Archive for the ‘0.99’ tag
Price Drop Alert – ‘Stair Dismount’, ‘Pinball Ride’, and ‘8-Bit Rebellion!’
Labor Day Weekend Sales Extravaganza
It's Labor Day Weekend in the U.S. and most every retail sector in the land is offering major product sales — and the App Store is no exception. So, without further ado, the following games are available for a reduced price through this three-day, holiday weekend.
Namco
- BurgerTime Deluxe $1.99 → 99¢
- Garters & Ghouls $1.99 → 99¢
- Ms. PAC-MAN $4.99 → 99¢
- PAC-MAN $4.99 → 99¢
- $2.99 → 99¢
- $4.99 → 99¢
- Pole Position: Remix $2.99 → 99¢
- Pool Pro Online 3 $1.99 → 99¢
- Rolling 5 Dice Poker $4.99 → 99¢
- Solitaire: Deck of Cods $4.99 → 99¢
- Star Trigon $1.99 → 99¢
- Tamagotchi: 'Round the World $4.99 → 99¢
- Lt. Fly Rise of the Arachnids $1.99 → 99¢
- Brain Exercise with Dr. Kawashima $4.99 → 99¢
- Galaga REMIX $2.99 → 99¢
- Dig Dug REMIX $2.99 → 99¢
- PAC-MAN Championship Edition $2.99 → 99¢
- I Love Katamari $4.99 → 2.99
- Ridge Racer Accelerated $4.99 → 2.99
- …
Sky Burger, Free (down from $1.99) NimbleBit’s Sky Burger is a fun exercise in burger stacking that’s seen a great deal of since it recently went free; presently it’s sitting at #6 free title in the App Store. Now’s the time to grab it.
Glu Mobile
- Build-a-lot $1.99 → 99¢
- Transformers $1.99 → 99¢
- Build-a-lot 2 $2.99 → 99¢
- Mini Golf $1.99 → 99¢
- Transformers G1 $1.99 → 99¢
- Deer Hunter: African Safari $6.99 → $2.99
- Jump O'Clock $1.99 → 99¢
- Stranded: Mysteries of Time $1.99 → 99¢
- Deer Hunter 3D for iPad $4.99 → 99¢
- Glyder 2 for iPad $1.99 → 99¢
- Super KO Boing 2 for iPad $2.99 → 99¢
Robot Unicorn Attack, $0.99 (down from $2.99) If there’s any game in the App Store that is double rainbow all the way, it is without question Adult Swim’s Robot Unicorn Attack. It’s got unicorns!!
- Boggle $1.99 → 99¢
- CLUE $1.99 → 99¢
- Littlest Pet Shop $2.99 → 99¢
- MONOPOLY $2.99 → 99¢
- MONOPOLY Here & Now: The World Edition $2.99 → 99¢
- RISK: The Official Game $4.99 → $1.99
- THE GAME OF LIFE Classic Edition $2.99 → 99¢
- Trivial Pursuit $2.99 → 99¢
- YAHTZEE Adventures $2.99 → 99¢
I Dig It HD, $4.99 (down from $9.99) InMotion Software’s I Dig It HD is an iPad take on the iPhone original that we — and most everybody else — loved. On the bigger screen, it’s bigger action and all the fun of the iPhone version.
The titles listed here represent a pretty good highlight of what's out there for less this weekend, and additional deals are being discussed in an active .
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‘Helsing’s Fire’ and ‘Monster Dash’ – Two Great Games Get Two Great Updates
It's hard for us to say enough good things about Monster Dash [99¢] and Helsing's Fire [99¢]. One game takes the running right forever gameplay formula that's become so popular, spices it up, and adds weaponry. The other is an incredibly unique puzzle game which is unlike anything we've played on the iPhone, a claim that's almost impossible to make with puzzle games. Both games have received recent updates, so be sure to download them if you haven't already.

Monster Dash now comes packed with an additional power-up for Barry to pick up, a motorcycle that makes you temporary invincible while riding it. Along with the motorcycle comes new motorcycle-related stat tracking and achievements as well. Halfbrick also made some fixes and other tweaks to the game such as fixing heart placement so they're a little easier to pick up. Best of all, this update just shows that they're committed to supporting the game much like Fruit Ninja [99¢ / HD] which has also been host to several great updates.
Helsing's Fire 1.2 adds an entirely new campaign to play through, a new character, a new enemy, additional puzzle mechanics, and even a cool online system where you can solve puzzles for bounties to compete against other players online. The new campaign also comes with an additional survival arena, and you can now replay, save, and share puzzles you've played in the past.

If you still don't own these games, we have overwhelmingly positive reviews for both Monster Dash and Helsing's Fire that you should check out. The two games combined would probably be the best $1.98 you'll spend today, but if you already own them, be sure to mash your update button in iTunes as soon as possible.
Monster Dash, $0.99
Helsing’s Fire, $0.99
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‘Final Freeway’ Review – A Fun Homage to ‘OutRun’ for iPhone and iPad
The 1986 arcade classic OutRun, with its easy to pick up gameplay and simplistic mechanics, seems like it would be a perfect fit for the iPhone. It's strange then, given the wealth of racing games on the App Store, that no one has taken a serious stab at an OutRun-inspired game yet. Now, developer has risen to this challenge with their first iPhone game Final Freeway, and delivered in fairly impressive fashion. Final Freeway does an excellent job at capturing the feel of the original OutRun, while offering tight controls with multiple configurations and a terrific sense of speed that runs well even on older devices.
Just as in OutRun, Final Freeway is a point-to-point racing game, where instead of trying to beat other cars to the finish you're trying to reach each checkpoint in the given amount of time until finally reaching the end. In total there are six different sections to race through, each with their own unique scenery, but unfortunately there aren't the branching paths at the end of each section as in OutRun. The racing is simple and arcadey, with the focus being to race each leg of the track as fast as possible while avoiding traffic and staying on the track. You don't crash in the game, but will slow down a lot if you hit another car or go off track. If time runs out before you reach the end of the track segment, it's game over.
In another nod to OutRun, you can choose one of three different tunes to listen to while you're racing in Final Freeway. Also, your ride looks suspiciously like a Ferrari, which is the staple car in the OutRun series. The graphics in Final Freeway are very nice, with added support for the higher resolution iPhone 4 and iPad displays. The framerate is ultra smooth, even on my iPod touch 2G, and makes for a blazingly fast sense of speed. There are touch and tilt control options, with various other configurations of onscreen button placement. Either control option works well, but I found myself preferring the touch controls. There isn't the option for auto-accelerate, only separate gas and brake buttons, but this actually benefits the game as it can pay to merely let off the gas when approaching turns rather than slamming on the brakes.
Really, the only fault of Final Freeway is that there just isn't that much of it. The six track locations are decent, and can be played on a normal or expert setting, but I would love to see more. It sounds like that just might happen too, as and has hinted that more levels are on their way, as well as taking note of other suggestions from our forum members for future updates. With a few updates, Final Freeway could evolve into something truly special, although what is here already is quite competent for the price. The bottom line is that Final Freeway is fun, plays extremely well, looks great, and will scratch that OutRun itch whenever you need it to.
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‘Zombie Highway’ Review – Like Zombieland, Gives The Zombie Thing a Little Extra Mileage
The human intellect is a remarkable beast. Just when we think that all possible Zombie concepts have been duly wrung out from our collective minds, developers go and throw us a curve-ball. Picture this: you're driving down the post-apocalyptic interstate, weaving through abandoned vehicles strewn everywhere– when you see a hitch-hiker. Naturally, this being post-apocalyptic America, the rule of thumb (think ) is to just keep on driving. In Zombie Highway [99¢] you aren't afforded that luxury.
The object in Zombie Highway is to just keep on driving– pedal to the metal, you have only one speed– faster. That's not to say you're get very far, as zombies don't generally take kindly to your brains being cocooned inside an SUV's hard exterior. And unlike the variety in Zombieland, these zombies are willing to work to get them.

Zombies in Zombie Highway will pounce on your car's side rails as you speed past them, doing all they can to bring the car to a stop– generally by using their superhuman undead strength to wrestle it till it topples over. There are 7 types of zombies all up, from the skinny fledgling variety, to the stronger, health-regenerating, weightier monsters that do a world of hurt to your center of balance. As zombies stack up on one side, this is only compounded, with your only recourse being to get the buggers off as quickly as possible.
Fortunately, your own driving prowess and an arms dealer friend in the back provide all the tools you need to get through the zombie horde…at least for a couple of miles. Zombies can be exited from the vehicle by tilting your device to sideswipe them onto one of the many ruined cars littered across the highway. Each zombie has a health bar, and whittling that to zero will ensure they won't be sticking around. To help, your aforementioned friend riding shotgun (ho ho!) has a formidable arsenal that is gradually unlocked as you accumulate collective mileage across all your games. Weapons are fired by touching the corners of the screen– if a zombie is on the right near the front of your car, tapping the top right area will fire at it.
It's a straightforward formula that creates a fun and remarkably gratifying zombie slaying experience. It's also quite challenging, as zombies are super aggressive, and your car's physics are fantastic. For instance, don't expect to steer out of a lean by driving the other way– it'll only tip it further. Instead, a bit of load balancing and fast firing fingertips are required to keep the rubber on the road.
Our only gripes with the game are that for all the great 3D models and presentation there is a notable lack of any real sound effects. Your car is effectively muted until it's being weighed down, and then the creaks it makes are whisper quiet. Not hearing the engine at all detracts from the experience dramatically. In fact, the only sound you'll really hear from the car are the squeaks of your tires as you slide around the road. There is absolutely no music to be found either, which would have done a world of good to further build atmosphere and character.
We're also not quite sure why the developers didn't stick with Openfeint or a similar platform for its social functions, as their current Twitter implementation is rudimentary at best. And though the Facebook option results in a neat competition feature where you can track your friends, those who keep their gaming separate from Facebook are left on the curb. Thankfully neither of these platforms are required to access high scores.
Still, it's hard to stay disappointed with these drawbacks for long because running from hordes of zombies is just so much fun. The further you get, the more obstacles are thrown in your path, until you are eventually wrestling your device to fend off zombies, dodge roadblocks and keep your SUV from going belly up as you're two wheeling back and forth. It's a singular experience seemingly lifted right from classic zombie films and as such is effortlessly recommended. We just hope the developers look at the sound issue, as well as maybe add an achievements system ala Monster Dash [99¢] to pad out the survival game replayability.
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‘Cave Run’ and ‘Dead Runner’ – Two New Running Games Worth a Look
While neither Run! [99¢] nor Canabalt [$2.99] truly invented the "run right forever" genre, they did quite a bit to popularize it on the App Store. In the last year tons of these types of games have been released, with recent entries including A Skeleton Story [99¢] and Monster Dash [99¢] among others. Two more came out this week which are worth considering if you can't get enough of running for your life on your iPhone.
Cave Run, $1.99 – As the title would hint, in Cave Run you run, in a cave. Along the way you tap the screen to jump over pits and avoid a few different obstacles such as little patches of lava that send you flying up in the air, puddles of water that speed you up, and rocks to trip on to slow you down.
As you notice from the gameplay video, there are coins littered all over this cave. Unfortunately, right now the coins don't serve any purpose other than being computed in to your final score to bump up your ranking in the OpenFeint online leaderboards. I'd love to see some kind of in-game store where you can use these coins to buy things, even if those things are only cosmetic upgrades as right now the coin system seems like an odd afterthought. Also, Cave Run is a universal app, and it's always nice to be able to play games on any device.
Dead Runner, 99¢ – An interesting take on run forever games which changes things from running right to running straight ahead in a first person perspective. Set in a spooky forest, you tilt your device right or left to avoid trees, running faster and faster, hitting bushes when you need to in order to slow down. The game is simple, but works really well. It also doesn't take long before you're going ridiculously fast, a huge plus in any game like this.
Dead Runner also has a second game mode aside from just running for distance where you go for points. By collecting various colored orbs while running through the game world, you can work up huge multipliers which both increase your speed and award extra points. With OpenFeint leaderboards for both game modes and achievements, Dead Runner is really worth checking out.
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‘Karate Champ XL’ Arrives, Chops the iPad in Half!
Retro game fans — especially those with friends in meatspace — are in for a treat with Revolutionary Concept's latest release, Karate Champ XL. Shortly after Karate Champ for the iPhone hit the App Store we reported that the studio was hard at work on an iPad version that would feature a two-player, split-screen play mode. The wait is over and we're happy to report that Karate Champ XL for the iPad [App Store] has arrived.
Karate Champ, which was rated one of the 10 most influential games of all time by IGN, is a 1984 arcade fighter that was one of the very first 2D, side-perspective, face-to-face fighters to hit the arcades. In Karate Champ, the player controlls a karateka with two joysticks, one for movement and one for attacks, that together allowed for a wide variety of attack combination. It is a match for points as well as a race against the clock; if both fighters are still standing when the timer runs down, he with the most points wins. It's simple by today's fighter standards, but is appealingly so to many, myself included.

Karate Champ XL features everything that the iPhone version has to offer, and then some. There are 12 different environments, two-player Bluetooth and WiFi support, the original '80s sound effects, all original bonus rounds, and a Super Large Chracter option. The onscreen graphics take advantage of the iPad's large, high-res display — well, at least the cabinet fascia graphics do, as the in-game graphics are (happily) as pixellated as ever. The big feature of this version, however, is the split screen mode that allows two players to go literally head-to-head in a martial arts match. This mode looks great and plays like you'd hope; it's a smooth one-on-one fight experience that actually works quite well.
Karate Champ XL should be an instant buy for any fan of the game who's got an iPad and someone to go head to head with. But, even in single play the game looks better, with sharper graphics on the iPad than the scaled-up iPhone version.
A version 1.1 update of the iPhone version of Karate Champ [App Store] (which is priced 50% off at $0.99 for a limited time) is currently under review by Apple. It will allow for iPhone to iPad gameplay.
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‘Knights Rush’ Review – Mow Down a Legion of Baddies in this Epic, Castle Crashers-esque Beat ‘em Up
Quest of Knights Onrush [Free] was originally thrown together by developer and Chillingo to spearhead a marketing campaign for their then primary focus, Knights Onrush [$0.99], a castle defense game. It turns out that their promotional app, a side-scrolling arcade beat 'em-up, was even better received than the game it was promoting, and in April we revealed that it was being made into a full fledged game. That game, Knights Rush [App Store] is finally here.
Knights Rush takes the formula of the original game– what was essentially a limited, endless mode-only beat 'em up– and breathes the life of an entire campaign into it. Not shying away from that very definition, developer MoreGames envisioned an 'entire campaign' to mean 40 sizeable campaign levels over 8 unique worlds, and a battallion of 50 different enemy types and 8 giant bosses to clog the daylights out of. Not to mention two very different endless modes that improve greatly on its origins thanks to the huge library of art assets now available.

The campaign begins with a short in-game cinematic where your knight, after a little soul-searching, gets pulled into an alternate dimension. It's a no-fuss opener designed to get you into the action as soon as possible, as it's clear this is where the developer has spent most of their time. You start with a tutorial level, where you are soon introduced to two other knights to battle with. Before beginning each mission, you spawn in a portal room, where you can select from one of the three characters: a human Roman-esque knight, an other-world looking, dual scythe wielding knight, and a dwarven, hammer wielding knight. They each play very differently and have their own set of skills and perks to unlock.
The skill system itself needs some explanation, as it may not be apparent how it functions when first picking up the game. Each level, you begin by choosing a character, which is then spawned at level 1. Even if you come out of the first world at level 14, you'll still spawn in world 2 with your character reset. At first, this put me off, as I was having lots of fun with the progressive empowerement of my knight. In retrospect however, this seems to be a very clever implementation. Firstly, it allowed me to explore the breadth of each characters abilities over the campaign, mixing them in ways that I was not able to do in my first attempt. And secondly, it gave a nice sense of character scaling as I sliced through the 5 levels that make up each game world, leveling periodically without maxing out each and every skill.



Ultimately, each character has only 2 active spells that can be unlocked. Abilities are sorted into 'skills' and 'perks', and each level up you have access to 1 skill and a couple of perks. Perks supplement skills and your standard attacks, by adding benefits such as fire or ice to your attacks, or by increasing the rate at which you level or critical strike, or how much health is restored when you pick up health potions (or even how many additional skills or perks you earn each level). Skills on the other hand, include your two active abilities and several other passive abilities, such as attack strength or health bonuses. Each ability has 5 levels, and over the course of a world you'll generally be able to max out 3 or 4 of the reasonably lengthy list before having to reset.
As well as your active skills, the game includes a variety of consumable spells, from a crazy fox strapped with dynamite to your standard room-clearing freezes, proximity mines, or giant balls of energy. Though combat suffers a little from a tendency towards a truckload of frantic attack button mashing, the 3 skills nearly always at your disposal are crucial to surviving anything after about world 3. At this stage, the odds you face will progressively become more and more overwhelming and any previous thoughts of encroaching monotony are quickly swept away in the chaos. Unfortunately this doesn't extend to the huge, great looking boss enemies, who after the horde of enemies you have to wade through to get to, largely seem like pushovers. I would have liked to see a little more strategic varience to these encounters.

In any case it is clear that alot of time has been spent on the enemies in Knights Rush. Having 50 different enemy types is no small feat– but having them all looking unique and with their own individual abilities and attacks is simply astounding. You'll encounter a host of different enemy knights, swamp monsters, giant crabs, giant spiders, the undead, wizards, vikings, golden scorpions, jumping iron-maidens…and more. These are then backed up by the legion of mechanical devices that are littered across each of the worlds. Worlds are replete with spiked traps, falling blades, rotating saws, raining arrows, giant boulders that fall from the sky, cannons, ballistae– you name it, it's there. And in an interesting twist, these enemies can only be defeated by standard attacks (if at all).
Knights Rush has to be one of the most gorgeously detailed and painstakingly created game worlds we have seen on the iOS device. Each character and enemy is inked in a stylized fashion closely resembling that of Castle Crashers on XBL. The backdrops are equally lovingly rendered, richly detailed and set-off in layers to give a pseudo-3D effect that I absolutely love. Playing through the Super Endless Mode– where worlds and enemies are randomly generated as you progress– is a visual treat.
Finally, the standard Endless Mode rounds out the Knights Rush content, where levels you unlock in the campaign can be played endlessly. High scores for both endless modes are recorded in Chillingo's Crystal social platform, which offers additional replay value above and beyond the Campaign's 3 or so hours of game time (which can effectively be doubled or tripled if you decide to attempt Hard or Insane difficulties).
While some may initially be deterred by the few active skills available or the kitten-soft boss fights; you can't dispute that the sheer weight of content here resembles something more like what we'd expect from an expensive console downloadable title. That there are three very different knights to fight with further compounds the game's fun factor as you delve into their individual skill sets. All up, Knights Rush is a highly recommended addition to any action fan's game library, and should be a no-brainer pickup for beat 'em up fans. (Note, we did encounter a small bug where reloading the campaign following an endless mode sessions resulted in the wrong skill tree for our chosen knight, something we expect the developers will address soon but certainly not game breaking.)
If you're still on the fence, head over to to read other readers' opinions and be sure to check out the (slightly outdated) gameplay trailer above as the game looks infinitely better in action.
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First Impressions of ‘A Skeleton Story’ – Better Off Dead
It was all the way back in October of last year that we were intrigued by a gorgeous animated trailer for the upcoming game A Skeleton Story. Then, months and months passed by with nothing more about the game, until last month when A Skeleton Story reappeared with some new in-game screenshots. We even had some hands-on time with a preview version of the game, which revealed itself to be a Canabalt-esque run and jump affair. After a turbulent journey, A Skeleton Story [99¢] has finally arrived in the App Store. While it contains some interesting ideas that attempt to set it apart from similar games in the genre, unresponsive controls and slow, repetitive gameplay keep it from being anything special.
The most notable drawback in the game are the lackluster controls. The directional stick that controls your character's movement is often unresponsive, and for a game that demands quick reactions this results in many frustrating deaths. Also there is an odd delay when firing your weapon, so most the time you will have already passed an enemy that you intended to kill before the shot fires. This causes you to have to stop, turn around, and fire in the opposite direction than you are traveling, which breaks the flow of the gameplay and is never a good sign in a game where the goal is to be constantly moving forward. These problems are even more pronounced due to the slow pace of the game to begin with.
One cool aspect to A Skeleton Story is the upgrade shop that lets you spend the coins you earn during play on enhancements to things like speed, life, and firepower. Upgrading these attributes alleviates the problem of the slow gameplay somewhat, but not much. It also doesn't help that less than a week ago we were treated to the sublime gameplay that is Monster Dash [99¢], which really nailed the controls and pacing that A Skeleton Story seems to have been shooting for. The art in A Skeleton Story is well done, although it's a shame that all the potential of the trailer never gets fully realized with such shallow gameplay. For a dollar you may get enough enjoyment from the visual style alone, but in terms of fun factor and functionality it's just too little too late for A Skeleton Story.
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‘Doodle Jump’ Updates Add Underwater Jumping and Retina Display Support
Doodle Jump [99¢] has been consistently updated with new things since its inintial release in March of last year. The Doodler has jumped through holiday snow, Halloween graveyards, lush jungles, the vastness of space, the fields of the World Cup, and now he takes to the seas in a recent update. Also, the latest update which just hit the App Store adds high resolution Retina Display graphics for the original, space, and underwater theme with the rest coming soon:

Doodle Jump has been downloaded over 5 million times, and since its initial release has become a pop culture phenomenon with mentions on sitcoms, talk shows, and even appearing on the costumes of dancers at Lady Gaga concerts. If you've got an iPhone 4, make sure you grab the latest Doodle Jump update ASAP.
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