.

It’s odd to see a game so well-suited to iOS arriving as a port from desktop, but that’s where we find ourselves. Developer Michael Brough has embraced all the best things about the roguelike in Zaga 33, and has done so with bite-sized chunks that fit perfectly into the world of mobile gaming. Got 15 minutes to kill? That’s enough to work your way through the whole game if you have the skills to pull it off. Of course, you don’t stop there. It’ll take more than a few of those short sessions to work your way up to that level, and more than a few afterwards to max out your high score.

Stranded on the, err, rogue planet Zaga 33, your hero, the humble “@,” must travel into its depths to destroy the alien cortex. You’re virtually unarmed, extremely vulnerable, and facing down 25 levels of hostile aliens. Zaga 33 strips out all but the absolute necessities of the genre. You won’t level up your little @, and you get nothing for your kills. Each time you hit an alien you take down one of its two hit points. Each time an alien hits you, you take one damage out of a maximum of nine.

That means hunting is counterproductive, so each time you enter a new screen you’ll need to weigh your possibilities. Do you head for one of the potentially useful artifacts? Doing so might draw an alien’s attention. You can fight one off easily enough, and you’ll recover one hit point when you reach the next room. But if there are two in your way, or three, you might find yourself in dire straits.

Add to that dilemma another layer of concern: you’re never sure what the artifacts will be until you use them. The artifacts’ symbols are shuffled with every new game you start, so a starburst symbol might be a healing item one playthrough and a nuke the next. Is it worth it to fight through a sea of hostile aliens for what might just be a teleportation spell? It’s a tough call. Knowing that the number of items you have at the end effects your final score—well that just makes it tougher.

You’re not left with only unknowns, at least. Zaga 33 tells you exactly how each alien will behave. Goblins move toward you, snarks move between you and the exit, and so on. This is information you’ll need in order to survive, and it turns each level into something of a puzzle. You can’t always reach the exit without getting hit, but it’s always worth trying.

Zaga 33 isn’t for everyone. The controls aren’t perfect, which can sometimes lead to mistakes. The game’s distinctly retro aesthetic will be a turn-off for some. And I can sympathize with the feeling that roguelikes can be a bit pointless. I enjoy the repetition, the fight to improve my score in a pretty randomly generated experience, but there’s no shame in preferring persistance.

If a retro-style roguelike sounds right up your alley, on the other hand, Zaga 33 is a must-buy. It’s tiny, but that just means you can try often and learn from your mistakes. I don’t usually expect to get much from a game in 15 minutes, but Zaga 33 makes every second count. Try the free desktop version if you’re on the fence—if it captures you like it’s captured me, you’ll be happy to put down a bit of change to take it on the go.

App Store Link: Zaga 33, $0.99 (Universal)

TouchArcade Rating:

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April 30, 2012 at 18:15

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‘Jetpack Joyride’ Already Gets Another Update with Retina Support for the New iPad

The folks at Halfbrick had been teasing their much ballyhooed Gadget update for Jetpack Joyride [ Free ]for the past couple of months, and just last week it finally landed in the App Store. And it was awesome. However, Halfbrick must have still had some gas left in the tank after that massive update because over the weekend they released yet another update for Jetpack Joyride, this time adding support for the Retina Display of the new iPad. Check out some screens from the newest build (click to enlarge):

In addition to the graphics upgrade on the new iPad, the visuals have also been improved for the previous generation iPads as well as the iPhone 4. Loading times have also been improved across the board as well as a whole bunch of minor tweaks and fixes. I was really impressed with the Gadget update that hit for Jetpack Joyride last week, and with this latest Retina Display update the entire package has really been fully fleshed out.

App Store Link: Jetpack Joyride, Free (Universal)

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April 30, 2012 at 18:15

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‘Escape from Age of Monsters’ Review – A Gorgeous Endless Runner

These days, endless runners need to go above and beyond in some aspect if they hope to rise above the competition and get some attention. Enter Escape from Age of Monsters [$0.99 / HD] an endless runner from Massive Joe Studios. Featuring a beautiful and unique art style, Escape certainly has our attention as a game worth checking out.

Escape puts you in the role of Gizzard, a man in possession of a mysterious pair of gloves who is to survive the monster invasion. With orphans in tow, you’ll guide Gizzard through buildings punching down walls and monsters, all while collecting floating items offering points, coins and a variety of power-ups (slowdown, speedup, e.t.c.). Miss a punch, and the monsters will take the orphans before eventually taking you down and ending the game. As expected, the longer you stay alive, the faster the obstacles come at you, until you eventually succumb to the monsters.

The first thing you’ll notice about Escape from Age of Monsters is its gorgeous visuals. The hand-drawn animated style is quite unique and simply looks stunning. Everything from the characters themselves to the backdrops to even the menus has an air of being meticulously detailed, and gives off the feeling that you’re playing in an animated cartoon. Amazingly, this feeling is amplified on the new iPad, as the retina-visuals on the large screen look quite fantastic. This sentiment is also carried over with the game’s music, which boasts a great metal soundtrack that fits the theme and sets the mood appropriately. This all leads to a very enjoyable playing experience, as Escape simply nails its presentation.

Gizzard’s gloves are the key to Escape’s gameplay. One glove is colored red while the other is blue. Tapping on the right side of the screen will launch a red punch while tapping on the left side launches the blue. Relatedly, every barrier and baddie you encounter will be colored red or blue. Thus, the game becomes an exercise in tapping the appropriate side of the screen that corresponds with the obstacle in front of you.

In addition to the simple survival objective, Escape features a mission system that tasks you with various objectives and rewards items that permanently increase the base score multiplier upon completion. This continues a recent trend in endless titles that provide score-enhancing awards vice older titles that tried to mostly preserve leaderboard parity regardless of how much you played. One minor complaint is the lack of iCloud support for your progress, although that is somewhat expected considering iPad and iPhone versions are separate. Regardless, it’s a good incentive program that encourages gamers to play for more than just leaderboard chasing (even if the rewards are simply to make said chasing easier).

While the controls are simple enough for an endless runner, there are a few miscues that prevent it from being flawless. For example, each successful punch has the opportunity to award double points, with three consecutive ‘perfect’ punches putting you in ‘Turbo Mode,’ where the score multiplayer jumps up even further and you get a temporary extra life (until the mode breaks).

However, the timing for the perfect punches seems a bit off. While continual practice alleviates this problem somewhat, you never seem to fully grasp the timing window. Another issue revolves around the swiping mechanism needed to collect the various items and power-ups littered on the level. I had multiple occasions where I’d swipe at the item several times and the collection wouldn’t register. Considering how hectic Escape gets in later buildings, this can get frustrating when you’re trying to balance item collection and wall breaking.

Despite the above issues, Escape from Age of Monsters is still a great endless runner. I’d argue that it warrants consideration simply from its visuals. Luckily, you won’t have to make that decision as Escape also offers a balanced gameplay experience to accompany those visuals. With that in mind, you’d be hard-pressed to pass up on this endless runner.

App Store Links:
    Escape from Age of Monsters, $0.99
    Escape from Age of Monsters HD, $0.99 (iPad Only)

TouchArcade Rating:

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April 30, 2012 at 18:15

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Huge Universal Update for ‘Junk Jack’ Now Available

It was just last Wednesday that we expected a huge update for Junk Jack [ $2.99 ] to be hitting soon, and in this case soon meant over the weekend. This massive content update gives the game long-awaited Universal support, and let me tell you it is a dream playing on the larger screen of the iPad. Unfortunately though, there’s no Retina support, but it still looks quite good with its simplistic pixel art style. Check out the new trailer showcasing the version 1.1 update features.

Universal support is just one of the many, many new things in this latest Junk Jack update though. More enemies, items, an entire farming system, tons of food recipes and a ridiculous amount of tweaks also grace the game. You can check out the exhaustive list (literally eye-tiring) in the App Store description, but all you really need to know is that Junk Jack continues to significantly improve with each new iteration and looks to continue that trend well into the future.

Note: For some reason the lite version of the game is no longer in the App Store. We’ll get to the bottom of this and update the post with a link or a reason for its disappearance as soon as we find out.

App Store Link: Junk Jack, $2.99 (Universal)

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April 30, 2012 at 18:15

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The TouchArcade Show – 49 – Quick Hits

On this week’s episode of The TouchArcade Show, we battle through conversations about muscle retention and HHH’s taste in order to bring you the latest and greatest in the world of iPhone, iPod Touch, and iPad. We get off to a running start by discussing the hottest real-time strategy game at the moment, Total War Battles, and then quickly dive into a flurry of oral reviews courtesy Mr. Hodapp. Later, we pan Kickstarter again, talk about Rovio Mobile’s weird IAP plans, and the themes of Minecraft.

If you’d like to listen this week’s episode, please do so via the handy-dandy links just below. If you’d rather get our podcasts the second they hit the Internet, consider subscribing to us on iTunes or Zune Marketplace.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-049.mp3, 41.9MB

Oh! And if you have interest in joining our Minecraft server, send us another e-mail, as we might end up opening our stuff to all. E-mail podcast@toucharcade.com. Thanks!

Here are your show notes:

GAMES

  • Total War Battles [$6.99]
  • SpellTower [$.99]
  • Polymer [$.99]
  • Escape from the Age of Monsters [$.99 / HD]
  • Bubble Pig [$.99]
  • Aby Escape [Free]
  • Ballistic SE [$1.99]
  • Ski Safari [$.99]
  • Wormholes [Free]
  • Bus Turbo Racing [$.99]
  • Marvel Vs Capcom 2 [$2.99]

JARED’S KITTY KORNER

  • catnapper [Free]

FRONT PAGE

  • ‘Minecraft – Pocket Edition’ Now Supports Crafting
  • Robert Bowling Announces His New Studio
  • ‘Angry Birds Space’ / ‘Jetpack Joyride’ / ‘Sword & Sworcery’ / ‘Anomaly Warzone Earth’ Updates

This week’s episode is sponsored by Aralon: Sword and Shadow:

Aralon: Sword and Shadow HD


Aralon: Sword and Shadow HD, $0.99
Aralon: Sword and Shadow by Crescent Moon Games is a huge open world action RPG. It has more than 30 hours of gameplay in a massive 3D world, the biggest landscape ever to grace a mobile device. A full night and day system, complex quests, crafting, swimming, fishing, pipe smoking, pick-pocketing, and much, much more. Play as an elf, troll, or human, pick various classes, and go on an epic journey through the Kingdoms of Aralon.

Aralon: Sword and Shadow is now available for the discounted price of 99 cents, over 80% off for a limited time only!

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April 28, 2012 at 6:15

‘Marvel Vs. Capcom 2′ Review – A Lackluster Port of a Classic but Still a Fun Novelty

Late last week Capcom surprised everybody by announcing an iOS port of their classic arcade fighter Marvel Vs. Capcom 2 [ $2.99 ]. In all honesty, I suspect this was a cleverly timed release to casually tie in with ‘The Avengers’ movie coming out next week, but whatever the motivation I’m not complaining. Marvel Vs. Capcom 2 is one of the most beloved fighting games in history, and prior to the downloadable rerelease on XBL and PSN in 2009 it could be kind of a difficult game to play unless you owned the Dreamcast or the somewhat rare PS2 or Xbox versions.

With that said it’s fairly mind blowing then that today you can download the entire original game onto a device that fits snugly in your pocket (or to your iPad if you’d rather, since the game is Universal, though it’s extra snug trying to jam that in your pocket). The iOS version of Marvel Vs. Capcom 2 is really cool for what it is, basically a cheap nostalgic trip, but it’s plagued with several major problems that drag the experience down, making it feel more like a novelty rather than another solid iOS fighter.

The major sticking points in Marvel Vs. Capcom 2 are that it’s difficult to control compared to the other top iOS fighters, the 12 year old visuals have not aged gracefully, and the overall performance leaves a lot to be desired. However, the virtual control setup that Capcom has come up with for the game is pretty clever, and just having a classic like Marvel Vs. Capcom 2 in my pocket is worth putting up with its shortcomings. It’s just a shame because with a little more care I think this port could have been a whole lot better.

Marvel Vs. Capcom 2 features a whopping 56 playable characters, 28 from the Marvel camp and 28 from Capcom. Only 24 are available from the start, with the rest being unlocked from an in-game store using coins earned through play, or for performing certain tasks like completing the arcade mode with different characters.

In the XBL and PSN versions of the game, all characters are unlocked from the start, but I far prefer having to unlock them on my own as it gives you a sense of progress and some goals to shoot for while playing. However, if you’re dying to download the iOS version and bust out some local Bluetooth multiplayer with a buddy (sadly there is no online) right out of the gate, then you might find it annoying to have to spend significant time earning enough coins to unlock your favorite characters. Surprisingly, there is no sort of in-app purchase option to unlock everything.

Marvel Vs. Capcom 2 is all about 3-on-3 tag team matches where characters can be swapped in and out at will, there’s a crazy emphasis on battles in the air, and the combos and special moves are all outrageous and over the top. Unfortunately, the iOS version runs so sluggishly that much of those fun moments are turned to frustration. The framerate can be a bit choppy and the virtual controls don’t seem to respond as well as even other Capcom fighters available on the App Store. This makes pulling off elaborate combos and air battling nearly impossible.

Despite the controls being sometimes unreliable, the default controls that Capcom implemented to simplify the experience are pretty nifty. There’s just a single button each for punch and kick, then there is a special button for controlling teammates and another for special moves. Besides just tapping these special buttons, each one can also be flicked in 4 different directions in order to perform additional moves. For example you can simply tap the special move button to shoot out a hadoken (fireball), but if you flick it to the side instead you can instantly launch into a shoryuken (dragon punch).

It’s a really cool idea and when it works well it’s brilliant, but for some reason much of the time it feels like the special buttons don’t respond to many of your flicks. There is the option to go with the original arcade game controls, which means no flicking for special moves, and I found that this option is much more reliable but does require more work on your part.

The visuals in Marvel Vs. Capcom 2 are also a pretty big letdown. I expect a 12 year old game to look dated, but for some reason the iOS version looks worse than any previous version. Sprites are noticeably jagged and pixelated, something that is accentuated on the iPad’s bigger screen. On the bright side, the fully 3D animated backgrounds are intact here and actually look quite good, especially when you consider the boring static backgrounds used in Street Fighter IV Volt on iOS.

So, Marvel Vs. Capcom 2 has a lot of issues, but nothing that renders the game completely unplayable. The controls work well enough but are far from as good as other iOS fighters, and definitely not good enough to fully pull off some of the game’s more complicated techniques. If you’re a fan of the game on other platforms and can accept the problems it has on iOS for the sake of having it in your pocket, then I think it’s definitely worth the $3 price of admission (or $5 when the intro sale ends). Personally, I’m having a ton of fun playing through the game again, even with the inherent frustrations.

If you don’t have any particular affinity for the original game but are just looking for a new iOS fighter, then Marvel Vs. Capcom 2 is a tougher sell. The controls are passable, but nowhere near the likes of Street Fighter IV Volt [ $6.99 ], King of Fighters-i [ $6.99 ], or SoulCalibur [ $11.99 ] on iOS. It’s frustrating because those examples prove that Marvel Vs. Capcom 2 could have been such a better port, and it may be in the future after some updating, but if nostalgia isn’t playing a big role in your desire for having this game on iPhone then I’d suggest waiting to see how things shake out down the line.

App Store Link: MARVEL VS. CAPCOM 2, $2.99 (Universal)

TouchArcade Rating:

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April 28, 2012 at 2:15

‘Tiny Thief’ Continues To Impress In Latest Screens

Behind the scenes, 5 Ants‘ astoundingly gorgeous point-and-click stealth and adventure hybrid continues to grow from what we saw at GDC this year. In a recent conversation with us, a rep from the new Barcelona-based studio revealed three new levels, each of which is zanier than the last. Below, you can view what we saw: a camp, a candy store, and a robot.

One paper these things definitely don’t go together and we’re thinking that’s kind of the point. 5 Ants is embracing and expanding on the charm and absurdity of Tiny Thief, and these things are starting to get expressed in more than just character and scenario design. We couldn’t be more pumped after viewing these, but there’s still a wait ahead of us. Tiny Thief isn’t scheduled to hit iPad until later this summer.

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April 28, 2012 at 2:15

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Crescent Moon’s ‘Aralon: Sword and Shadow’ is 99¢

Hey! You! Yeah, you. You loved Oblivion, can’t get enough of Skyrim and all those subsequent “arrow to the knee” memes. You probably wish there was something at least vaguely similar on your phone or iPad, right? Well, there is. It originally hit in late 2010, so you might already have it. If you don’t take a peek at our review:

You start off in Aralon by choosing one of three races – a human, elf, or troll – and from there you further refine your character by choosing its class. Both humans and elves can be male or female and pick from warrior, rogue, ranger, and mage classes. Trolls can only be male and either a warrior or a rogue. Each class has its own skill tree to master as your character levels up, and they all play quite differently from one another giving plenty of reason to play through the game as each. You then customize the look of your character model using a decent selection of hair and face choices, and although the options here aren’t as robust as what you would find in a console game, it’s certainly the most extensive on the iOS platform.

The story of Aralon then begins, and follows a tale of betrayal and a Kingdom on the brink of collapse. As fate would have it, you are the key element to solving these problems and restoring The Kingdom of Aralon to its previous state of peace and harmony. It’s certainly the kind of story that follows clichés of the role-playing genre, but it’s interesting nonetheless and serves as a good motivator to carry on and see things through. …Read More.

Aralon has aged surprisingly well, and for its sale price of 99¢ your cost-per-hour-of-entertainment in this game is down to mere pennies. Give it a look, especially if you’re into semi-open world RPGs. We made an awful lot of noise about Aralon when it was first released, but, I suppose it’s possible there are people out there who haven’t heard about it or still haven’t picked it up for whatever reason.

App Store Link: Aralon: Sword and Shadow HD, $0.99 (Universal)

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April 28, 2012 at 2:15

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‘Panzer Corps’ iPad Port is In The Works

If you’re the kind of person who loves turn based strategy games, likes lots of tanks, and might even have some fond memories of the 1994 MS-DOS game Panzer General, do I have the iPad game for you. Well, more accurately, it’s a PC game, but the developers are hard at work on an iPad port and I think it’ll be great with touch controls. Allow me to introduce you to Panzer Corps.

Currently rocking an 80 over on Metacritic, Panzer Corps sounds like it has depth on top of depth on top of depth. How much depth? Well, here’s the first bullet point in the feature list:

  • 400 unit types, divided into 19 unit classes with 20 detailed parameters to indentify units abilities, 17 terrain types affecting gameplay in various way.

Better yet, the single player campaign actually has branching points at various stages, where the outcome of the game will be entirely different depending on the margin of victory (or defeat). Apparently all major and minor nations are represented in the game, and your core units move through the game with you, leveling up and gaining new abilities along the way.

But wait, there’s more: “Award winning” online multiplayer utilizing something the developers refer to as the “PBEM++ system” system. Sounds awesome, right? If you’re antsy, you could download the PC demo right now. Meanwhile, those of us iPad-owning Mac users will have to wait until the iOS release which is currently slated for the third quarter of this year.

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April 28, 2012 at 2:15

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