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Price Drop (and Freebie) Alert – ‘Ancient Frog’, ‘Stick Golf’, and ‘Underworlds Ultimate Edition’

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Written by admin

July 26, 2010 at 20:15

‘Drift Mania Championship’ Review – A Drifting Racer with Great Controls

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RatRod Studio, the creators of Mike V: Do or Die [$2.99] recently released their second game on the App Store. Drift Mania Championship [99¢], as the title would imply, is a racing game that emphasizes on drifting. If you've never played a game that requires drifting, or have never been an irresponsible freshly-licensed teenager behind the wheel of a car in an empty wet or snow covered parking lot, drifting is intentionally oversteering your car to lose traction in your rear wheels while going around a corner. When performed well, this results in awesome sideways sliding at high speed, or, when done poorly, ends in an embarrassing spinout.

Drift Mania Championship combines so many great things in to one racing game that I can hardly believe they're selling it at 99¢. Everything from collaborating with the DMCC Drift League, licensed music, a great physics engine, replays, online leaderboards, as well as multiple cars, difficulties, tracks, and a really well-done control system, makes picking up Drift Mania Championship should be a no-brainer to anyone interested in racing games.

Part of drifting any car, either in a video game or in real life, involves accurate control of your car's speed. Drift Mania Championship accomplishes this with a clever control setup where you steer your car by tilting, and control the accelerator by sliding your thumb up and down the right side of the screen. The lower left corner is home to a button to pull your car's hand brake, and keeping control of your car while maintaining speed and sliding sideways requires precise use of both. On your first race there is a brief tutorial that you read through that teaches you how to drift, and while it would be nice to have something a little more interactive, it does the trick. If you find yourself spinning out too often, just take it slow until you get a hang of exactly how much you need to steer in to turns to not lose control.

Three tracks are included along with three difficulty levels hidden away in the options. One car is unlocked initially, with an additional car unlocked for finishing first on each track as well as a fifth car for finishing first in all three tracks. Placement in the races is determined by your total score which seems to be computed by how long your drifts and how fast you're going with bonuses offered for style, chaining drifts together, and other things. At the end of each race you're shown a replay that highlights your best drifts, and you're given the opportunity to upload your score to the global leader boards which already seem to be loaded with scores that I'll never be able to beat.

The current down side to Drift Mania Championship is that while it's being sold as a universal game, it seems to be entirely broken on the iPad. As with the recent Trism update, Drift Mania Championship attempts to run at the native iPad resolution, but all the interface elements are out of whack which makes you unable to play the game. The game being released as universal seems to be unintentional, as the game's FAQ mentions a separate HD version being released later. Needless to say, if you plan on playing this game on your iPad, I'd avoid it for now.

If you don't care about the current lack of iPad compatibility, Drift Mania Championship is one of the better games I've played that rely on drifting your car around. The controls are great, and while it would be nice to have more than three tracks, there could be a sizable amount of replay value through unlocking all the cars and competing in the online leaderboards. Aside from the iPad issues, people on our forums are really enjoying the game, and as long as you plan on only playing it on your iPod touch or iPhone, Drift Mania Championship isn't hard to recommend, especially for 99¢.

App Store Link: Drift Mania Championship, $0.99 (Universal)

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Written by admin

July 16, 2010 at 2:15

Lifehacker Posts Fantastic Walkthrough on Playing SNES Games with a Jailbroken iPad

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Back in May when the first videos started appearing of jailbroken iPads playing SNES games, it definitely piqued our interest as few things would have blown my mind more back when the SNES hit North America in 1991. (Actually, come to think of it, just seeing the iPad 19 years ago would be a mind-blowing experience in itself.) The emulator in question in the original videos, as well as the one capable of pairing with a Wii controller is snes4iphone, but if you'd rather have an emulator that runs natively, SNES HD will do the trick, you just won't have Wii controller support.

The entire guide itelf with a bunch of photos and links is over on Lifehacker, and they've also explained the whole thing in the following video:

Keep in mind that according to Apple "unauthorized modification of iOS has been a major source of instability, disruption of services, and other issues", and obviously the jailbreak community completely disagrees. Either way, the entire jailbreak process is entirely unsupported, so just be sure to do some research to make sure you know what you're getting in to before blindly mashing the "jailbreak" button in Spirit.

[Lifehacker via TUAW]

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Written by admin

July 13, 2010 at 22:15

Potential ‘Plants vs. Zombies 2′ Announcement on August 2nd?

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An ambiguous image has been making the rounds over the weekend as casual game development king PopCap has sent out save the date emails for August 2nd in San Francisco, CA. This is quite literally all we know right now, but judging by the wild success of both the original Plants vs. Zombies for the Mac and PC, as well as the chart-topping Plants vs. Zombies [$2.99] and Plants vs. Zombies HD [$9.99] for the iPad, it's no surprise that PopCap would be making a sequel.

If this is the first you've heard of Plants vs. Zombies, here's the gist of the game from our review:

In Plants vs. Zombies, Popcap takes the standard tower defense formula and greatly simplifies it. Instead of a path to build towers along, you drop seeds in your yard which then grow in to plants that have various offensive or defensive capabilities. The yard is organized in a grid, and zombies move straight across the row they spawn on, munching (or in some cases jumping or flying over) anything that they come in contact with.

A gauge on the top of the screen shows how close you are to the end of the level, with flags indicating when big waves of zombies are going to come. When you clear a stage, you're often awarded with the seeds of one more of the nearly 50 included plants. This seemingly constant progression does a great job of keeping you interested, as it always seems like you have a new toy to play with. To shake things up even more, mini game levels are mixed in, including a bowling game of sorts, a whack-a-mole game with zombies, and others.

We awarded Plants vs. Zombies for the iPhone 5 stars, and the iPad game is worth a look too as it includes a survival mode, more mini games, and the graphics look simply fantastic on the iPad screen. PopCap seems to have a knack for creating fun games that appeal to everyone from the most hardcore FPS player to your grandma, and I expect Plants vs Zombies 2 to be no different. It seems a sequel is inevitable, I just hope they release it simultaneously on the App Store instead of making iOS gamers wait nearly a year for a port like the first Plants vs Zombies.

App Store Links: Plants vs. Zombies, $2.99Plants vs. Zombies HD, $9.99 (iPad Only)

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Written by admin

July 12, 2010 at 18:15

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‘Lemmings’ Coming Soon to the App Store for Free – Watch its Development Live

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Mobile 1UP announced on our forums that they've "bitten the bullet" and are working on a port of Lemmings for the iPhone and iPod touch. They've got plans to submit it to the App Store for free as soon as the port is complete, and it will even include all 120 levels from the original Lemmings.

If you're curious what goes in to porting a game like this, Mobile 1UP is live blogging the whole process. So far they've covered everything from undoing hacks added to the source to make it run on Palm OS nearly ten years ago to the logic the lemmings use to move, and even fixing some cut and paste bugs. It's an amazingly interesting read, just make sure you scroll all the way down to the bottom and read from the start to follow along.

If this is the first you've heard of Lemmings, the game actually has a remarkable history. It began as a computer game nearly 20 years ago, originally developed by DMA Design which we now know as Rockstar North and published by Psygnosis, now a fully owned subsidiary of Sony. Much like Duke Nukem the game has been licensed a ridiculous amount of times and ported to every platform imaginable.

In the game, players complete a series of levels by guiding the dim-witted lemmings to the exit. It's not that easy though, as getting to the end of the level requires players to assign lemmings certain skills such as a digger that is capable of digging through earth to cut a path for other lemmings, or builders that can build a staircase for lemmings to ascend. The gameplay is so classic that even if you've never played the original Lemmings, you've likely played a similar game inspired by it.

As mentioned, Mobile 1UP will be submitting it to the App Store as soon as the port is released, and you can bet we'll post something on TouchArcade as soon as it gets approved.

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Written by admin

June 25, 2010 at 22:15

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Recent Releases – ‘Rocket Racing League’ and ‘Deadly Dungeon’

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Here are a couple of games that we have previewed in the past. They've since come out though neither gets our full recommendation, but for closure we've included them in this roundup:

Rocket Racing League is a game we previewed last month, and takes racing to the skies as you pilot an advanced high speed aircraft through courses set in the open space of beautiful landscapes around the globe. Screenshots don't really do it justice, as the game looks really great in motion. There's a staggering amount of features and customization options available, from the color and style of your craft to the in-depth options for adjusting controls and game settings.

On paper, it seems to be a pretty impressive package, but unfortunately in practice the fun factor is somewhat lacking. Races feel tedious as you make your way through each checkpoint, and although the sense of speed is pretty nice I wasn't dying to make my way to each new race. It felt like I was merely going through the motions. Still, the overall presentation of the game is really well done, and some may find the racing more satisfying than we did.

App Store Link: Rocket Racing League, $2.99

Deadly Dungeon is a 3D hack 'n slash game we previewed a couple weeks ago, and has since made its way onto the App Store. The visuals are definitely impressive, with detailed character models and smooth animations. The dark dungeons and foreboding music set the perfect atmosphere for this type of game. The controls also work quite well, and there's a nice assortment of magical attacks to dispatch enemies with.

The only problem with Deadly Dungeon is there just isn't that much to it. Enemies are sparse, and the dungeon scenery never changes. There's also quite a few glitches in the game. Sometimes enemies suddenly appear out of nowhere only to take your life before you even have a chance to realize what happened. Even worse, some levels don't have walls to contain your character, leaving you free to wander off into the blackness past the dungeon boundaries, resulting in a frustrating restart. Even at 99¢, we just hope to see the game fleshed out a lot more down the road.

App Store Link: Deadly Dungeon, $0.99

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Written by admin

June 16, 2010 at 22:15

Upcoming ‘Deadly Dungeon’ 3D Hack ‘N’ Slash Submitted to Apple

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Deadly Dungeon is a new 3D dungeon-crawling hack 'n' slash game for the iPhone and iPod touch. It seems to be somewhat Diablo-esque in the way the dungeon is presented, the real-time enemy combat, and loot collecting. It doesn't appear that there's much in the way of weapons or gear to equip on your warrior, but there are two playable main characters with a female warrior able to be purchased with in-game gold. The graphics and animation shown in the video are really impressive, with huge enemies and nice lighting and magical attacks.

Details from the developer:

  • 8 levels
  • 3 enemy types: Skeletons, Ogres and Goblins
  • Collect gold to unlock extra playable Female Warrior and extra swords
  • 4 magic spells per playable character
  • Great 3d art/animations, music and sound effects
  • OpenFeint achievements and leaderboards integration

While we're certainly impressed with the visuals portrayed in the video, we do have some reservations about the game. First, it doesn't appear that there's much variety in the dark dungeon setting. Playing through 8 levels of the same environment may get monotonous. On that same note, only having 3 different enemies seems a bit lacking, although those huge ogres are pretty cool. It may just be a bit too basic for gamers who are normally into this type of game, although that remains to be seen until we've actually played it. Still, it has a great look to it and a lot of potential. The magic attacks seem interesting and the ability to play as a female character is a nice addition.

Deadly Dungeon was submitted on Sunday for review from Apple. Barring any unforeseen complications, we should be seeing the game arrive in the next week or so. The price is said to be at 99¢ or $1.99, with the possiblility of being free at first release for early adopters. Due to the graphical intensity, it's recommended for newer hardware (2nd generation iPod touch and above). We'll be taking a closer look at the final version when it's available.

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Written by admin

June 2, 2010 at 2:15

‘Karate Champ’ Delivers a Roundhouse Kick to the App Store

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Anyone who reads Touch Arcade regularly knows that I'm a pretty hardcore retro gamer. Not so long ago you could spot me on the street sporting my European carry-all filled with mobile devices such as the GP2X, a hacked PSP, and a DS, all to enable an on-the-go retro gaming fix when I just had to have it. Happily, all that's changed since the App Store arrived. And, yes, there are now games for every sort of gamer out there for the iPhone — tens of thousands of them — and that's great news for gamers. But what's so surprising to me is just how many retro conversions and remakes have made their way to the App Store. It really is heaven for die-hard retro nuts like myself.

I'm happy to report that the latest member of the App Store's excellent retro line-up is Data East's classic arcade hit Karate Champ [App Store], which has been ported to the iPhone by Revolutionary Concepts, the studio that brought us the classic Cobra Command. And they've ported it wonderfully.

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.

Revolutionary Concepts' iPhone conversion is done superbly. The dual-stick control mechanism is handled via on-screen joysticks which, while no match for physical controls, work rather well. Enhancing the experience are a number of iPhone-specific option settings, such as display scan-lines, a "super large" character mode, two backdrop cabinet designs, and three difficulty settings. A two-player mode has been included that allows local WiFi or Bluetooth fights between iPhone, iPod touch, and iPad users.

As far as I can see, aside from the necessary control alterations for the iPhone's touch screen, Karate Champ for the iPhone is a perfect conversion. If you liked the game as a kid in the arcade, you will definitely find the iPhone title well worth the $1.99 asking price. And if you're a modern fighter fan who cares little for the retro, the simplicity of this formula might just tickle your fancy, despite the jaggies. Our readers are loving it.

App Store Link: Karate Champ, $1.99

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Written by admin

May 21, 2010 at 6:15

EA Release Schedule Pegs ‘Dead Space 2′ as a ‘Mobile’ Release

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Visceral Games (formerly EA Redwood Shores) never ruled out the possibility that its upcoming third-person horror title Dead Space 2 would come to the PC. Strange as the non-committal attitude has been — the original Dead Space hit the PC, after all — there's little doubt now that the game will be, at some point, mouse and keyboard friendly. It also appears as if it could be swipe, flick, and shake-friendly in the near future, too.

Dead Space publisher EA released an updated version of its blockbuster title release schedule (via Shacknews), seemingly confirming that Dead Space 2 is headed to the PC. Interestingly, it also includes a mention of the iterative title hitting "handheld / mobile."

Rumors swirling around Visceral's last Dead Space title, a Wii-exclusive on-rails FPS sub-titled Extraction, have long suggested that the critically praised, yet financial underperformer, could be making its way to the Xbox 360's and PS3's respective download services. More recent rumors have also pegged Extraction as an iPad title, which we thought was absurd until seeing EA's recent release schedule.

Of course there's a chance by "handheld / mobile" EA only means a PSP release, but given the fact that the recently iPhone-released FIFA 2010 World Cup is also labeled "handheld/mobile", it seems very possible.

This is the first we've heard of Dead Space 2 hitting a mobile platform, so naturally there's no details. We'll ask a few questions and try to get some answers. In the meantime, keep thinking those happy thoughts. You know, the ones that star big multi-armed monsters? Those. Think those thoughts.

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May 12, 2010 at 6:15

‘100 Rogues’ Review — A Remarkable Re-imagination of the Rogue-like. [Update]

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Every now and then a game is released that completely transcends the genre it's made for, elevating its possibilities to all new heights. It doesn't happen often, but when it does it results in something genuinely spectacular. And that is precisely the case with Dinofarm Games and Fusion Reactions's lovingly created 100 Rogues [App Store].

100 Rogues is an arcade-style dungeon crawler/rogue-like loosely based on classics such as our highly rated Sword of Fargoal. We say loosely based, because while it features the typical dungeon crawler elements of near-certain death, randomly generated maps and loot and a foray into the depths of an enemy-riddled pit, 100 Rogues delivers it in a way that makes you feel you are playing something else entirely.

Obviously, at first glance, this can be credited to its utterly gorgeous presentation and visuals. Typical dungeon-crawlers are recognisable by their dogmatic approach to gameplay over graphics, many of which are still ASCII-driven. That is definitely not the case here. To begin, 100 Rogues introduces its heroes — the Crusader and the Fairy Wizard– through two different, tongue-in-cheek cutscenes that reveal a surprising amount of context for each character and a dubious quest to eradicate Satan himself. It sets the mood for a game riddled with comical self-awareness.

This certainly plays second-fiddle though to some of the most incredibly animated 2D caricatures we have seen– period. Both the Crusader and the Fairy Wizard are brought to life by Dinofarm Games and Fusion Reactions, each with their own distinct personality and style. The Crusader is an armor-clad, righteous bastion of good who cuts a swathe through enemy hordes with his cape flicking behind him; standing in stark contrast to the Fairy Wizard, a withdrawn, misunderstood creature of magic that prefers to attack with guile and deception from afar.

It's not all eye-candy though, as 100 Rogues brings to the table 8 unique skills for each character. The Crusader for instance, can call on divine powers, knocking back enemies with his Whack of Glory, or Healing himself if things get rough. Also, in what is quite possibly the coolest and most hilarious ability that I have ever seen, he can call on God Himself, who appears in the form of a giant finger that descends upon the battlefield to smite a foe or heal our Hero in times of need. The Fairy Wizard on the other hand, is far more fragile, but is able to teleport to elude enemies and cast crystal attacks from afar. The Fairy Wizard is also capable of confusing enemies or calling on a giant crystal ball familiar to attack nearby enemies.

Though the skills themselves look great and varied, it is their thoughtful implementation that really makes combat in 100 Rogues something special. This is because many of the skills have a strategic use that once discovered, can really excel your combat ability. For instance, the Fairy Wizard can combine a dagger attack with Teleport (aptly named Telestab), popping up behind an enemy to deliver a lethal backstab, only to teleport away again. The Crusader on the other hand can Overheal, giving himself bonus life above and beyond his normal hit points. And though his Whack of Glory knocks back enemies, if they are against an obstacle already, it delivers a devastating critical attack instead.

These secondary functions are critical to advancing through the gruelling 10 dungeon levels included at release. But they aren't made obvious from playing the standard game, so to lend a hand the developers have included a Challenge Mode to highlight to players some of their uses. There are 10 challenges available at release which have you killing a number of enemies or escaping the level within a set number of moves, usually giving you only few hit points and one crucial ability to complete your task. They're a great way for players to familiarise themselves with the advanced strategies, though we're positive there are more to be found through experimentation.

It's an indication of the breadth of features to cover here that we're only now arriving at how well 100 Rogues handles. Foregoing any on-screen controls, your characters are navigated by tapping in any four directions around them. Similarly, enemies are targeted by simply tapping on them (if a range attack) or running into them by the aforementioned mechanism. Skills are activated by tapping on your character, which in turn reveals a skill palette from which your skill is chosen, and then a suitable target selected. There are two on-screen buttons on the lower left and right of the screen to open your inventory or issue a wait command respectively, and a 4-slot quick-bar for immediate access of items. It's worth noting that the game can only be played in Portrait mode, too.

Items and equipment play a big part in dungeon crawlers, and that's no different here. Players can equip a large assortment of weapons, from swords and axes to wands and bows (to name a few), together with a range of armor types and accessories. 100 Rogues runs the full gamut of item effects and stat bonus' too. What's more, some enemies can only be effective by certain item types– something that will have to be learned quickly by players in order to proceed through the depths. As well as weapons and armor, there are also spell scrolls and buff scrolls that enhance either your health, magic or strength, or can raise the item level of equipment. 100 Rogues also has a countdown of sorts in the form of hunger, forcing you to keep your belly full lest your hunger cause you to waste away– placing a significance on searching for safe meals to consume on your quest.

If hunger doesn't get you, enemies surely will however, as 100 Rogues is true to its origins in that it is challenging and unforgiving, with a vast array of enemies that all require a different approach to defeat. If you make one wrong move, you are dead. If you are unlucky, you are dead. If you don't manage to find food, you are dead. And if none of these kill you, then maybe the large-scale boss encounters found every 5 levels will. These are all grim realities of the dungeon crawler. Fortunately, by way of its versatile skill system and arcade-paced strategic action, 100 Rogues is still a highly accessible adventure. And in case you forget, the game regularly lets you know that death is a certainty, and that fun is to be had in achieving that high score and glorifying your name in the online leaderboards forever.

100 Rogues is as much about exploration as it is about move-by-move action and employing a careful strategy. Game sessions are generally short, but 100 Rogues still saves your game by the move, meaning interruptions are a thing of the past and lengthy game sessions are easily broken down into short bursts. Finally, 100 Rogues is rounded out by a catchy, retro-style, synthesised soundtrack that is of the same calibre as the rest of the game.

100 Rogues is an evident labor of love for the developers, who already have a long list of planned features including at least two additional classes (the Dinoman Bruiser and the Skellyman Scoundrel), 10 brand new levels, an item shop, many more monsters and items, in-dungeon NPCs and an Endless game mode. All considered, 100 Rogues is an effortless recommendation to anyone remotely interested in the genre, being one of the most captivating, refined and rewarding games on the App Store. Heck, we're not even sure we'll ever find Satan's lair, but it certainly won't be for want of trying as 100 Rogues is simply brilliant.

UPDATE 1: A number of forum members in the 100 Rogues thread are experiencing random crashes. We haven't had issues in our play throughs of the game, but the developers are looking in to the cause currently. It may be worth waiting to see what they find out before picking this up if you're concerned.

UPDATE 2: Developer Wes Paugh posted in the comments that the crashes are related to equipping some shields. An update is being submitted immediately to address stability issues.

App Store Link: 100 Rogues, $4.99

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Written by admin

May 5, 2010 at 6:15