Archive for the ‘2.99’ tag
The TouchArcade Show – 43 – The Actual and Proverbial GDC Hangover
On this week’s episode of The TouchArcade Show, we return to our respective caves in order to deliver you the hottest and best in iOS… but not before we discuss the fun we had at GDC 2012. When the train gets on the tracks a little later, we bust out some good and, hey, maybe even thoughtful conversations about Mass Effect: Infiltrator, the Dark Meadow drama, and the new iPad.
Listening is easy: just click on one of the links below. If you’d like to subscribe so you can get our latest shows the second they hit the Internet, you can totally do so via iTunes and Zune Marketplace. This is, by far, the best way to listen to us.
iTunes Link: The TouchArcade Show
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Direct Link: TouchArcadeShow-043.mp3, 37.3MB
Here are your show notes:
GAMES
- Mass Effect Infiltrator [$6.99]
- Super Lemonade Factory [$.99]
- Final Freeway 2R [$.99]
- Azkend 2 [$2.99 / UHD]
JARED’S KITTY KORNER
- iCatch Cats [$.99]
FRONT PAGE
- ‘Dark Meadow’ To Remain Paid App, F2P Version Now Happening
- New iPad Benchmarks Points To Double Performance
- Double Fine Adventure Funding Drive Closes
Fireball SE, $0.99 Smooth controls, explosive action, and thrilling escapes. Fireball Special Edition is an intense object-avoidance game from Radiangames, creator of the award-winning Super Crossfire. Dodge huge swarms of enemies across 3 modes and 18 unique stages. Use Meltdown mode to slow down the action and create your own near-death experiences.
Fireball Special Edition, for iPhone and iPad, is available right now in the App Store for a special introductory price of $.99 through March 22 and for $1.99 after that.
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List of Games Updated for the New iPad Retina Display
Arguably the biggest addition to this year’s version of the iPad (or at least, the most immediately noticeable one) is the inclusion of a Retina Display screen that ups the resolution to a monstrous 2048 x 1536. As anybody who has upgraded from an older device to an iPhone 4 or an iPhone 4S, you know that the Retina Display screen is a stunning upgrade in person and makes all other mobile device screens look inferior in comparison. Such is the case with the new iPad’s fancy screen, it really needs to be seen to be believed.
For anybody upgrading to a new iPad today, or if this is your first foray into the world of the iPad, then chances are you’re interested in having the games that can show off the new screen as you gloat to your friends. Here we’ve compiled a list of games that have been updated for the iPad Retina Display:
- Infinity Blade II, $6.99
- Sky Gamblers: Air Supremacy, $4.99
- Galaxy on Fire 2 HD, $9.99
- Mass Effect Infiltrator, $6.99
- Flight Control Rocket, 99¢
- Real Racing 2 HD, $2.99
- Foosball HD, $2.99
- Touchgrind BMX, $4.99
- Labyrinth 2 HD, $7.99 / Lite Version
- Joining Hands, $2.99
- Woodroid HD+, Free
- Letris Power, Free
- Monsters Ate My Condo, 99¢
- Save the Pencil HD, 99¢ / Lite Version
- Tractor Beam, 99¢
- FMX Riders, $2.99
- Lab Solitaire, 99¢
- Parlour Solitaire, Free
There is that’s constantly being updated keeping track of compatible games or ones that will be compatible soon. If you’re a developer with an iPad Retina Display update coming out, make sure to post it in that thread or post in the comments below and we’ll try to keep that thread as well as this article updated as new games hit. Also, Apple is currently featuring a selection of games and apps in the App Store that are new iPad ready.
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‘Prince of Persia Classic’ Review – Not Quite the Perfect Remake
If you’re anything like me, the idea of a remake of a game you dearly loved when it was originally released comes as very good news. As much as I adore new games, there’s just something about playing something tried and true. Add HD graphics into that mix, and you’re really tempting me… which really should have been the case with Prince of Persia Classic [$1.99/HD]. I was hoping to be having so much fun with this game that it’d be hard to put the phone down to write this review, but unfortunately, that was not quite the case.
Prince of Persia Classic is far from all bad. If you played the game in its original form as a downloadable console title a few years back (or heaven forbid, even further back on the Apple II), you’ll recall that it had its charming parts… and its annoying ones. Still, there’s no denying that some of us spent countless hours navigating the prince through death traps, spiked pits, and all those things that make a game a proper adventure.
For one thing, the game looks and sounds absolutely gorgeous. Ubisoft has carefully gone through and retooled this for the modern gamer, doing their best to retain the spirit of the original and do it proper justice. I’d say that part works, but once you start playing it, that’s where the trouble seems to come in.
As you or may not know, Prince of Persia Classic is a sidescroller which requires lots of running and jumping to keep the prince safe as you navigate your way forward. This would have been great fun if the controls that allow you to do so weren’t awkward, but unfortunately they are. They feel a bit stiff and take some getting used to as a whole, which is not ideal when it comes to a game you want to pick up and play. Your movement control is a left to right slide bar, which really could have benefitted from a bit more sensitivity. It’s easy to make the prince run when you mean for him to walk, and you’ll have to learn to keep tight control of him to not hurl him down a chasm by accident.
If you can get comfy with the controls though, there’s a lot more in store for you beyond that. You have Normal, Time Attack and Survival modes to try out (the latter which challenges you to navigate the castle and save the princess in one hour or less), and of course the usual Facebook connectivity. You’ve also got Game Center included so scoreboards and achievements ought to keep you going for a while.
As it was in its original incarnation, Prince of Persia Classic is also a game that you’ll need to play a lot and die in a lot before you get a handle on how to really progress. Checkpoints help to make this reasonable, but I recognized some of that same frustration I felt playing the first one, as well as other retro titles from the same era. You had to be really tenacious to beat some of these titles back in the day. I think old schoolers would keep trying, but some other gamers with less experience might give up. Of course, it’s hard to say if that’s the fault of the difficulty curve of older games, or how much easier newer ones have become.
The verdict? If you must have it portable, it’s not the worst choice But if you just love the game, there are fine versions of it on XBLA and PSN that are simply easier to maneuver. They’re a few bucks more, but it might be worth it to you if awkward controls are your idea of a platforming nightmare.
Prince of Persia® Classic, $1.99
Prince of Persia Classic HD, $2.99 (iPad Only)
TouchArcade Rating: 
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‘Zombie Panic in Wonderland Plus’ Review – Frenetic Arcade Shooter Encumbered With a Hideous IAP Model
Over the last few years, I’ve seen a great number of strange things done to George Romero’s slavering, brain-dead antagonists. They’ve been assaulted by botanical artillery, transmogrified into office workers, made into soccer players and stuffed into a pizzeria. I’m totally okay with that, by the way. Amorous zombies, on the other hand, I’m not so sure about. Google Warm Bodies. You’ll understand. Still, were it not for a certain major flaw (we’ll get into that), ’s frenetic arcade style shooter Zombie Panic in Wonderland Plus [Free] could have made me into a convert.
Steeped in cherry blossoms and highly destructible architecture, Zombie Panic in Wonderland is the story of a rather troubled land. Once a tranquil environment populated by a mishmash of copyright-infringing characters, Wonderland is now the epicenter of a ghoulish infestation.
Curiously enough, the dude responsible for all this madness has rather little to do with the usual list of suspects (evil corporations, witchcraft, heavy metal – you know the drill). The culprit here is a self-centered prince with an affection for the spotlight. He made a perfume designed to enthrall the masses. As you might have guessed, that didn’t work too well. Consequently, it is now up to you, the heroic and extremely effeminate-looking Mamotaro, to save the day.
Trust me, it sounds easier than it really is. In spite of the unreasonably adorable visuals, Zombie Panic in Wonderland does not hold back the punches. While it starts off on a relatively easy note, the difficulty level ramps up exponentially with every passing stage. Before you know it, you’ll find yourself having dodging putrefied sumo wrestlers, shurikens, demonic energy blasts and an assortment of other projectiles. Along the way, you’re also going to have to gun down everything from desiccated high school children to undead ninja gnomes. As per the grand old tradition set by titles like Time Crisis and House of the Dead, one hit is all it takes to shave off a life from your tally.
Ordinarily, this wouldn’t really be a bad thing but Zombie Panic in Wonderland is infuriatingly tight-fisted with the whole giving lives thing. Unless you make some purchases, you’re only ever going to get a single life and a single continue. That’s it. Good luck. Use those up and you can kiss your progress goodbye. It’s back to the first square with you, my friend.
Fortunately, however, the game doesn’t leave you completely high and dry. Remember what I said about the local infrastructure? It comes down rather easily. While you can always make use of your arsenal, you can also choose to literally bring the house down on your opponents. You even get extra points depending on your aptitude for mass destruction. In addition, there are also a number of exploding figurines capable of assisting you in your quest for total annihilation.
Gameplay-wise, that’s all about it for Zombie Panic in Wonderland. It doesn’t try to be more than what it is really is: a deeply responsive iOS port of Akaoni Studio’s WiiWare title. You progress through levels by filling a meter with your acts of wanton violence. If you succeed, you get to move on. If you don’t, well, you fail. It’s as gloriously simple as that.
I’m going to take this moment to add that the controls are also rather exemplary. To move, you utilize the iPhone’s built-in accelerometer. To dodge enemies, you swipe with a finger. If you want to shoot a barrage of bullets at your foes, you hold a finger down on the screen. To lob grenades, you double tap.
With its eclectic soundtrack (the moderately eerie traditional-sounding Japanese songs are particularly nice), cutesy visuals and approachable gameplay, Zombie Panic in Wonderland should have been something great. It should have been one of those games you openly recommend to your friends. It should have worked in all the right ways. Unfortunately, it doesn’t. Why? The in-app purchase system.
To be blunt, I’m not happy about it. In fact, I’m downright vexed. While it is not uncommon for iPhone games to do their best to entice you into additional expenditure, I have problems stomaching the approach that Akaoni Studio took. $3.99 for the full campaign mode? A little steep but I can deal with it. $2.99 for unlimited continues? $0.99 for a single extra continue? No. Just no.
With but one life and one continue available for free, the message is clear: grow cat-like reflexes or purchase those elusive continues. Take your pick. In all fairness, though, Zombie Panic in Wonderland does offer an all-in-one pack that will bestow every currently available (note the presence of the word ‘current’) asset upon you, but really, all-important consumables should not be exploited in such a manner.
Then again, to abuse a well-worn writer’s trope, your personal mileage may vary. If you’re okay with the way they’ve approached the whole freemium thing, Zombie Panic in Wonderland will probably make you rather happy. If not, steer clear. At the very least it’s nice that there’s no barrier of entry to check out what really is a very cool title, and after playing the included free content you should have a good idea of how much money you’re willing to drop on IAP, if any at all. It’s just a shame to see such a nice game stripped down and sold piece by piece like this.
TouchArcade Rating: 
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Illusion Labs Shows Off Its New iPad-Ready Games
Swedish studio likes to stay on the bleeding edge of new Apple hardware, so it’s no actual surprise to learn that it has already updated three of its games in its current stable for the new iPad’s much higher resolution display. Touchgrind BMX, Foosball HD, and Labyrinth 2 HD have all received the 4X treatment in preparation for the device’s release later this week, and we’ve got the images to prove it.
In the grand tradition of these pre-new iPad posts, we’ll show you the old version and then the new version to get a taste of what’s changed. Illusion seems stoked about the new hardware, too. We wish ours would ship out of Nashville already.
Touchgrind BMX pre-new iPad update
Touchgrind BMX with Retina visuals
Labyrinth 2 HD before the update
Labyrinth 2 HD with Retina visuals
Foosball HD before the Retina update
… and Foosball HD with Retina visuals
Click on, and then zoom in on these images to really see the difference. For the most part, we’re thinking new iPad’s screen won’t be a life-changer for most studios. Good looking games will continue to look good on either device, much like the transition between the iPhone 4 and iPhone 3GS.
Studios that want to capitalize on the hardware are more than welcome to do so, of course. We’re ready for the extra layer of fidelity this thing will bring to our world.
Touchgrind BMX, $4.99 (Universal)
Foosball HD, $2.99 (iPad Only)
Labyrinth 2 HD, $7.99 (iPad Only)
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‘Lightopus’ Review – Beauty Through Motion
Lightopus [$2.99] by and is an arcade-style title with an emphasis on beautiful environments, item collection, and indirect combat. More importantly, Lightopus does a great job succeeding on all these fronts, particularly in the visuals department. This success allows players to overlook an otherwise shallow narrative to focus more on basic gameplay.
As the only adult lightopus left, your goal is to enter the abyss and rescue the remaining younglings of your race, also known as bulbies. Gameplay is divided into zones, and each zone has a minimum amount of bulbies that must be collected before moving on. You are free to collect more bulbies to increase your score, but the longer you stay in a zone, the more aggressive the baddies seem to become. Each zone also has optional stars which boost your total score for the zone. Collect enough of them and you can also travel to a special zone with unique battles in which you are on the offense.
While the collection gameplay of Lightopus is engaging enough, the combat serves as the star of the show. Your lightopus can’t attack anything head on, but the bulbies you collect form an army that continually follows you and attacks anything in its path. Combat becomes a perpetual dance of dodging enemies charging at you, and indirectly maneuvering your bulbies until they’re in the path of the baddies.
The more your bulbies attack, however, the more you of them you lose, forcing you to balance combat with collection (especially when you encounter bosses that love to quickly kill your poor bulbies). Various obstacles also alter the path of your followers, adding to the strategy of maneuvering. Power-ups are also available to strengthen the bulbies in different ways.
The combat may sound relatively simplistic, but Lightopus does a great job of transforming it into a mesmerizing play of quick movements and strategic planning. The framerate is very smooth, and the path AI of the bulbies just feels realistic. Gamers control the lightopus’ (and thus, bulbies) direction via virtual joystick or tap mechanics. Both work well-enough, although the controls weren’t as tight as I’d like. Still, I find it interesting how well-done combat works, considering that the majority of conflict can be avoided if desired.
Environment-wise, while the abyss may be cruel, it is also a beautiful. The visuals in Lightopus are a stunning mix of neon colors and constantly moving backdrops that do a great job transporting you into a different world. Graphical flourishes on your lightopus and bulbies are a treat and add to the action. The same goes for the music which features tranquil compositions that can quickly turn dark when you encounter a boss enemy. Every feature adds to a superb overall presentation that just works.
Despite the gameplay and presentation, one area that Lightopus lacks is in its story. Besides the app description and a few cutscenes, there’s very little in terms of narrative. Of course, this hardly affects the actual gameplay, but it does turn Lightopus into more of an arcade-inspired score chaser than a game with an emphasis on plot. I would have liked to see more of a story-mode myself, as I think it would have done the rest of the game more justice.
Still, while the lack of a story may turn some folks off, it may not be that important. The more I played, the more I realized that Lightopus isn’t a game of destinations; it’s a game about journeys. Each play through is a new and somewhat unique adventure through this beautiful world. While some games offer the greatest satisfaction from completing it, others (like this one) are simply a joy to simply play. That’s not to say that I still would have preferred more narrative, but I believe it plays a secondary role to the journey. Regardless, check out Lightopus now, and I hope you enjoy that journey.
TouchArcade Rating: 
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‘iBomber Defense Pacific’ Review – A Bigger, Better Tower Defense Experience
Fans of tower defense should feel lucky; it seems like we get at least one marquee release every month. Following this trend is iBomber Defense Pacific [$2.99], sequel to ’s iBomber Defense [$2.99] and the latest Chillingo TD title. Building on everything we loved in the original, Pacific does a great job adding new gameplay twists while fine-tuning the traditional TD formula that has made the genre so popular.
From a gameplay perspective, iBomber Defense Pacific is a great mix of old and new tower defense elements that combine to create an experience that is far more ‘interactive’ than most traditional TD titles. Like its predecessor, Pacific still has the armor/tower repair mechanic (along with the rewind function), as well as the standard tower archetypes and upgrade levels. Pacific changes up some of the tower names, but they’re really nothing new and should be instantly be familiar for all TD veterans. New to the mix, however, is the ‘Dig In’ mechanic, which is a good addition and puts a greater emphasis on micromanagement and strategy.
By telling a tower to dig in, you can increase the range, damage, and armor of the tower but at the sacrifice of vision (instead of attacking from all angles, a frontal cone becomes your only attack range). However, you can rotate the tower’s cone of range at any time which basically provides an inexpensive (and significant) upgrade to your towers, assuming you can effectively manage your aiming.
I’m a huge fan of this mechanic because it feels like tower defense finally has a nice supplemental mechanic that rewards extra interaction. This is also shown in the ‘Bomb’ tower, which is a passive tower that slowly builds bombs that can be dropped on any part of the map. These sorts of interactive elements are certainly not unique to Pacific, but the quality in which they’re implemented is something not usually seen.
Other nice additions include a ‘perk system’ that allows players to assign three perks that range from starting with more money to faster tower targeting (and are unlockable via a variety of objectives). Pacific also greatly expands on the ‘Victory Point’ leveling system from the original – allowing for a bit more customizability and thus strategic play styles.
Besides gameplay, most other aspects of Pacific share the same devotion to detail that Cobra has provided in the past. Visuals are fast, fluid and colorful, although the backdrops at this point aren’t as special as the original. Maps start off simple and end up large and hectic, with some missions having you defend on multiple fronts including simultaneous land, water, and air attacks. Three difficulties, multiple objectives per map, and bonus missions provide a wealth of replayability. Even the sound effects are well done, especially when heard via headphones.
Complaints in iBomber Defense Pacific are few and usually limited to minor issues such as the occasional miscue when trying to rotate your dug in tower and a few random crashes. The biggest issue, however, deals with the lack of a mid-mission save state outside of keeping the game in memory. Considering the fact that iOS devices love to quit apps while multitasking, this is a glaring omission and could lead to a lot of lost progress if you quit the game before completing a mission. Players looking for a striking narrative will also need to look elsewhere, as Pacific offers the bare minimum in story to keep the action going.
Still, you’re not going to be playing a game like iBomber Defense Pacific for the story. You’re going to play it because you’re looking for the next big TD game to get your fix. In this regard, Pacific offers nearly everything you need for an enjoyable and deep tower defense game.
TouchArcade Rating: 
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‘League of Evil’ Series Available Now For $.99
Who doesn’t like a good old-fashioned surprise sale, right? This afternoon, we were stoked to see that has put the League of Evil series on the block. As of right now, it’s offering both titles for an agreeable $.99. To put that in perspective, League of Evil 2 debuted earlier this February at $2.99, while the original has hovered around $1.99 or so since last year. Dollar(s) off, people!
We’re huge fans of both games, by the way. The sequel is a much improved version of the original’s high-octane, trial-and-error platforming, but the first one really nailed it, too. You can read our review of the first game here and League of Evil 2’s write-up here before you take the plunge. Spoiler: these games are tough.
League of Evil, $0.99 (Universal)
League of Evil 2, $0.99 (Universal)
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GDC 2012: We Hack Into the Upcoming ‘WarGames’ Licensed Puzzler and Prevent World War III
gained notoriety on the App Store with Lame Castle [99¢/UHD/Lite], a game inspired by Sony’s advertising jab at iOS gaming, and more recently with the well-received Serious Sam: Kamikaze Attack [$1.99/Lite]. At GDC this week, they were showing off their newest iOS title, a strategic matching game based on the movie ‘‘.
‘WarGames’, if you aren’t aware, is a classic early 80s hacking tale where a young computer enthusiast inadvertently hacks into a military missile strike system. He thinks he’s merely playing a game, but in reality, he is setting off a series of events that will eventually lead to World War III. When he realizes what has happened, it’s a mad scramble to reverse what he has done. Here’s a short teaser featuring clips from the ‘WarGames’ movie itself:
In the WarGames iOS game, you’ll play as the WOPR computer system. As a computer who merely wants to carry out its orders, you’re constantly battling against the people who are trying to shut down the missile launching process. You’ll battle against 6 characters from the movie in matching gameplay that is highly reminiscent of the excellent RPG puzzle title Dungeon Raid [$2.99/Lite].
WarGames isn’t just a Dungeon Raid clone, though. There isn’t a huge focus on persistent RPG leveling, but the drag-to-make-matches mechanic is basically the same. You battle against each of the movie characters by making matches to earn cash, replenish your health, increase experience, and of course deal damage. Certain items on the board with a circle around them will act as your opponents offense if you don’t match them quickly enough, adding a highly strategic layer to the gameplay.
There are other aspects like unlockable power-ups that can increase what you earn for matches or deal additional damage to your opponent. Be-Rad also hopes to implement even more fan service directly from the movie, like sound effects and voice samples. I expected a WarGames game to be more along the lines of The Hacker [99¢] which we recently really enjoyed, but I was pleasantly surprised by the matching game and I think it works really well with the movie IP.
Be on the lookout for WarGames to be hitting sometime in the next couple of months.
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GDC 2012: Here’s What’s Coming Up From 99 Games
We had a chance to sit down with the folks from (creators of WordsWorth [$1.99 / Free] and The Jim and Frank Mysteries [$0.99 / HD], among other apps) and took a look at the games they have coming up in the next few months.
First up, WordsWorth HD [$2.99] has a big update incoming. The main thing to expect is a new single-device multiplayer mode. Where the game’s online multiplayer is a strategic asynchronous affair, the head-to-head (or side-by-side) single device mode is frantic. Both players have their own copies of a shared board, and letters disappear as your opponent uses them. Looks like it’s going to be a really great time.

Up next is Night Club Mayhem. 99Games has played with the time management concept before with Prison Mayhem [Free]. Night Club Mayhem brings those lessons back to a setting that might have slightly more crowd appeal. It’s nice to see a solid time management title that doesn’t run on IAP currency. The cool thing here is that the developer has put a lot of love into the accompanying mini-games, with a rhythm-style DJing game and a surprisingly complicated bartending simulation in the mix.
Night Club Mayhem should be out soon— 99Games expects it to be one of the first new games to fully support the Retina iPad, and it will hit Mac and PC at some point too.
A little further down the road iPhone users should be seeing the adorable physics puzzler Tito’s Shell. The version we took a look at was still under heavy development, but it’s looking good so far. Each timed level separates Tito the turtle from his shell, and the player has to use the environment to put them back together. Just about any part of the level can be connected to anything else within a tight range, so the solutions get increasingly experimental in a sort of Rube Goldberg machine way. It looks like it’s coming along well, and will certainly make a place for itself in the world of cute animal physics puzzlers.
There’s one more game up on 99Games’ slate: Dream Star. If you’re into the idea of a IAP-currency supported movie star simulator, keep your eyes open for this one when it comes out later in spring.
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