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A Few More Weekend Sales and Price Drops…

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Yesterday we made a post listing several titles that have gone on sale for a limited time. We wanted to pass along a heads-up on a few more sales and price drops for titles we think readers may enjoy.

Soosiz


Soosiz, Free
Ahh, Soosiz. [ review ] Touch Foo's rotational 2D platformer is one of our very favorite iPhone games, and is one of the first titles to which we gave a five-star rating. Soosiz is a stylized cartoonish platformer that challenges your brain to keep up with all of its twists, turns, and inversions. It's incredibly well executed with excellent controls, has a ton of content and is a lot of fun. And it's free this weekend (regularly $1.99). There's no excuse for missing this one.

Need For Speed™ Undercover


Need For Speed™ Undercover, $1.99 [ review ] Electronic Arts' Need for Speed Undercover (down from $4.99 for a limited time) is the studio's first iPhone release in their long-running racer series. It's a mission-based racer (as opposed to the "'round the track" variety) that puts you in the role of an undercover wheel man infiltrating a series of street racer / chop-shop gangs to try and bust an auto theft ring wide open. It's a very well-done title that, at the time of its release, was perhaps the most visually impressive game on the platform.

ROCK BAND


ROCK BAND, $4.99
[ review ] EA's Rock Band, which recently hit the 2000 downloadable song mark, is one of the most immersive rhythm games in the App Store. The game sets you behind a guitar, bass, or drum kit, or lets you take the lead vocals in playing through any of the myriad songs available through its in-game song store. The game features 32 free songs and offers Facebook integration to help jam with your friends. Rock Band is, for a limited time, down from $6.99.

Rogue Touch


Rogue Touch, $0.99
[ review ] ChronoSoft's Rogue Touch (normally $2.99) is an iPhone adaptation of Rogue, the classic dungeon crawler that dates back to 1980. It's highly faithful to the feel and mechanics of the well-loved early platform releases, but has expanded the game nicely. It's my personal favorite iPhone dungeon crawler and is one of our long-time favorites here at Touch Arcade.

Worms HD


Worms HD, $2.99
[ review (iPhone ver) ] First there was Worms for the iPhone [ link ], then came Worms HD for the iPad. Well, actually, first there was the Worms for the Amiga, which Team 17 released back in 1995. Whichever way you look at it, it's classic turn-based artillery action in the Scorched Earth vein. And the iPad version has been reduced in price, from $4.99.

2XL TROPHYLITE Rally


2XL TROPHYLITE Rally, $0.99
[ post ] 2XL Games' 2XL TROPHYLITE Rally (down from $4.99) is a highly impressive looking desert rally racer featuring 15 different races, WiFi and Bluetooth multiplayer, multiple vehicle views, five control schemes, and leaderboards. The iPad version has also been reduced in price ( $7.99 down to $.99 ).

Enigmo


Enigmo, $0.99
Pangea is running a sale on all of its multiplayer titles, physics puzzler Enigmo (down from $2.99) being one of the three games affected. Starting its life as a Mac game, Enigmo is a physics puzzle game that was voted Best iPhone Game at WWDC in 2008. In the game you move various objects around the game board to direct water droplets to their destination. Levels start easy and get so hard you will be desperately searching Google for the solution.

Nanosaur 2


Nanosaur 2, $0.99
Another Pangea multiplayer title on sale is Nanosaur 2 (down from $2.99). Also starting as a Mac game, Nanosaur 2 was ported to the iPhone in late 2008. It hasn’t aged very well compared to Pangea’s other games, but the premise of piloting a massive dinosaur from the future who is equipped with a massive arsenal of weaponry couldn’t get much more ridiculous and/or awesome.

Cro-Mag Rally


Cro-Mag Rally, $0.99
[ review ] One of the early iPhone cart racers, Pangea's Cro-Mag Rally (down from $2.99) won the 2008 Best App Ever Award for Best Racing Game. Cro-Mag Rally puts you behind the wheel of a caveman's cart in a bid to cross the finish line first through nine different race tracks, using 11 different vehicles with nine types of power-ups there to help you. The multiplayer system was recently entirely rewritten to ease the auto-matching game process.

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Hands-On with ‘Dead Rising Mobile’ from Capcom

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The other big game I got to spend some time with at Capcom's Media Tour event is Dead Rising Mobile, a portable version of the 2006 Xbox 360 game Dead Rising. In the game you'll play as photojournalist Frank West who has become trapped inside a zombie infested mall in the fictional city of Willamette. As one of the few non-zombified humans left, he'll have to fight off the attacking hordes of zombies using whatever means available to him inside the mall until military support can reach the location and offer aid. Dead Rising Mobile looks to encompass as much of this original console release as possible on the iOS platform, similar to what Capcom did with Resident Evil 4 [$1.99/Lite/HD] on iPhone last year. After playing the game I can honestly say they're off to a great start, but definitely have a ways to go.

The focus in Dead Rising Mobile is on the actual combat with zombies, and using the many different makeshift weapons spread throughout the mall to wreak havoc on them. Capcom is striving to have all of the different weapon variations from the original in the mobile version, though at this point the weapon selection I ran across seemed sparse. The number of zombies roaming around the mall also seemed in short supply, though this is something that Capcom is currently trying to improve upon. It's not clear how big the storyline element will be in Dead Rising Mobile, though you will be able to rescue other survivors during the game. Thankfully you won't need to escort them around the mall as you did in the original game, which proved a cumbersome and frustrating game mechanic. Rather you'll just be told that a survivor is in your company and must taken to another part of the mall before a timer expires.

One of the more interesting aspects to Dead Rising Mobile is the social network integration using Facebook and Twitter. If Frank is killed in the game, you can send a rescue call out over either service to show up in your friends' feeds. One of them can in turn respond to that call by entering a special code into their own version of the game, thus rescuing you and allowing you to continue on from the same point in the game. If your friend is unable to rescue you in time, or just plain chooses not to, then your character will turn into a zombie which they can seek out and kill in their own game. This is definitely a unique idea, and should reveal who your real gaming friends are, although it remains how well it will work in practice. Having my game progress hinge on a buddy's motivation (or lack thereof) to fire up his copy of the game and pull a rescue maneuver makes me nervous to say the least.

At this early stage it's hard not to be impressed seeing a game like Dead Rising running on an iPhone. The Retina Display graphics looked sharp, with a convincing mall environment and characters that are fairly detailed and animated nicely. As a huge fan of the original Dead Rising, however, the two standout features of that game were the sheer number of zombies in your vicinity at any given time and the incredible amount of interesting ways to dispatch them. At this point in time, Dead Rising Mobile just isn't quite to that level yet. The social networking aspect of being rescued is an interesting idea, but I'm not entirely sure how much that will add to the gameplay in the end. Hopefully in the next couple of months Dead Rising Mobile can evolve a bit more in the right direction. The game, which is currently being discussed in our forums, is scheduled for release during the holiday season, and we'll bring you any new information on Dead Rising Mobile as we get it.

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Written by admin

October 5, 2010 at 18:15

A Look at ‘Blaze: Fire Puzzle’ for iPhone and iPad

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Last month, Handmark released the 3D object manipulation puzzler Blaze: Fire Puzzle for both the iPhone [link] and the iPad [link]. We didn't cover the title at the time, but I've spent a good bit of time with the title this weekend and have had a pretty good time of it.

The first thing you might notice upon seeing our gameplay video or trying your hand at the title is its similarity to Zen Bound. Indeed, the game is basically Zen Bound, but with fire and candles instead of a paint-soaked rope (and classical tunes instead of ambient audioscapes accentuated with plucks of the koto). It's a definite derivative title, but given the ridiculous amount of time I've played the Zen Bounds, it's an interesting variation on what's undisputedly Secret Exit's formula.

Blaze takes you through 45 different candle-adorned 3D objects with the objective of lighting every single candle — and fast. This is done by way of touch controls — one finger to twist, two fingers to rotate — just like Zen Bound or, in the case of the iPhone 4, using the integrated gyroscope if you choose. (I recommend not choosing, though — it's a far inferior method of manipulation as compared to straight-up touch.) You start off with but one of the many candles on your object lit. From there, the goal is to manipulate the object such that all candles become lit, with a gold medal achieved for completing the task in a stated (and short) number of seconds. The physics of fire-lights-what's-above is an interesting twist (ugh…) on the Zen Bound formula.

The iPhone version of Blaze utilizes the Retina display for high resolution rendering, while the iPad version takes full advantage of its screen real estate. Both versions feature social networking integration with OpenFeint, Twitter, and Facebook.

So, if you're a seasoned Zen Bound veteran, is this game for you? I consider myself a member of that camp and have had a great time with Blaze. If you're all wet behind the ears and have clocked zero time behind either title…and have to choose just one, I would probably urge you towards Zen Bound, as it feels a bit more polished, more refined — but the enjoyability of both titles is quite similar.

Anyone on the fence can try out the limited, free version of the game for both devices:

App Store Link: Blaze: Fire Puzzle, $1.99
App Store Link: Blaze: Fire Puzzle Lite, Free
App Store Link: Blaze: Fire Puzzle for iPad, $4.99 (iPad Only)
App Store Link: Blaze: Fire Puzzle Lite for iPad, Free (iPad Only)

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Written by admin

September 26, 2010 at 6:15

‘Buck and the Coin of Destiny’ Review – GameStop Bunny Gets His Own Game

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Some of you gamers out there may remember a GameStop ad campaign from a couple of years ago featuring a foul-mouthed little bunny named Buck who would find himself in funny situations as he made his way through fake versions of Mario-like 2D platforming games. For reference, there is a nice montage video on YouTube showing some of Buck's commercials. The ads were a hit, and there was even a short-lived game available on GameStop's website that let you play through a level featured in one of the commercials. Now, GameStop has given Buck another chance at video game stardom in a new iPhone game just released on the App Store called Buck and the Coin of Destiny [99¢].

Buck and the Coin of Destiny is an auto-running platforming game that have become quite popular with the success of games like Canabalt [$2.99] and Monster Dash [99¢]. There's a Story mode that has Buck running through five different video game-themed levels in an effort to get from the start to the finish of each level as the story of the Coin of Destiny unfolds. For example, one level is reminiscent of the Legend of Zelda games, one is very Castlevania-esque, and before and after each level are some funny animated Buck the Bunny cutscenes. Buck automatically runs to the right and tapping the screen allows you to jump or double-jump as you collect coins and powerups while avoiding spikes, pits, and enemies.

The five levels of the Story mode are fairly short, and it won't take too long to complete the whole campaign. However, there is an Arcade mode that lets you play through any of the five level themes in randomly generated endless fashion. This mode has the potential for unlimited replayability, but I do have one small gripe about it. You start the endless portion with only one heart, meaning if you hit any hazard it's instantly game over. Like the Story mode, you can pick up additional hearts along the way, up to a total of eight. That's fine for the Story levels that have a definitive ending, but in endless mode the ability to pick up additional hearts can cause a game to drag on for a pretty long time. I'd much prefer to see how far I can make it with the threat of instant death looming, or even just a cap of 3 or 4 hearts instead.

The gameplay in Buck and the Coin of Destiny isn't the best available in the running platform genre, but it's really not bad at all. The jumping controls are responsive, the level designs are interesting, and it's simple and fun to play. I'm really surprised by how much I continue to come back to Coin of Destiny. The Story portion is pretty short, but a fun ride while it lasts. The end of the game offers a “to be continued…” so the brevity may be rectified in the future with updates. The endless Arcade mode is a great addition to lengthen out the game, even if it does tend to drag on a bit. There's also a number of achievements to earn in the game, and local scores are kept for the Story mode and each individual Arcade level. Sadly there's no Game Center integration or online functionality other than the ability to share your scores over Facebook.

If you were familiar with the GameStop Buck commercials, like many of the players in our forums, then you'll likely get your dollar's worth of enjoyment on the cutscenes alone. If you don't really care about the Buck character but are looking for a new running platform game, then Buck and the Coin of Destiny really isn't a bad choice at all. I'd really like to see the game evolve with updates to add more content to the Story mode, some tweaks to the endless Arcade mode, and some sort of online functionality for achievements and high scores. There's a really nice foundation in place here, and even in its current state Buck and the Coin of Destiny is a solid running platformer for the price.

App Store Link: Buck and the Coin of Destiny, $0.99

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Written by admin

September 24, 2010 at 10:15

‘Robot Unicorn Attack’ Gains OpenFeint; ‘Labyrinth 2′ Adds Game Center

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Adult Swim's Robot Unicorn Attack [99¢] had an update hit mere moments ago to add full OpenFeint support with both online leaderboards and achievements. If you've been annoyed by your inability to truly boast about your best runs other than posting to Facebook or Twitter, make sure you grab this update ASAP.

If you still haven't downloaded the game yet, it's still on sale for 99¢ and I really recommend picking it up. It's a quirky take on the see how far you can go platform game type that has become so popular on the App Store, and it's even available online as a free Flash game. The inclusion of online leaderboards answers my only gripe about the game, and I really can't recommend it enough.

App Store Link: Robot Unicorn Attack, $0.99


Illusion Labs' Labyrinth 2 [$4.99 / Free] also saw an update today which aside from high resolution graphics for the Retina Display of the iPhone 4 and new iPod touch also added Game Center leaderboards and achievements. There are 36 achievements in all to farm, and if you're looking to fill up your Game Center achievement listing, Labyrinth 2 is an awesome game to do it with.

We loved Labyrinth 2 in our review, and really recommend at least trying the lite version out if you've yet to play the game yet. With Retina Display graphics and Game Center support, this is an already awesome game that just got much more awesome.

App Store Links:
    Labyrinth 2, $4.99
    Labyrinth 2 Lite, Free

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Written by admin

September 22, 2010 at 2:15

‘Pocket Frogs’ Review – Much Like the Cane Toad in Australia, This Game has Taken Over my Household

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Written by admin

September 14, 2010 at 22:15

‘Final Fantasy Tactics: The War of the Lions’ – Not Being Released On September 15th After All

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The Final Fantasy Tactics series is on its way to the iPhone, but not as soon as we had hoped. Recently some rumors had been spreading around that Final Fantasy Tactics: The War of the Lions would be released on the 15th of this month, which unfortunately has been debunked officially courtesy of the Square Enix Facebook page.

The release date is still to be determined per Square Enix, but as a bit of a consolation prize they did release the above screenshot of the currently in development iPhone game. Being huge Tactics fans, we're more than a little disappointed that we won't be playing the game as soon as we had hoped, but we're definitely going to keep an eye out for more news on the game's development.

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September 13, 2010 at 22:15

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Screenshots of Upcoming ‘The Sims 3: Ambitions’ and ‘EA Sports MMA’

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September 9, 2010 at 12:15

‘Pizza Boy’ Review – A Bite-Sized Pizza-Packed Platformer

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Swedish iPhone developer Acne Play released their second game on the App Store today. With fantastic art similar to their other title, Comet [99¢], Pizza Boy [$1.99] is a platformer with some of the best controls I've seen in the genre. The story is ridiculous as expected, told through fantastic comic book style sequences that explain that an evil bird has stolen your pizza– of course you need to get it back. Unfortunately, between you and your beloved pizza pie are all kinds of obstacles, enemies, pits, trampolines, and everything else a good platformer needs.

Pizza Boy's graphics are highly reminiscent of excellent platformers of the 16 bit era with some perfectly paired chiptune music to go along with them. (They even put the whole soundtrack up online to listen to.) The game is host to all the gameplay mechanics required for a good platformer, with an odd culinary twist. Instead of collecting coins you pick up strawberries, and 100 strawberries award an extra life. Instead of tossing fireballs you throw soda bottles which are available in a limited quantity from soda machines that you stomp on. In addition, you can collect letters to form the word "pizza," and you can even rescue cats on each level for bonus points.

Where Pizza Boy really shines is in the control department. Pizza Boy's iTunes description mentions something Acne Play is calling the "Smart Touch System," which I'd normally write off as just a gimmick, but the controls are just fantastic. I'm not sure how much magic is in the Smart Touch System but while playing Pizza Boy I never ran in to issues I usually have with platformers on the iPhone such as missing buttons, sliding my finger off the D-Pad, and other fat fingerings that often result in death.

What kills me about Pizza Boy is how little content there is in the game. The developers even went as far as to say in the iTunes description that it would only take a half hour to play through. They later clarified this via email by saying that it was a guesstimate for how long it would take an experienced player, and it took me close to 45 minutes. The worst part about all this is that Pizza Boy is great, and the entire game really leaves you wanting more. The only online scoring there is in the game is the ability to brag via Facebook or Twitter, which pains me even further because a short score-centric game like this could have a decent amount of replay value injected in to it with some form of online leaderboard.

Pizza Boy really reminds me a lot of the recently released physics puzzler No, Human which also was over before you knew it, leaving you wanting much more. Just like No, Human, if you decide to give Pizza Boy a try you'll be rewarded with an awesome platformer, but the credits roll just as you really start to get in to it.

App Store Link: Pizza Boy, $1.99

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Written by admin

September 8, 2010 at 4:15

Today’s Apple Event – Hands on with iPod Touch, Nano and More

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Today Apple held its media event at the Yerba Buena Center for the Arts in San Francisco and unveiled its work in significantly evolving a number of its mobile and media products. I had a chance to see it all first hand and spend some hands-on time with the fruits of the company's recent labor.

The announcement that is likely of the most interest to our readers is the arrival of the new iPod touch, thinner than ever and featuring the same razor-sharp Retina display used in the iPhone 4. (And, holding the new device in my hand, I can confirm that the screen is every bit as sharp as that of the iPhone 4.) The upgraded device is, indeed, basically "an iPhone 4 — without the phone," with a few exceptions. It utilizes the same A4 processor used in the iPhone 4 and the iPad, and features integrated gyroscopes for added in-game control precision. It has front- and back-facing cameras, as well, allowing FaceTime video chats. But the rear-facing camera offers a relatively low 960×720 pixel resolution, as compared to 2592×1936 pixels on the iPhone 4. That means it produces photos that are only 14% the size of those taken with big brother iPhone 4.

But, we're gamers here! And in that capacity, the new iPod touch is a golden mobile gaming device. During today's event, Steve Jobs indicated that the iPod touch is presently the #1 selling mobile game device, outselling Sony and Nintendo's devices, combined. He revealed that 1.5 billion entertainment and game app downloads have passed out of the App Store. With the dramatic enhancements on most every front that the new iPod touch puts in the hands of gamers, we don't expect the touch to give up the crown anytime soon.

Another big announcement that Steve had in store is the reinvented Apple TV. No longer a scolding-hot slab of metal and plastic with the footprint of a Mac mini, the new Apple TV is a quarter the size of its predecessor, shrouded in black plastic, and cool to the touch.

This time around, Apple dispensed with local media storage and has positioned the new unit as a video streaming device, built on a video rental model. First-run HD movies can be rented at $4.99 per, with HD TV shows available at $.99 an episode — all HD. Netflix streaming is integrated, as well. And all of the local media sharing capabilities of the original device (tying to computers in your home for media display on TV) are preserved, with the notable addition of media streaming from an iPad, iPhone, or iPod touch. And all that, which I can confirm fits comfortably in the palm of your hand, can be had for just $99.

The new Apple TV should be of particular interest to our readers for another reason — it's based on Apple's A4 processor. Intel is not inside, this time around. Given that, it's clear that the new device is based on some form of OS X for the ARM processor. Apple isn't calling it iOS but, if it's not iOS proper, it's something extremely close. But, likely, it actually is iOS under the hood. Daring Fireball's John Gruber recently lent strong confirmation of that, as well.

And if, indeed, the new Apple TV is an iOS device, is there an App Store in its future? Let's hope so…

Apple also showed a new iPod shuffle which, happily, brings back the buttons of the previous versions and also demonstrated the new iPod nano. The nano is about the size of the shuffle, but features a multitouch display and a user interface styled after iOS (though it's not iOS-based). It's a pretty amazing device to play with, extremely light, small, and functional. It's not improvements all around with this one, though; the new nano lacks video recording as well as playback capabilities. It seems Apple's decided that's functionality to be found only in the iPhone and iPod touch.

On the software front, Apple has released iTunes 10 (available now), which offers several interface improvements as well as Ping, a new social network of sorts that allows iTunes users to follow one another and share news of what they're listening to online. Facebook integration is in place as well. iOS 4.1 will be released next week and will include a number of new features including the launch of Game Center — Apple's leaderboard network. Other improvements include bug fixes, and performance enhancements for 3G owners. iOS 4.2 was also previewed which will finally bring OS 4 to the iPad and is due in November.

It's clear from today's event that Apple has been keeping a laser focus on the areas that have become its clear domain: media and mobile.

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