Archive for the ‘iPhone’ tag
‘Baseball Superstars 2012′ Review – Yup, Still Worth Hitting
So, I have a confession to make. I was prepared to dislike Baseball Superstars 2012 [Free]. You can blame Homerun Battle 2 [$4.99/Lite] for that one, as it had left me deeply distrustful of freemium sports games. Nonetheless, driven by Air Penguin [99¢/Lite] inspired optimism and the extravagant amount of praise that had been lavished over the franchise, I ended up downloading it anyway.
I’m glad I did. Though not what you would call ‘your must-have game in the event of a zombie apocalypse’, Baseball Superstars 2012 is still kinda awesome. Depending on how much you like your baseball, it might even be extremely awesome. There’s a part of me that wants to be the cranky curmudgeon and witheringly observe that Baseball Superstars 2012 is, while a competent product, just a souped-up version of the one from the previous years, but I can’t. The rest of me is too busy cultivating my digitized athletes.

Baseball Superstars 2012 is engaging in all the right ways. The core gameplay mechanics are incredibly easy to learn, but not so easy to master. As the batter, you’ll basically have to ensure that your batting reticule is within the general vicinity of the ball before you smack it with all your virtual, training-augmented might. Here, you’ll have the option of choosing between the usage of the D-PAD or the device’s accelerometer; I personally recommend the latter. Things are even easier for the pitcher. To lob your balls, you swipe your finger across a grid-like area on the screen. Different pitches will naturally require a different set of motions.
Strangely enough, what makes Baseball Superstars 2012 work is the metaphorical packaging. For example, while the various modes are little more than different ways of approaching the aforementioned elements, there’s still an ungodly amount of things to do. Want to be be a batter? Fire up ‘My Batter’ and enjoy a ten-year career. Prefer pitching instead? Load ‘My Pitcher’. Would you rather micromanage a coterie of little athletes? ‘My Team’ will be your game mode of choice. The list goes on. You’ll get to also dive into challenges, missions, engage in asynchronous multiplayer battle royales and fine-tune your little league of winners.
Visually speaking, Baseball Superstars 2012 is definitely the best-looking of the pack. The resolution is higher, the interface is cleaner and the sprites look like they were manufactured by a man-hwa artist. The writing, unfortunately, still leaves much to be desired. Aside from the overall aesthetics, one of the biggest changes here is the inclusion of the overworld. No longer will you be trapped in the stadium at large. Now, you’ll be able to roam the somewhat scenic-looking town that rings in. In between matches, Baseball Superstars 2012 will allow you to do everything from engage in a fortune-telling session to helping out in a hospital to training in the park. Some of these activities will decrease or increase various statistics, others will add to your modest bank account.
Along the way, you’ll also bump into an assortment of big-breasted characters, many of whom will engage you in peculiar conversations. To be honest, few of the encounters made any sense to me. What do aggressive female characters with a penchant for romance books have to do with baseball? While I appreciated the effort, this aspect of Baseball Superstars 2012 felt tacked on and a little awkward.
That aside, there’s not much to dislike about Baseball Superstars 2012. Heck, even the IAPS are not constantly forced down your throat, something that is a rarity with this business model. has done a fine job improving on each iteration. Baseball Superstars 2012 might not redefine mobile gaming but it’ll certainly be a worthy addition to your collection of games.
TouchArcade Rating: 
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‘Rebuild’ Universal Update To Roll In iPhone Support Tomorrow
Rebuild [$2.99] for iPhone and iPod Touch is actually happening — and soon. Tomorrow will see the debut of the post-apocalyptic strategy title on smaller devices, courtesy a big-time Universal update for the iPad versions of the game. Developer tells that the update will also roll in retina support, too.
This is easily one of our favorite strategy games on the App Store this side of Civ Rev [$6.99 / HD], and we’re stoked that a “maybe” porting scenario as of a couple of months ago has become a reality. If you haven’t read anything about Rebuild check out our review. Or just pick it up on the App Store at its sale price of $.99 starting tomorrow through this Sunday.


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‘Mass Effect Infiltrator’ And Mass Effect Datapad Slated For iOS
So, Mass Effect is returning to the iPhone. At a recent EA event, the publisher passed around a pamphlet announcing Mass Effect Infiltrator for the iPhone, iPod Touch, and the iPad. In a nutshell, it’s a third-person shooter featuring universe’s trimmings, and it will apparently tie into Mass Effect 3’s component.
EA also announced , but revealed nothing about it except its platform: iPad.
On to what we know then. In Infiltrator , you’ll “help free prisoners from a hostile Cerberus base” and receive rewards as you gather evidence of Cerberus’ crimes. All your rescues and your discoveries will feed into Galaxy At War’s ”Galactic Readiness rating,” which informs events in the game’s single-player.
As if the latter wasn’t enough to get you to check it out, the app will also offer users exclusive weapons to use in ME3.
Infiltrator’s announcement is pretty hot off the presses, so the details are pretty vague. On the other hand, it seems like it is passing through certification as we write this — if EA is using the term “soon” in regards to its release traditionally — so, the wait to see what’s actually going on should actually end shortly.
UPDATE: Fun fact: this is being developed by Dead Space iOS devs Iron Monkey Studios. This can only be a good thing, we think.
UPDATE 2: has nabbed the first screenshots for Mass Effect Infiltrator:


[Via , , ]
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‘Reckless Racing 2′ Review – A Bold Sequel With Another First-place Finish
When Reckless Racing [$0.99 / HD] hit the scene back in October 2010, we praised it for the incredible top-down racing experience it offered. Now, the folks at are back again with Reckless Racing 2 [$4.99], the long awaited sequel to this arcade racer. Improving on nearly every facet of its predecessor, Reckless Racing 2 is hands-down one of the top arcade racers I’ve ever played and is well worth the price of admission.
From a presentation standpoint, Reckless Racing 2 makes some significant changes in comparison to its predecessor. Gone are the country themes present in the music and characters (although the latter still remains somewhat in the avatars and names of your AI opponents). In its place is a stylized, clean motif complete with fast-paced music reminiscent of 80s action movies (think Top Gun). Some folks may argue Reckless Racing 2 loses some of the ‘charm’ found in the original, but I think this is a great move that moves towards a more universal appeal.

Another area that receives an overhaul in Reckless Racing 2 is its core gameplay formula. A comprehensive career mode takes center stage in this sequel, complete with 18 different cars to purchase and a plethora of upgrades available for each individual vehicle. The career mode is actually pretty standard – players race through a variety of cups containing several courses. Money is awarded after each race, with a larger monetary bonus depending on your final position at the end of the cup.
Rather than forcing players to complete cups in a sequential fashion, Reckless Racing 2 employs a Performance Index (P.I.) restriction. The higher a P.I. rating is on a car, the ‘better’ it is stats-wise. Modify your car with new parts and its P.I. rating increases. Cups have a P.I. range that your car must fit into in order to play. While it is possible to upgrade your car so it can participate in progressively harder cups, eventually its P.I. max will be reached and you’ll have to buy a new car with a higher range in order to advance to more difficulty cups. It’s a disappointing restriction for folks that become attached to cars, but I thought it was an excellent way to balance upgrades and difficulty while nudging players towards trying new vehicles.
In addition to career mode, Reckless Racing 2 features an excellent challenge mode that supplies the player with a pre-determined car and track. Race against the A.I., place third or higher, and you advance to the next challenge. I found it a great distraction from career, as it allows you to quickly race while still having goals to work towards. Rounding out the modes are single race and wifi-enabled multiplayer. While online multiplayer was pretty fun, the lobby system was a bit rough around the edges (lots of players holding up games from actually starting). An auto-join with P.I. balancing would have been nice, as well as some improvement to the ‘ready’ system.
Racing mechanics also receive substantial changes in Reckless Racing 2, exchanging the ‘floaty’ and hectic feel of the original for a driving system that imbues much more control to the player. This is also reflective in the physics system which feels more suited towards a system requiring actual driving technique. The controls work well enough within this system, but not all control schemes are equal in this sequel. The new dynamic difficulty system, which raises and lowers the overall difficulty based on performance, is another addition that moves the game towards a semblance of realism (you can turn this off if it doesn’t work for you). In some ways, you can argue that these changes make Reckless Racing 2 a bit less, well, reckless. Despite this step away from its predecessor, I think the changes have created a game with more depth and challenge than the original. The upgrade system, for instance, allows you to customize your car to suit your driving style, somewhat preserving the original Reckless Racing style of play.
One of the areas Reckless Racing excelled in was its incredibly detailed visuals. Reckless Racing 2 ups the ante with an improved graphics system that just looks pretty damn amazing. Tracks are meticulously detailed and even effects like the dirt kicking up from your wheels on the off-road portions of the track are well done. Maneuvering my car around a curve with a giant gorge at the bottom or driving along an oceanfront watching the beautiful water effects are some of the nicest graphics I’ve seen on my iPhone 4S. Add in the fact that the game runs fast and smooth (at least on the latest hardware generation), and Reckless Racing 2 would give any game a run for its money in the visual department.
I’ve got to give kudos to Pixelbite – it’s pretty rare for a developer to take a chance and mix up the elements of a successful game in its sequel. However, in the case of Reckless Racing 2, that risk has paid off tremendously. The comprehensive career mode, wealth of maps, and tweaks to the arcade racing formula has made this game more enjoyable in the long term. Add in the amazing visuals and music, and there’s not much to dislike here. Folks have in our forums in regards to the significant changes to the core gameplay. Personally, if these changes result in an incredibly fun to play game, then what more can you ask for?
TouchArcade Rating: 
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New ‘Twisted Metal’ Creators Moving On To iOS
Here’s a new one: instead of splintering into a billion different independent parts in order to explore the world of iOS, Salt Lake studio is staying (mostly) together as it transitions into mobile and tablet development.
is reporting that after the studio finishes , it’ll move on to iPad and iPhone development. Eight employees were handed pink slips last week in order to presumably shrink the studio size for the transition, and co-founder is expected to leave as well to pursue a new thing before the studio makes hop.
In a statement, the studio’s other co-founder Scott Campbell said all the right stuff about iPad and iPhone and iPad development, and noted that Eat Sleep Play’s “brand of mechanics-driven gaming” will be a big part of its future offerings.
Jaffe is reportedly set to move into the “casual” market as well, but that’s a point of contention. On Twitter, the God of War creator , “The rumors of me making casual games post-Twisted Metal — as many of you define them — are highly exaggerated.” Later this morning he clarified, “… never say never, but I have zero plans to make games like Farmville and Angry Birds.”
“I never said what I was doing post-Twisted Metal, and I’m still on Twisted Metal along with Eat Sleep Play for the next months as we launch it and balance it in real time and make sure it’s a perfect game and continue to support it.”

Pictured: Twisted Metal
“At the same, I will be opening a game studio here in San Diego because I really miss internal game development. Happy to share more details later.”
With that said, we’re not so sure if Jaffe is moving on to iOS, too, but we’re trying to make contact and see exactly what’s up. Stay tuned.
UPDATE: Jaffe is continuing to clarify. In a series of tweets, he revealed that he’s talking to people “about some big, huge next-gen game ideas” he’d love for his new studio to make, as well as some stuff in the browser space.
“I have no idea what game we’ll make yet. Could be iPhone, could be next-gen console,” Jaffe said. “Have barely done anything with the new company yet.”
[via ]
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‘Fly With Me’ Review – A Tap-to-flap Game with Limited Flaps
Fly With Me [99¢] from may resemble a cute kids game about a flying bird, but it’s not actually as simplistic as it seems. You tap the screen to make the little bird fly and try to collect three stars and reach the birdhouse at the end of the level. This may sound easy, but the catch is you have a limited number of wing-flaps available.
Each time you tap the screen to flap your wings, your flap-meter decreases slightly. Once that meter is depleted, you’ll literally fall out of the sky with an amusing animation as you splat into the ground. So, you quickly learn to be more conservative with your flaps, and glide whenever possible. NOT flapping is a key part of this game. Your flap-meter must also be replenished by eating bees, otherwise you won’t have enough flaps to reach the end.
At the top of the screen is a progress bar. This shows your position within the level, but also marks the location of three stars so you know when to watch out for them. These stars are used to unlock chapters. There’s also one golden gear to collect per level. One you’ve found 45 golden gears a more powerful metallic robot bird is unlocked, or you can just buy it right away as an in-app purchase.
There’s three chapters to play (fields, trees and tropical), offering 45 levels in total. You can play using four different birds, but first they’ll need to be unlocked. There’s also three challenge modes (one per chapter) which are unlocked once you gain enough stars. The challenge levels involve trying to fly as far as possible, and your score in that mode is measured in distance (meters).
Each level contains good winds to ride and bad brown air to avoid. These bad winds might do a loop-the-loop or carry you through an underground tunnel, which is interesting to watch but you can’t control the bird while being blown along. While bee’s are good to eat, the sick bugs should be avoided. As should predators, including big dangling bird-eating spiders, hungry fish and carnivorous plants.
Fly with Me has two disappointing features. First off, the frequent adverts for the games IAP offerings feel intrusive. After a couple of attempts at the same level, a full screen message appeared asking if I wanted to buy a robot bird (no thanks). Slightly later it asked if I was interested in paying to unlock all levels (Err, no thanks). Perhaps I want to purchase the easier kids mode? (No. Thank. You.) Then it starts over, trying to sell the IAP previously declined.
Secondly, the game reports back to EA, sending them data about game statistics, settings, incident or event data and feature preferences. I have no problem with this “usage sharing” functionality, except that it’s enabled by default. If players don’t check the “Info” screen, they may not realize their device is sending out data. I turned this setting off on principle.
Despite these drawbacks, Fly With Me is a solid title that’s more challenging than it looks. The limited flapping mechanic sets it apart from the many similar simplistic arcade games on the App Store, and it’s a good value for a dollar – assuming they don’t eventually talk you into additional in-app purchases.
TouchArcade Rating: 
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‘The Hacker’ Review – Shall We Play a Game?
It’s not often I can be completely sucked into a world on the tiny screen of my iPhone. Don’t get me wrong, it happens, but in the back of my mind I always know that there are dozens of other games waiting for me at the press of the Home button, all ready to feed my ADD-riddled gaming habits at a moment’s notice. It’s like I can never fully forget all the cool stuff my iPhone is capable of long enough to get lost in a game for any great length of time.
That certainly isn’t the case with The Hacker [99¢], though, a story-driven faux hacking game from developer Angry Bugs. When I fire it up, my iPhone is transformed into a Glider OS-equipped computer that becomes my gateway into an international tour de hacking which leads me to uncover a devious plot involving my former employer. It’s far from the first game to let you take on the glorified role of a top level hacker, but it executes the idea incredibly well and offers a fantastic level of immersion with a fairly compelling story.
The Hacker starts with you trying to log into the Glider Operating System on your computer, an OS you helped develop as an employee of Glider Corp. You’re notified on the screen that several things failed to install properly, but you finally boot to the desktop. When you try to connect to the ‘net, you’re denied, and then contacted via email by someone who claims to be a former coworker. He is one of a handful of developers, including yourself, who worked on Glider OS and were unceremoniously fired shortly before it was set to launch.

He informs you that he’s discovered a trojan in the Glider OS and suspects that Glider Corp is up to something shady, and since you have experience with the software he recruits you to join him and several other ex-employees in hacking into Glider Corp’s system and getting to the bottom of things. From there you’ll go on to experience several twists and turns as you dig in and discover just what Glider Corp is up to.
The coolest thing about The Hacker is that it hardly ever breaks character in terms of presentation. It tries to simulate a computer you might find from the late 80s with a green monochrome screen and very basic graphics, and it does it very well. There’s rarely a time when navigating through the game that you don’t feel like you’re actually operating a computer (minus the fact that everything is touch enabled, of course). This level of detail is very cool for people who remember when computers looked like that, but a younger generation might not appreciate such a low-fidelity presentation.
The Glider Corp system is spread across 8 servers around the globe, and the way you “hack” in into each one is by completing various types of mini-games. These are mostly just logic puzzles disguised as computer-y things.
For example, one type has you moving little nanomachine bugs onto trigger pads placed on a circuit board in order to “open the ports” into a server. The catch is that all the bugs move at the same time, and you’ll need to use objects on the board to get each one into the proper position to have them all be on their respective pads at the same time. A couple of the hacking games use similar mechanics to the classic Pipe Dream, like creating a path out of sections that will lead power to a set of dead nodes. Outside of the server mini-games, another bit of hacking lies in “decrypting” emails by completing a slightly altered version of a lights out game.
The mini-games aren’t necessarily anything groundbreaking, but they are really fun and can be quite challenging. It makes you feel like you’re doing real work by putting your brain to use and then being rewarded with an unlocked server and a new part of the story. I won’t spoil too much, but there is definitely more beyond the 8th server including some very cool secrets and surprises.
If you finish the initial 8 servers and still want more you can choose from 3 new areas to buy as in-app purchases for 99¢ each. These 3 areas each have 5 new servers to hack into, and completing each area will lead to some periphery story bits and additional secrets. There’s also Game Center achievements and leaderboards for every area as well as an overall leaderboard.
Doing pretty much any kind of hacking will earn you experience, which acts as an in-game currency. You can pay a bit of XP to pass a mini-game if it’s giving you trouble, or buy an assortment of sweet backgrounds for your virtual desktop that feature ASCII artwork. These definitely bring a nostalgic tear to my eye. But the coolest thing you can spend XP on is unlocking arcade games from the G.A.M.E. portal on your desktop. These playable games include takes on familiar genres like snake, brick breakers, shmups, cave flyers, and dodging games. There’s even a hidden platformer game in there too (but you’ll need to find it yourself).
There aren’t too many things that I didn’t like about The Hacker, but there were a couple of issues that stuck out. There are a ton of spelling mistakes throughout the game, which on the one hand feels a bit sloppy but on the other sort of fits perfectly with a game based around communicating with people over the internet. Our grammar has certainly suffered since the rise of the internet age.
The other problem I encountered was an inconsistent difficulty. The mini-games appropriately get more complex as the game progresses, but at several points no matter where I was in the campaign I ran into puzzles that stumped me for a frustrating amount of time. Then, after finally figuring out the solution, the very next puzzle or two I would beat in a matter of seconds. It could be that’s just how my own particular brain handled certain challenges, but to me the difficulty curve felt kind of choppy.
While at its core The Hacker isn’t much more than a collection of mini-games, the fantastic presentation and little details really pull you in. The story might be a bit cliché, but the way it’s gradually revealed to you as you access each new server compels you to keep hacking away to learn what happens next. Plus, the mini-games and accompanying arcade games are really pretty fun on their own, and can be played over again as many times as you want just for kicks or to earn some extra XP.
Above all else though, The Hacker does a great job at making you feel like a bad ass international hacker, which is what it should really all be about anyway.
TouchArcade Rating: 
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‘Tweet Land’ Review – A Great Idea, but Flawed Gameplay
We’ve had our eye on Tweet Land [$1.99] from Why Ideas ever since we spotted it as a curious Kickstarter project back in April of last year. The project was more than sufficiently funded, and last month we were treated to a new trailer and news that Tweet Land would be hitting at the end of January. As expected, earlier this week the game finally went live in the App Store.
Tweet Land was intriguing due to its unique real-time usage of tweets drawn from Twitter that would trigger elements into the game. It reaches out into the vast ocean of Twitter and utilizes special keywords from real tweets to create things in the game. It’s a fantastic idea in theory, and Why Ideas did pull it off on a functional level just as they had promised. However, despite being really innovative, Tweet Land doesn’t hold up as well in the gameplay department, and there were a couple of unintended side effects of using live tweets that left a sour taste in my mouth.
First, let’s talk about the kind of gameplay that’s in Tweet Land. You control a car heading down the highway (Route 140 no less) and you must make it to the finish line while dodging tweet-driven hazards and other traffic on the road. You can veer into the other cars from the side to knock them off the road and score some points, and ramming multiple cars off the road at once will multiply the points you earn. If you hit cars from behind or run into road hazards, you lose a bit of life, which is represented by the visual damage on your car.
I really like Tweet Land’s retro style, and there is a lot of humor and personality in its pixel art visuals (though it’s kind of blurry on my iPhone 4S). But things start to fall apart when you actually start playing. The controls are very slippery, and it’s hard to be precise when trying to properly ram other cars or avoid hitting hazards. With practice you can get used to it, but it’s still really annoying when you’re trying to quickly react to something and the controls don’t afford you the kind of finesse that you need to get it done.
I think when you have games that are built on top of a very simple core gameplay concept, you have to get all the little details right. That’s why games like Jetpack Joyride or Angry Birds are often imitated but rarely duplicated. as they get the feel of the controls and the movement in the game so right. If you’re going to be doing the same action over and over again, you want that action to be fun. While Tweet Land has its share of fun moments, something about it just feels off, like it’s missing something but I can’t pinpoint what.
The game is broken into two environments with 12 levels each, with a spot for a third environment that’s said to be coming soon. With each new level, new tweet-driven elements are introduced and added to the current ones, so as you keep going the variety of things that can happen increases quite a bit. An example of a hazard would be if someone tweets the word “meteor” then a meteor will fly in from off screen and you’ll have to use the position of its shadow in order to avoid being crushed. There are helpful things that can be triggered in the game too, like health packs or a temporary spread shot for your vehicle.
One problem with the progression in Tweet Land is that it gets rather hard rather quickly, and if you get stuck on a level there’s no moving forward until you beat it. This got pretty frustrating since many of the times that I died it felt like it wasn’t actually my fault. When elements are brought in from Twitter, they are accompanied by a label with the Twitter handle of whoever tweeted that keyword. This is neat, but leads to an incredibly cluttered and distracting screen, especially when there are multiple things happening at once. Coupled with the floaty controls and the speed at which things are zooming by, and the odds are stacked against you.
Arrows indicate where things will be coming in from off screen, but they’re hard to notice amongst the busyness on the screen and often aren’t very helpful. Add in the fact that there’s usually a ton of traffic on the road with you, and making it to the finish line intact can require a healthy dose of luck just as much as skill. The levels tend to be a bit longish, and nothing is worse than seeing your cheap demise when you’re within a stone’s throw of the finish. The more I failed a level over and over, the less I felt compelled to go back and conquer it.
However, my biggest issue with Tweet Land is something that I didn’t really expect: the tweets that the game draws from can be much too somber for what is supposed to be a fun and lighthearted game. For example, if someone tweets about a “car crash” then cars will zoom in from offscreen and wreck into some of the other traffic on the road. When your run ends, you have the option of looking at a list of all the tweets that were used to bring things into the game.
To my horror, I found that in this particular instance “car crash” was pulled from a huge retweet campaign trying to raise money for a girl who had lost her parents in a car crash in Florida. I know Tweet Land has no way of telling the difference, but I couldn’t help but feel crass for playing a game that was fueled by somebody else’s tragedy. With some of the other keywords used in the game – like tsunami, terrorist, and death – I have no doubt that encountering a downer situation like that will occur often.
While I do still think the idea behind Tweet Land is incredibly clever, I just find the game too fundamentally flawed to be enjoyable. Don’t get me wrong, I want to like it and I did find myself having fun with the game at times, but those fun times are quickly diminished when you realize your game is possibly being powered by the tragic tweets of strangers. Beyond that, the gameplay is too average to warrant dealing with cheap deaths and an unpredictable difficulty.
With some tweaks to the controls and interface, and perhaps some sort of filter for what kind of keywords are utilized, then Tweet Land could end up being something pretty special. It feels like it’s just a couple notches off of being something great, and I hope it gets there someday. As it is now, though, it’s hard to recommend the game except to those who might be curious to check out its novel use of Twitter or are prepared to deal with its shortcomings.
TouchArcade Rating: 
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Best iOS Games January 2012
Our ratings for games we reviewed in January are now in place, and we now present to you the ones that are on the top of the heap. Each game reviewed receives a 1-5 star rating relative to the other games from that month. Generally, a three-star or higher is considered a “good” rating.
Our final scores are not the product of any traditionally objective measures such as graphics or sound, but simply reflect the games we would most recommend to others. Keep in mind, this listing is comprised of games we reviewed in January, and not necessarily games that were specifically released in January.
5 Stars

Super Crate Box, $1.99 – [Review] – [] – Vlambeer knocks it out of the park with this ultra-frantic crate collecting game. With great virtual controls, and gameplay that is great for pick up and play mobile gaming sessions, Super Crate Box is a game you shouldn’t miss.
4.5 Stars

Blockwick, Free – [Review] – [] – A really slick puzzle game that you can try for free. After that, level packs of increasing difficulty are sold in bundles of 60 for 99¢ a pop. Don’t let the initial pack it comes with turn you off, think of it more as a really long tutorial.

Hero Academy, Free – [Review] – [] – This multiplayer tactical game by Robot Entertainment has become incredibly popular amongst our community, and even was the topic of a . If you’re looking for people to play with, hit the forum link and you’ll find tons of people looking for a game.

Run Roo Run, $0.99 – [Review] – [] – From the creators of Scribblenauts comes this super-fun mini-level jumping game. Most levels will only take a few moments to complete, but thankfully, there’s a ton of them. Clearing a world unlocks some really difficult levels that’ll really put you to the test.

Smash Cops, $2.99 – [Review] – [] – Not only does Smash Cops have great graphics, but it also has a new control method that we haven’t seen before for controlling your cop car. You use your finger to “push” the car where you want to go. It sounds strange, but it works great.

Triple Town, Free – [Review] – [] – There’s a definite learning curve to Triple Town but once you get over that hump and come to grips with how the mechanics of the game works, you’ll be building amazing towns and cursing at bears in no time. Argh, those bears. They ruin everything.

Windosill, $2.99 – [Review] – [Forum Thread] – This iPad exclusive puzzle game originally started its life as a Flash title. It’s aged incredibly well, and feels like a perfect fit for the iPad. Multitouch adds so much, even if you played the original, it’s worth trying again on the iPad.
The rest of the game ratings can be seen in their respective rating categories (also found in the sidebar navigation): 5 Stars, 4.5 Stars, 4 Stars, 3.5 Stars, 3 Stars, and 2 Stars.
As always, we expect there will be some debate about relative scores, but keep in mind that everyone’s personal ratings may vary based on individual tastes.
For more of our favorite iOS games, check out our “Best iPhone Games” category which includes all of these monthly posts as well as other special compilations of the greatest games the App Store has to offer.
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‘Ticket To Ride Pocket’ Goes Asynchronous In New Update
Ticket to Ride Pocket [$1.99], the iPhone and iPod Touch-specific version of the wonderful board game translation, has received a huge update. Starting now, users can now rock out online for the first time in a new asynchronous mode that allows up to four games per user. Less excitingly, local play has received a few tweaks: games no longer just quit out whenever there’s a disconnect, and an AI or two can now join in on the fun.
The patch notes also mention a lot of bug fixes, including memory leaks. Hit those up if you are really, really into the nitty-gritty of a splendidly comprehensive patch that adds functionality that we’ve all been waiting for. Here’s to down the line, too.
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