Archive for the ‘Android Market’ tag
‘Wind-up Knight’ Review – The Little Knight That Could
Picture Super Mario Bros. Got a nice image in your head? Good. Now imagine Mario could never stop moving and would only change direction if he hit a wall. A little tougher. And what if absolutely everything could kill him in one hit, and there was no such thing as a checkpoint? That sounds like the sort of game that would have you cursing, spitting, and contemplating throwing your controller, and it also sounds a lot like Wind-up Knight [$0.99]
Occasionally a game will come out on Android that looks so good I slaver for a port. Wind-up Knight is one of those games. Released on the Android Market a couple months back, the side-scrolling adventure looked slick, adorable, and hard — all the things I look for in a platformer. Now that it’s arrived on iOS, I can finally confirm: this game is outstanding.
Like the Energizer Bunny, the wind-up knight keeps going, and going, and going. The only things he’ll stop for are death and the end of a level. Otherwise he’ll keep going one way until he hits a wall, and then he’ll turn around and go the other way until his little clockwork bits wind down. Really, it’s just another way for the poor fellow to die.
Not that there’s any shortage of deaths to be had. Pits will get him, and must be jumped. Some need to be double jumped instead, but the wrong choice will again mean death. Then there are the rocks that fall from the ceiling. Those need to be blocked with a shield. Sometimes there are monsters, and they must be slashed or, occasionally, leapt over. And quite a lot of the time there will be spike walls or other obstacles perfectly placed at head height. Rolling will solve those.

Each of those commands is placed on a virtual button beneath one of your thumbs. They’re spaced out comfortably, so you’ll rarely mix them up. Precise controls are absolutely vital, because Wind-up Knight demands perfection. To complete a level, you have to be able to dodge, slash and block absolutely everything. Every obstacle is telegraphed in advance with coins or other indicators, so you’ll never be completely surprised. Expect, however, plenty of do-overs, because seeing, processing and reacting correctly is a skill that takes practice. Knowing the level is half the battle.
But completing all 48 levels isn’t the end. True knights need to master every single level. That means collecting every single coin, and finding the hidden card in every level. You can’t always do both at once, since finding the card usually means taking an alternate, secret path that skips over some coins. So you’ll be seeing each level a few times.
There are good reasons to keep going back. Collecting full suits of cards unlocks special equipment. Collecting most of the coins in a level will give you an A rank, and earning A ranks throughout an entire chapter unlocks an uber-difficult Knightmare level. Collecting absolutely everything will give you S ranks across the board. If that gives you anything other than bragging rights and a valuable Game Center achievement, I don’t know about it — there’s not much chance I’ll ever get that good.
I’m happy to keep trying, despite the many, many replays I undertook to make it through the main game. The presentation on display in Wind-up Knight is top notch. The game runs as smooth as silk (thankfully — any slowdown would be murder). The music is compelling, and changes by chapter and tone. The knight himself is adorable, and the environments he travels in are lovely to look at. Even the menus look great.
You might be turned off by the presence of IAP. You probably shouldn’t be. You can purchase Notes, needed to buy pieces of equipment. Most of the equipment is unlocked by playing the game. You can afford more with the Notes you earn in the game, though there’s no opportunity to grind them. If you want to have absolutely everything you will need to pay, but the equipment just offers small advantages for certain situations. It’s closer to a set of cheats than actual gear.
While there’s no true story to speak of, there is a loose narrative to be discovered. I’d rather not get into details, because its slow reveal is one of the things that charmed me most about this game. I’d hate to spoil that experience. Suffice it to say that you should pay attention to the tips while loading each level. I’ve rarely seen them used to such Machiavellian effect.
Wind-up Knight was worth the wait. Though it can be extremely frustrating, it rewards the player who pushes through the painful parts. Each time you replay a level you’ll learn more, memorize more, become better at the game. The rush you’ll get when you finally reach the end of a challenging level is worth the trouble, every time. So get this game. When you’re too frustrated to go on, take a break and visit our ; let us know what you think.
TouchArcade Rating: 
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‘Grand Theft Auto 3′ Releases December 15, Will Support Single-Core Devices
The wait for Grand Theft Auto 3 on iOS and Android is almost over. a few minutes ago, Rockstar revealed that the 10 Year Anniversary Edition port of the game-changing open-world title will hit the App Store and Android Marketplace on December 15th at an agreeable price point of $4.99. A new trailer giving you another taste of what’s to come is expected to release next week, but we’ve got some new screens right now to hold you over.
Oh! And in other related-and-cool news, GTA 3 will support more than just iPad 2, iPhone 4S, or a beefy Android device at launch. Single core phones and devices are now game. Here’s an updated list of what will be supported at launch:
- Apple iOS Devices: iPad 1 & 2, iPhone 4 & 4S, iPod touch 4th Generation
- Android Phones: HTC Rezound, LG Optimus 2x, Motorola Atrix 4G, Motorola Droid X2, Motorola Photon 4G, Samsung Galaxy R, T-Mobile G2x
- Android Tablets: Acer Iconia, Asus Eee Pad Transformer, Dell Streak 7, LG Optimus Pad, Motorola Xoom, Samsung Galaxy Tab 8.9 and 10.1, Sony Tablet S, Toshiba Thrive


[Thanks, !]
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Cult Unreleased Game ‘Desert Bus’ Ported to iOS in the Name of Charity
If you’re familiar with mid-90s video game history, then you might remember a not-quite-released title by the name of Penn & Teller’s Smoke and Mirrors. The game was an odd puzzle platforming affair starring the famous comedian magician duo, as well as a collection of mini-games that were designed for pranking your friends. Originally slated to arrive on the Sega CD in 1995, the publisher of the title went out of business that year. That effectively shelved the release for good even though it was basically in a complete state, however, the unreleased game did eventually leak out into the wild.
Easily the most notorious mini-game from Smoke and Mirrors is Desert Bus, which tasked you with driving from Tucson, Arizona to Las Vegas, Nevada… in real time. The feat takes about 8 real world hours, and since the game can’t be paused, the trip must be completed in one sitting. If you manage to accomplish this, you receive… one point. One measly point. Then, you’re given the option to drive back to Tucson, which takes another 8 hours, in order to get… another point! You can keep going like this as long as you’re able to, until you reach the maximum 99 point limit. Which would take about 41 actual days of non-stop virtual driving. Right, let me get right on that.

While I don’t have the gumption to sit and play the most mundane video game ever created for hours on end, better people than I have come up with a brilliant idea called . This is a marathon gaming session of Desert Bus put together by the group , where people can donate money to force the members of the group to play Desert Bus for extended periods of time, with all proceeds going to charity. Since the first marathon in 2007, Desert Bus for Hope has raised over half a million dollars for Child’s Play, and this year’s marathon is happening as we speak.
In support of Desert Bus for Hope, developer has released a port of Desert Bus [99¢] for iOS and Android, and all the profits from selling the game on the Apple App Store and Android Marketplace will go to the Child’s Play charity along with the money raised during the marathon. Just think, you can fit all the action of driving in a straight line for 360 virtual miles in your pocket to enjoy anytime, anywhere – even while you’re actually driving from Tucson to Las Vegas in real life! The future!

Desert Bus on iOS is a pretty faithful port of the original, and it is almost like having a little piece of strange gaming history in your pocket. While not exactly a fun game, I think the novelty factor is well worth the price, and still think the concept itself is just brilliant. Plus, you can feel confident that your hard earned monies are going to a good cause, helping children through Child’s Play. Definitely check it out, and if you’re feeling especially sadistic, swing by the and throw a few dollars their way to help force some schmuck into yet another straight hour of Desert Bus torture.
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Kairosoft’s Next iOS Game Will Likely Be ‘World Cruise Story’
Kairosoft, the masters of all things simulation, have unleashed another game onto the Android Marketplace. For quite some time now the company has had a fairly predictable release cycle of things appearing on Android, then slowly making their way to the App Store. We saw it happen with Grand Prix Story [99¢], and many of their other games. World Cruise Story seems to be on deck for an iOS release, and as the title hints, puts you in charge of managing a cruise ship.

Players will be able to customize the actual ships themselves, with new amenities for your guests including rooms to stay in, restaurants, to eat at, and all the other things you’d expect on a typical ship. The size of your ship can be upgraded as well, and unlocking new destinations to sail to involves courting royalty.
It sounds like a crazy cross between Mega Mall Story [$1.99] and Hot Springs Story $4.99] with a nautical twist thrown in. As far as when the game will hit, that’s anyone’s guess. I’ve got my bets on sometime early next month.
[via ]
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Unity Won’t Be Coming to Windows Phone 7
Microsoft’s Windows Phone 7 (and the upcoming Windows Phone 8 ) have always been incredibly interesting platforms to watch for those of us into smartphone gaming. Just like Web OS, I really don’t see Microsoft building up enough steam to become a serious competitor to either iOS or Android. However, also like Web OS, Windows Phone 7 and 8 are home to a whole host of cool features that I (likely somewhat foolishly) have my fingers crossed in hopes that they eventually dribble down into iOS somehow. Specifically, the way Windows Phone 7 integrates Facebook is really slick, and I promise if you spend some time with one of the devices you’ll find yourself saying, “Huh, that’s neat” several times. Adding Nokia hardware to the mix only makes things more interesting, although, again, we’ll have to wait and see how the market reacts.
Sadly, one potential nail in Windows Phone 7’s gaming coffin is the complete lack of Unity support. In a recent interview with , Unity CEO David Helgason explained that Unity won’t be making its way to Windows Phone 7 due to the closed nature of the platform, although support for Windows Phone 8 is being looked at. Windows Phone apps and games need to be either be based on XNA or Silverlight, and getting Unity on the devices would require an exemption to this rule, which Microsoft has decided against.
Just like Web OS, Windows Phone has seemed to be a promising candidate in turning this two horse smartphone OS race into a three horse one, but I’m not sure that’s possible without Unity, as the engine has become a major player in mobile gaming. When you look at the best games of the Android marketplaces, they’re almost all utilizing Unity. Take those away, and, well, you’ve got the Windows Phone Market.
I could get up on my soap box here and go on about how competition breeds innovation and all that jazz, but I think we’re all well aware of that. In today’s market, third party apps are vital to the success of any mobile OS, and it’s sad to see Microsoft taking this approach with Unity. Windows Phone owning gamers are losing out, as are developers that have existing Unity projects that could be quickly and easily ported to the platform- Especially since quick and easy porting is among the greatest strengths of Unity.
[ via ]
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‘Grand Prix Story’ Probably Coming To iOS On September 8th
Looks like we were right. Kairosoft’s next English iOS release will indeed be Grand Prix Story, the racing simulation game that hit Android devices earlier this year. According to a , it’s heavily suggested that it’ll see a September 8 launch, which gives it exactly four weeks worth of breathing room from Mega Mall Story [$3.99 / Lite].
Previously, we reported on the game’s launch on the Japanese App Store and speculated that, since the English translation work is already done, it would be the next release. Word on the street was that this specific version also included an English language toggle, so no wonder we’re receiving it so soon.
Grand Prix Story thrusts you in the role of a manager of an auto racing team. As such, you’ll be expected to gather sponsors, drivers, and develop new cars and their respective parts. The app description on the Android market says that no formal racing knowledge is needed, just like how you don’t need to be a hot spring owner to really come to grips with Hot Springs Story [$4.99 / Lite].
Obviously, we’ll be all over this when it hits. As a personal aside here, I’m ready to explode from anticipation. Kairosoft makes my gym time that much better.
[Thanks for everyone who sent this in - via ]
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‘Pokemon’ Coming To The App Store This Summer
Kotaku Japan is reporting that an official Pokemon game is on its way to the App Store and Android marketplace in Japan this summer. Provided the translations we’ve seen are accurate, it’s called Pokemon Say Tap? Apparently, it’s a rhythm game that has you tapping on Pokemon-themed cards in time with the game’s music.
When it hits it’ll be available for $0, which should strike you as an uncharacteristic move for a publisher who rails against the App Store when promoting the its comparatively high-priced 3DS and its high-priced games. But this probably isn’t a Nintendo-published joint; rather, it appears to be a title. The Pokemon Company is an affiliate of Nintendo and has licensing and marketing power over the well-loved, well-travelled IP. So, not-official, but official. You see what I'm getting at?
This does seem to have some amount Nintendo backing, though, if a page and a credit on the title screen itself is any indication of this kind of weighty stuff. I have a feeling the accreditation and promotion is more about "Hey, we're Nintendo; we do Pokemon!" than it says about Nintendo's plans for the App Store, which I'm almost positive there are none. Sorry, folks.
Either way, an official Pokemon app is on its way. I wonder if Nintendo or The Pokemon Company will start cracking down on the immense amount of unofficial Pokemon stuff on Android and the App Store?
[Via ]
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‘Meganoid’ Review – Is It ‘Megaman’ or ‘Metroid’? No, It’s ‘Meganoid’!
The App Store contains some excellent platform games, and for a new platform game to do well amongst such popular platform titles it needs to bring something interesting to the table. Meganoid [99¢] by is a new pixel-art platform game with a catchy chip-tune soundtrack. It was initially released on Android (230,000+ downloads), but has now been ported to the iPhone. It provides 70 levels of platforming goodness, which is less than the 90 levels provided on the Android platform, but still a decent amount of gameplay. This game is available free in the where it's supported by ads, however for the iPhone it costs a buck.
Each level is fast paced, with most taking under a minute to complete…or a few seconds to die. The aim is to reach the exit portal, collecting diamonds along the way. You receive a star for reaching the exit portal before the timer hits zero. And a second star for collecting all the diamonds. These two goals don't need to occur in the same run, so you can have an initial play to slowly and carefully locate all the diamonds and scope out the level, then replay for the speed star. Obtaining both of these stars unlocks the more challenging 'Sarge mode' for that level, wherein you play the white-haired Sarge. Acquiring all the diamonds as Sarge earns the third and final 'Sarge Star'. Achievements are managed via OpenFeint.
There's plenty of hidden areas, right from the outset. Some of the walls are actually "false walls" that you can walk through, into hidden walkways which typically contain diamonds or lead to an otherwise unreachable room. This often involves walking blind within the hidden area, as your character is not visible behind the walls. There are moving platforms and flying enemies. Another challenge is that some diamonds drop as you approach and must be grabbed before landing somewhere irretrievable, such as down a spike-pit. If you collect 100 diamonds you gain new life energy. The initial levels are fairly straightforward, but the difficulty level ramps up. The developer warns in iTunes: "This game is not easy!"
Before you ask — yes, the touch controls are excellent, responsive and allow tight control. Two control options are provided, the first has left, right and jump buttons, while the alternative is tilt-to-move with a jump button. In each case you can "double-jump", meaning you execute one jump then complete a second jump while mid-air. Blocks and weapons can be collected, which are then carried and automatically thrown / discharged at enemies within range. If you're an iPad owner, I actually played the game in 2x mode without any complaints, in fact I preferred that to the smaller screen this release was designed for. The video shows the game on an iPad 2, so presumably an iPad release will be forthcoming.
There are two frustrating design decisions in this game. Once you lose three lives, which can occur within a minute, the game exits to the main menu. This constant restarting becomes repetitive and seems unnecessary since you resume from where you died. It would be more logical to simply restart the level, thereby avoiding regular restarts. Secondly, the menu system doesn't cater for changing level easily. When you die, "Next" and "Replay" buttons appear, but there's no "Main menu" or "Level Selection" buttons. Neither of these issues affects the gameplay, yet both are inconvenient.
Meganoid doesn't deliver anything new or revolutionary – even the title is a rehash of existing games 'Megaman' and 'Metroid' – but it's an entertaining and challenging retro platform game, with responsive touch controls, decent chip-tune music and heaps of gameplay which platform-lovers shouldn't hesitate to scoop up to add to their platforming collection. This game is particularly well-suited for achievement-driven players, who enjoy dying over and over again, until they're eventually victorious. If that sounds like your style of game and you could use another quality platformer on your iOS device, then give Meganoid a look.
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‘Shadow Gun’ Gets A New Trailer, Android Support Confirmed
While I still have reservations about how a fleshed-out, retail build of Shadow Gun will look on touch devices, it’s hard not to get excited about its potential. In another video that showcases its apparent visual splendor, creator Mad Finger is also giving viewers a solid look at the action component of it, which appears to be ripping a page or two from Gears of Wars’ book. One can only hope that the writing is on par, too — if I don't hear the words "ten sh*t loads," I'm out.
This is an E3 reveal, so of course there’s other news that goes along with it. At the event, Mad Finger is announcing, officially, that the game will be coming to Android on devices that have a NVIDIA Tegra 2. In addition to being available on the Android Marketplace, it’ll also be sold on the Tegra Zone app.
In case you missed it in our previous post, Shadow Gun tells the story of a muscled-up bounty hunter named John Slade. His mission, in the futuristic world of 2350, is to kill Dr. Edgar Simon, a geneticist who is hiding out in a fortress filled with monsters of his own design. It’s like The Island of Dr. Moreau, except with more guns and muscle!
If you're wondering about iOS support, while the developers haven't specifically mentioned which devices it will run on, they've gone ahead and .
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‘Homerun Battle 3D’ – Now With Cross-Platform Multiplayer
Lately it seems that we've been collecting an increasing number of comments in the discussions of some of the more popular games we've covered from Android users hoping to see more iPhone games in the Android Marketplace. Homerun Battle 3D [$4.99 / Free], a game we reviewed back when it was called Baseball Slugger, was released early last month for Android devices, and features cross-platform multiplayer– Allowing existing iPhone players to face off against Android-equipped online rivals.
Com2Us sent us the following video of a match between an iPhone and a Motorola Droid:
As more and more iPhone games eventually make their way to the Android Marketplace, I hope developers decide to follow Com2Us's lead and implement cross-platform multiplayer. The more people playing online the better, regardless of what game it is.
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