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‘Final Freeway’ Review – A Fun Homage to ‘OutRun’ for iPhone and iPad

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The 1986 arcade classic OutRun, with its easy to pick up gameplay and simplistic mechanics, seems like it would be a perfect fit for the iPhone. It's strange then, given the wealth of racing games on the App Store, that no one has taken a serious stab at an OutRun-inspired game yet. Now, developer Oyatsukai.com has risen to this challenge with their first iPhone game Final Freeway, and delivered in fairly impressive fashion. Final Freeway does an excellent job at capturing the feel of the original OutRun, while offering tight controls with multiple configurations and a terrific sense of speed that runs well even on older devices.

Just as in OutRun, Final Freeway is a point-to-point racing game, where instead of trying to beat other cars to the finish you're trying to reach each checkpoint in the given amount of time until finally reaching the end. In total there are six different sections to race through, each with their own unique scenery, but unfortunately there aren't the branching paths at the end of each section as in OutRun. The racing is simple and arcadey, with the focus being to race each leg of the track as fast as possible while avoiding traffic and staying on the track. You don't crash in the game, but will slow down a lot if you hit another car or go off track. If time runs out before you reach the end of the track segment, it's game over.

In another nod to OutRun, you can choose one of three different tunes to listen to while you're racing in Final Freeway. Also, your ride looks suspiciously like a Ferrari, which is the staple car in the OutRun series. The graphics in Final Freeway are very nice, with added support for the higher resolution iPhone 4 and iPad displays. The framerate is ultra smooth, even on my iPod touch 2G, and makes for a blazingly fast sense of speed. There are touch and tilt control options, with various other configurations of onscreen button placement. Either control option works well, but I found myself preferring the touch controls. There isn't the option for auto-accelerate, only separate gas and brake buttons, but this actually benefits the game as it can pay to merely let off the gas when approaching turns rather than slamming on the brakes.

Really, the only fault of Final Freeway is that there just isn't that much of it. The six track locations are decent, and can be played on a normal or expert setting, but I would love to see more. It sounds like that just might happen too, as the developer is active in our forums and has hinted that more levels are on their way, as well as taking note of other suggestions from our forum members for future updates. With a few updates, Final Freeway could evolve into something truly special, although what is here already is quite competent for the price. The bottom line is that Final Freeway is fun, plays extremely well, looks great, and will scratch that OutRun itch whenever you need it to.

App Store Link: Final Freeway, $0.99 (Universal)

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August 30, 2010 at 20:15

Griffin Readies PartyDock iPhone / iPad Accessory

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Since Apple enabled peripheral support for iOS devices in iPhone OS 3, we've been watching closely to see what creative control peripherals hardware developers will bring to the platform. The latest is the PartyDock, a multiplayer remote control dock for the iPhone 4 and iPad.

As TUAW reports, the PartyDock is an iPad charging dock that also docks with four individual remote controls and features video out (component) for connection to a TV, thought it's unclear as to what output resolution will be supported. Griffin indicates that various party, family, and casual games that utilize the PartyDock will shortly be arriving in the App Store. Three mini-games and one full featured game will be bundled with the device, in some fashion.

Have a look at Griffin's PartyDock PR shots:







While gaming is the obvious main thrust for this device, it's also a general media station of sorts. With the PartyDock nestled in your entertainment center, watching videos, photos, and listening to music on your hi-fi rig will be a thing of relative ease.

We're anxious to get our hands on the PartyDock and put it through its paces. It's encouraging that Griffin has a developer contact mechanism on their product site for those wanting to develop for the device. Hopefully iOS control accessories will become a plentiful and well supported option.

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August 29, 2010 at 8:15

Price Drop Alert – Select Games from Sega and Meridian and on Sale

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It's about that time for many gamers to start heading back to school, and it can be a difficult task to say goodbye to the lazy days of summer. Your friends at Sega want to make this transition just a little bit easier by offering just about all of their App Store titles at a discounted rate until September 1st. And Sega's not alone, as developer Meridian is celebrating the one year anniversary of their popular dual-stick shooter Alive 4-ever by putting their entire selection of games on sale for the next three days. If you haven't had a chance to pick up any of these titles before, now is your chance to do so and save a bit of cash in the process.

Sega titles on sale:

  • Sonic the Hedgehog, – $5.99 → $2.99
  • Sonic the Hedgehog 2, – $5.99 → $2.99
  • Super Monkey Ball, – $2.99 → $1.99
  • Super Monkey Ball 2, – $5.99 → $2.99
  • Super Monkey Ball 2: Sakura Edition for iPad, – $7.99 → $3.99
  • Shining Force, – $2.99 → 99¢
  • Ecco the Dolphin, – $2.99 → 99¢
  • Streets of Rage, – $2.99 → 99¢
  • Golden Axe, – $2.99 → 99¢

Meridian titles on sale:

  • Alive 4-ever, – $2.99 → 99¢
  • Alive 4-ever RETURNS, – $2.99 → 99¢
  • Armageddon, – $2.99 → 99¢
  • Abigale: Revenge of the Princess, – $1.99 → 99¢
  • Ace Commando, – $1.99 → 99¢
  • Against the Fire!, – $1.99 → 99¢
  • Amy's Dessert Shop, – $1.99 → 99¢
  • Are You Alright?, – $1.99 → 99¢
  • Stick Dunk, – $1.99 → 99¢

Besides these specific sales, there's pretty much always other titles with price drops at any given time, as most App Store shoppers are aware of. Make sure you check out the latest price drops on AppShopper to stay on top of your iPhone, iPod touch, and iPad bargain hunting needs.

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August 27, 2010 at 8:15

‘geoDefense’ DLC Level Pack Released and Developer David Whatley on geoDefense for the iPad and geoDefense 2

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Not long ago classic iPhone tower defense game geoDefense [$1.99 / Free] version 1.5 hit the App Store, adding support for the Retina Display of the iPhone 4 as well as the framework for DLC level packs. The first of those level packs was just released this afternoon, and a 99¢ in-app purchase unlocks brand new set of 3 medium levels and 3 hard levels. Also, these levels are immediately playable once downloaded so you can dive right in without needing to play any previous levels. While a game as good as geoDefense getting more levels is totally newsworthy by itself, it also gave us an excellent opportunity to pester developer David Whatley who is quite literally floating around the Caribbean as we speak.

Last time we spoke with Whatley he was extremely excited about the potential of the iPad, and told us that a sequel to geoDefense was coming which would be exclusive to the device. Since then, several things have gotten in the way such as the release of the iPhone 4, a Facebook game called Fantasy University, launch day ports of geoDefense and geoDefense Swarm for Windows Phone 7, and the never-ending question of what will make a worthy sequel to a game with the notoriety of geoDefense.

According to David, the recent update to geoDefense had a lot of work done behind the scenes to eventually ramp up in to an iPad version of geoDefense which is going to be the next title to be released by Critical Thought Games. From there, they're going to be testing the waters of the iPad App Store to see whether or not sticking to their guns regarding the iPad exclusivity of geoDefense 2 makes sense or not. Whatley admits that not doing an iPhone version of the sequel would likely be a big mistake, especially given the size of the market.

When talking to David about geoDefense 2, he mentioned the amount of pressure he's under to deliver something that will impress gamers, but not stray too far from what everyone has since come to expect out of the geoDefense series. He wants to take geoDefense to the next level, but he's still not entirely sure what that next level is. The situation seems eerily similar to Galcon [$2.99 / Free] and its successor Galcon Labs [$2.99] which despite the popularity of the original saw a lackluster response from gamers as it felt too much like an expansion pack, and not enough like its own game.

If you've beaten every level in geoDefense over the last year and a half since its initial release, now is a great time to re-download the game and try out the new levels. Admittedly, I'm fairly rusty but so far the six new levels completely live up to the difficulty level we've come to expect of geoDefense and are highly recommended for any fan of the game.

App Store Links:
    geoDefense, $1.99
    geoDefense Lite, Free

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August 27, 2010 at 4:15

‘Dodonpachi Resurrection’ Review – A Little Slice of Bullet Hell Heaven

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We've been following Dodonpachi Resurrection [$4.99] for a while now, from its first announcement, to the first gameplay trailer, and even the pricing and release date.  And after all this anticipation, developer Cave's follow up release to the excellent Espgaluda II [$8.99/Lite] actually lives up to the hype. In fact, I like it even more than Espgaluda II, though I'm not necessarily saying one is better than the other. They're very different beasts, and really it's worth owning both if you like top-down shooters. But Dodonpachi Resurrection feels like a more well rounded experience, and caters really well to both casual shooter fans and the most hardcore of them all. There's near endless replayability due to an ingenious scoring system, and Dodonpachi Resurrection deserves a spot on every shmup fan's home screen.

Visually, Dodonpachi is a very striking game. There is no fancy Retina Display support, as this is originally an arcade game running at an entirely different resolution, and it would be unrealistic for Cave to redraw all of the artwork to suit the iPhone 4. That said, the game still looks damn good. There are three different screen sizes to choose in the options. Small has a huge border area but makes the graphics look the sharpest. Large fills the iPhone screen with the game and a small border on the bottom, but the sprites and text look slightly blurry. Medium is the default and it's in-between the other two settings. I fancy the large setting, as I don't really like borders in my games and the blurriness honestly isn't that bad. The game is filled with tons of huge explosions, humongous transforming bosses, and dozens of enemies and bullets onscreen at any given time. No matter what screen size you play with, it all ends up looking really impressive.

There are two game modes in Dodonpachi, the original arcade mode and a new iPhone mode. Arcade has you choose from three different ships and three offensive styles. These styles can give you unlimited bomb use, a more powerful alternate cannon to switch to, or a combination of the two. They all can help you in different ways, and as such each ship and style combination has its own leaderboard in OpenFeint. The arcade mode is a lot of fun to be sure, but the iPhone mode with its unique scoring system and brand new Hyper Cannon weapon are what really stand out in the game.

In iPhone mode, there is no need to pick styles, just which ship type you want to use. A divided gauge in the upper right of the screen is used for the SM scoring system. A circular area surrounds your ship, and narrowly avoiding these bullets but letting them pass through this area (known as “scraping”) fills the gauge towards the M side while also building up a multiplier in the upper left of the screen. You can continue to do this all the way until your multiplier hits x1000, if you wish. When the M side of the gauge is full, you can hit the Hyper button to start your ship firing wildly, and control the direction of fire by touching the ship and turning it. If you touch the ship and spin it in circles during this time, you build up your Hyper Cannon which unleashes an enormous beam of destruction that obliterates everything on the screen.

Killing enemies in rapid succession is what fills up the S side of the gauge, and once it's completely full you will gain whatever your multiplier is at for every enemy you destroy. Essentially, you use this SM gauge in a yin-yang like harmony of avoidance and utter destruction in order to achieve incredibly high scores. It's really brilliantly designed, and it may sound complicated on paper but it's pretty easy to grasp onto after playing for a bit. Admittedly, I'm not a hardcore bullet hell shooter guy. I love me some shmup action, but more the typical brand of them, and I've always been apprehensive of the bullet hell type because they just seemed so difficult. Not so with Dodonpachi, and I really understand now how different a bullet hell shooter is and the different type of gameplay it brings to shmups.

And this brings me to what I really appreciate about Dodonpachi Resurrection, you don't have to play it any particular way. Yes, you can endlessly scrape bullets and build huge multipliers, then strategically destroy many enemies in search of massive scores and coveted leaderboard spots. Or you can play it much like a normal shooter, using the bombs and special weapons to destroy the many enemies and bosses in spectacular fashion as you progress through the levels to the end. Heck, I beat the game twice before I even fully understood the scoring system, and had a total blast doing it. This is one of the first games of this kind where I've felt like any type of gamer can get a lot out of the experience.

There's a lot more to Dodonpachi too, like the absolute spot-on relative control system, the excellent brand new music for the iPhone mode, many OpenFeint achievements to unlock, multiple options and difficulty levels, hidden modes, and more. But the bottom line is that if you're a fan of shooters in any way, you'll want to pick up Dodonpachi Resurrection. There's not currently a lite of the game (there's one on the way), but the introductory price of $4.99 will be going for the next few days before jumping to the regular price of $8.99. Also worth noting is that you'll need a 3rd generation device or higher, or an iPad, to run the game due to the insane amount of sprites it pushes at any given time. A veritable love-fest is going on with players in our forums who are enjoying the game as much as I am, and as far as shooters go on the iPhone it doesn't get much better than Dodonpachi Resurrection.

App Store Link: Dodonpachi Resurrection, $4.99

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August 27, 2010 at 4:15

‘Karate Champ XL’ Arrives, Chops the iPad in Half!

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Retro game fans — especially those with friends in meatspace — are in for a treat with Revolutionary Concept's latest release, Karate Champ XL. Shortly after Karate Champ for the iPhone hit the App Store we reported that the studio was hard at work on an iPad version that would feature a two-player, split-screen play mode. The wait is over and we're happy to report that Karate Champ XL for the iPad [App Store] has arrived.

Karate Champ, which was rated one of the 10 most influential games of all time by IGN, is a 1984 arcade fighter that was one of the very first 2D, side-perspective, face-to-face fighters to hit the arcades. In Karate Champ, the player controlls a karateka with two joysticks, one for movement and one for attacks, that together allowed for a wide variety of attack combination. It is a match for points as well as a race against the clock; if both fighters are still standing when the timer runs down, he with the most points wins. It's simple by today's fighter standards, but is appealingly so to many, myself included.

Karate Champ XL features everything that the iPhone version has to offer, and then some. There are 12 different environments, two-player Bluetooth and WiFi support, the original '80s sound effects, all original bonus rounds, and a Super Large Chracter option. The onscreen graphics take advantage of the iPad's large, high-res display — well, at least the cabinet fascia graphics do, as the in-game graphics are (happily) as pixellated as ever. The big feature of this version, however, is the split screen mode that allows two players to go literally head-to-head in a martial arts match. This mode looks great and plays like you'd hope; it's a smooth one-on-one fight experience that actually works quite well.

Karate Champ XL should be an instant buy for any fan of the game who's got an iPad and someone to go head to head with. But, even in single play the game looks better, with sharper graphics on the iPad than the scaled-up iPhone version.

A version 1.1 update of the iPhone version of Karate Champ [App Store] (which is priced 50% off at $0.99 for a limited time) is currently under review by Apple. It will allow for iPhone to iPad gameplay.

App Store Link: Karate Champ XL, $1.99 (iPad Only)

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August 27, 2010 at 0:15

Coming Soon: ‘Death Worm’ – Who Knew Worm Games Would Be the Next Big Thing?

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Shortly after yesterday's announcement of Super Mega Worm we received word from PlayCreek, creators of Stoneloops! of Jurassica, that they were bringing the original worm destruction game to the App Store. Death Worm was created by JTR back in 2006 and is available for free as a 3.5MB Windows game. PlayCreek is promising to take the original concept to the next level, and even has plans to keep the game updated with new levels, enemies, game modes, and other features. Two examples they cite for future updates are a Death Worm soccer mini game and a Death Worm castle defense game mode. There's also an iPad version in the works.

It's more than a little odd that there are two games being announced in such short succession that are based on such similar concepts, but if you got a chance to play Stoneloops! of Jurassica before it was pulled from the App Store, it's hard to not get excited for PlayCreek's Death Worm. The additional game modes sound beyond ridiculous, and I'm really looking forward to giving both Death Worm and Super Mega Worm a try.

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August 26, 2010 at 4:15

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‘Dodonpachi Resurrection’ Pricing and Release Date Revealed

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Earlier this month we brought you a preview of Dodonpachi Resurrection, the newest bullet hell shooter for the iPhone from developer Cave, who have previously brought Espgaluda II [$8.99/Lite] to the App Store. Dodonpachi Resurrection is a reimagined version of the arcade game Dodonpachi DaiFukkatsu, the fifth game in the Dodonpachi series. Resurrection will feature a mode faithful to the arcade game as well as an entire mode unique to the iPhone version. Due to all of the action that can take place onscreen at any given time, the game is restricted to owners of the iPhone 4, iPhone 3Gs, 32 and 64 gig 3rd gen iPod touches, and the iPad.

Cave has sent word via press release and their official Twitter that the release date for Dodonpachi Resurrection is August 26th and that it will be launching for a special introductory price of $4.99. This introductory price will last for the first four days after release and then rise to the regular price of $8.99.  Additionally, a lite version will follow after the full game is released, although no date for the lite has been specified.

Here is another look at the latest trailer:

We're eager to get our hands on Dodonpachi Resurrection, as I'm sure many other players are as well. You can pass the time until then by joining the discussion thread in our forums where you can find additional screens of the game. We'll have more on Dodonpachi Resurrection when it goes live on the App Store this Thursday.

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August 23, 2010 at 16:15

The ‘Fighting Fantasy’, ‘Gamebook Adventures’ and ‘Sorcery!’ Series – Now With Even More Installments

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The interactive fiction section of the App Store has grown quite a bit since our original post on both the Fighting Fantasy and Gamebook Adventures series of RPG eBook apps. If this is the first you've heard of them, these game books are an evolution of sorts on choose your own adventure books that you may or may not have read as a kid. Instead of simply choosing between two forks in a book and turning to that page, they have you roll dice to determine the outcome of the story. For instance, the main character might lose his footing, at which point you're faced with a dice challenge to see whether or not you fall in to some treacherous pit or manage to grab on to something and pull yourself out. The random nature of these game books make them a lot of fun, and give them quite a bit of replay (reread?) value as the story forks a different way with each reading.

These game books all play similarly, but I've found myself leaning towards Big Blue Bubble's adaptation of the Fighting Fantasy series, as they're universal and look great on the iPad as well as existing previously as published game books. Definitely look in to Fighting Fantasy if you're planning on playing the books on an iPad, as pixel doubling works on the others, but isn't a very good experience.

Fighting Fantasy: The Warlock of Firetop Mountain


Fighting Fantasy: The Warlock of Firetop Mountain, $2.99
Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?

Fighting Fantasy: Citadel of Chaos


Fighting Fantasy: Citadel of Chaos, $2.99
The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!

Fighting Fantasy: Deathtrap Dungeon


Fighting Fantasy: Deathtrap Dungeon, $2.99
Countless adventurers before you have taken up thee challenge of the Trial of Champions, but not one has survived. Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with fiendish traps and hideous creatures of darkness to trick and test you almost beyond the limits of endurance!

Fighting Fantasy: Creature of Havok


Fighting Fantasy: Creature of Havok, $2.99
You begin this adventure not knowing where you are or who you are. All you know is that you are some kind of creature of instinct, understanding little. During the course of the adventure, it may be possible for you to begin to control your bestial nature, to find out more about yourself, and even to learn your destiny. But even if you know all this, success is by no means certain, for the traps and terrors of Trolltooth Pass are many … Are you ready — to become the Creature of Havoc?

Next are Gamebook Adventures by Tin Man Games, a completely original series written by S.P. Osborne and illustrated by Pirkka Harvala. I like the presentation of the Gamebook Adventures series a lot, and I really hope they're eventually updated to be universal.

Gamebook Adventures 1: An Assassin in Orlandes


Gamebook Adventures 1: An Assassin in Orlandes, $4.99
Set within Orlandes City, nobles are being systematically murdered by a ruthless assassin no-one seems able to catch. Finding yourself thrust in the middle of a large conspiracy, you must make decisions that may put yourself and one other most precious to you in great danger. Can you locate the Assassin in Orlandes before it is too late?

Gamebook Adventures 2: The Siege of the Necromancer


Gamebook Adventures 2: The Siege of the Necromancer, $4.99
Set in the coastal town of Myr, you have returned home after a long Summer in the mines of Durath Tor to find your hometown besieged by strange creatures. A dark presence has taken over the town and you are the only one who can rid the stronghold of Erid Buul, the mysterious new Lord and his ghastly cohorts.

And last but not least, Bright AI brought the first installment Steve Jackson's Sorcery! series to the App Store. Jackson is one of the original authors of the Fighting Fantasy books, and wrote the Sorcery! series along side them targeted at an older audience as they're much longer and more complex, even offering a choice of class to play while reading the book. Unfortunately, this isn't universal either.

Steve Jackson's Sorcery! The Shamutanti Hills


Steve Jackson’s Sorcery! The Shamutanti Hills, $2.99
The Shamutanti Hills is Book One in Steve Jackson’s Sorcery! series. Your epic quest will take you across the mysterious hills to the cityport of Kharé, but only if you outwit the creatures, traps and wizardry you encounter along the way.

Since all of these game books basically play the same, you can pretty much just choose whichever one(s) sound interesting to you based on their description as reading previous installments in the series to enjoy later ones isn't required either. As mentioned, if you intend on reading them on an iPad, I'd gravitate towards the Fighting Fantasy books, but any of them will be highly enjoyable to any fan of fantasy fiction.

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August 21, 2010 at 0:15

Freebie Friday Multiplayer Mayhem: ‘Stone Wars’ and ‘Galcon Labs’

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Epic Force's Stone Wars [Free] hit the App Store late last year, and actually has been free for a while now but thanks to our very own Free App Man it was brought to our attention and I'm actually enjoying the game quite a bit. Initially it seemed like Stone Wars was just your typical Worms clone with turn-based gameplay featuring various weapons and considerably less cartoony charm… That is, until you realize just how much multiplayer functionality the game has. You can play Stone Wars locally with a single device, locally via either WiFi or Bluetooth, or online in real time and of course there are single player modes where you can play against an AI opponent.

Online multiplayer actually works really well, you can either just wait to be match with a random opponent or create either a public or passworded game room for people to join. There isn't much of a delay between moves, and gameplay worked just fine on the single bar of EDGE that I'm rocking right now on my iPhone. Stone Wars has been free since late June, and according to the iTunes description is a "limited time promotion" for their latest game, Super Laser: The Alien Fighter [$2.99 / Free] so I guess grab it quick if you want it as who knows when it's going back to paid.

App Store Link: Stone Wars, Free


Galcon Labs [Free] takes the gameplay from the original Galcon [$2.99 / Free] with several new game modes. Galcon is a fast-paced strategy game where players take over planets by tapping them to dispatch forces from a nearby planet. Think real-time Risk in space played either locally or online against other players. When it was originally released, Galcon Labs was criticized for not providing enough new content to justify a complete sequel as the core gameplay was basically the same with some slight variation from the different game modes, but now that it's free Galcon Labs is something you should download as soon as possible.

Galcon Labs is free for today only, and if you enjoy it make sure you check out the original Galcon or Galcon Fusion [$4.99] if you own an iPad.

App Store Link: Galcon Labs, Free

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August 21, 2010 at 0:15