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‘Capcom Arcade’ to Bring Classic Arcade Nostalgia to the iPhone

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During a Capcom Media Tour event yesterday, I had a chance to take a look at a new app they are developing called Capcom Arcade. More than just a collection of arcade titles, the idea behind Capcom Arcade is to give players the same warm and fuzzy feelings of visiting an actual arcade during the golden age that was the 80s and 90s. Bouncing in and out of different games, deciding which ones to spend your tokens on, and achieving unique goals for a particular game are all components of the arcade experience. These themes are what make up the Capcom Arcade shell that will house their classic titles.

Capcom Arcade will be free to download and initially contain four games: Street Fighter II, Ghouls 'n Ghosts, Commando, and 1942. The plan is to add at least one new game every month to fill up the arcade, and there are several different ways to go about playing the games contained within. Every day you'll receive a ticket that is good for a limited number of free plays for whatever games you choose. The final number has yet to be finalized, but will likely be between 3 and 5 free plays per day, though the unused ones won't carry over to the next day. If you run out of free plays but would like to continue playing, you can visit a young lady at the cashier counter and buy tokens as in-app purchases. Finally, you can also choose to flat out purchase any of the arcade games for unlimited play.

Aside from buying play time for the games you'll also have the ability to purchase special in-game items, which are essentially cheats. For example, in games like Commando or Ghouls 'n Ghosts you'll be able to buy additional bodily protection that allows your character to absorb more hits before dying, rather than the one or two hits that would kill them normally. Also, since many of these classic arcade games have such a brutal degree of difficulty, you can choose to play a special iPhone-specific version from the options. This version will be more forgiving than the original, taking into account that virtual controls are not always ideal for certain games. This currently only applies to Ghouls 'n Ghosts but may be a feature in future games down the line as well.

I had a lot of fun in the time I played Capcom Arcade, and it definitely has a ton of potential given Capcom's huge library of classic games. The controls and performance were really impressive for each of the respective games, and Capcom was quick to point out that they aren't technically being emulated but rather are the original games reworked for the iOS platform. I really like the novelty of being able to buy tokens to play games, or just outright purchase the ones that I'll want to play a lot of. Plus, having a new game release every month will always give gamers something to look forward to as the arcade fills up with machines. One big part of the arcade experience that is missing here is some form of multiplayer, but Capcom assured me that it's something they are definitely interested in adding down the line but would most likely not make the initial release.

Be sure to stop by the upcoming games thread in our forums to discuss Capcom Arcade and check out screenshots of the individual games, and be looking for Capcom Arcade to release in the App Store early next month.

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Written by admin

October 5, 2010 at 18:15

‘Modizer’ — It’s Not a Game, But It Sure Sounds Sweet [UPDATED]

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I'll start out by saying that this is a bit of a curious post. The app I'm highlighting here isn't a game at all — not even sort-of a game. It's a music player, of sorts. But, a music player that should bring a smile to the face of many a gamer who sat in front an Amiga or PC, joystick in hand, back in the late '80s and early '90s. The app I speak of is French developer Yohann Magnien's Modizer [App Store]…and it's a MODplayer.

First, some history for those unfamiliar with MODs, trackers, and all that lot of sampled digital audio goodness. In 1985 the Commodore Amiga was released, bringing with it dramatic innovations on every front, really. And, among them, was its 8-bit, 4-channel, wavetable, stereo audio subsystem offering far better audio playback than any other consumer machine of the time. Digitized sound samples could be loaded into the Amiga's CHIP RAM and triggered for playback (and with zero CPU intervention), with highly realistic results. Two years after the Amiga's release, developer Karsten Obarski decided to create a program that would load samples into said RAM and trigger them for coherent playback using a simple script that's something akin to the scroll of a player piano. That program was called Ultimate Soundtracker. That script, plus its associated audio samples, all bundled together into a single file were called a module or MOD. Since then "trackers" of every sort, along with new MOD-like formats, emerged for platforms far and wide.

Demoscene coders were quick to adopt these trackers to create soundtracks to accompany their onscreen pixel magic and soon the "music guy" became a critical component of every demogroup. Noting this, game developers soon adopted MODs as their solution for in-game music. Back in the day of limited CPU resources, audio boards with real horesepower came onto the scene to enable efficient playback of not just 4 but 8, 16, 32, 64 channels. Demos and games benefitted mightily, and audio geeks had a new scene to drool over. (I was a GUS and CapaMOD man, myself.)

And plenty of iOS games have reach out to MODs, S3Ms, XMs, and other formats of the kind for their soundtrack solutions.

And, so we come back to Modizer. Is it the only MODplayer in the App Store? No, it's not. But it appears to be the most full-featured. Modizer supports a dizzying array of audio formats thanks to its use of the MODPlug and UADE players (the latter of which actually emulates an Amiga 1200 computer), switchable in the settings menu. A variety of OpenGL-based audio visualizers can be enabled to accompany playback, a feature that will be much appreciated by those accustomed to hearing MODs running alongside a demoscene production's onscreen pixel magic. And it all runs smooth as glass without missing a beat.

Modizer is a universal application, natively supporting the iPhone 3G, iPod touch 2G, iPad and up, with specific optimizations for the iPhone 4 and iPad. The app includes a file browser that allows free access to the MODLAND and HVSC collections — about 215,000 tracks in all — that, when downloaded, are stored locally for quick access. The archives contain audio tracks from basically every demo ever made as well as most games for the C64 and Amiga.

See our iPad demo video. The developer provides a few iPhone demo videos, as well.

At a mere $.99, Modizer is a godsend for gamers with a fancy for digital music. And, while indeed not a game, Modizer for iOS seems worth a spot here at Touch Arcade.

UPDATE: We just got word from the developer that he's currently working on a v1.1 update that includes various bugfixes as well as a number of enhancements:

  • Some optimization for browser (mainly when browsing modland/artists)
  • Sharp X68000 support (mdx/pdx files) with updated Modland lib
  • Addressing issue where some formats miss the last second of music
  • And more to come, depending on user feedback…

Magnien indicates that he's also considering a network "user stats" sort of ranking system that would let users easily share the overall highest rated songs. We'll keep you posted.

App Store Link: Modizer, $0.99 (Universal)

[source]


Written by admin

October 3, 2010 at 2:15

‘Modizer’ — It’s Not a Game, But It Sure Sounds Sweet

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I'll start out by saying that this is a bit of a curious post. The app I'm highlighting here isn't a game at all — not even sort-of a game. It's a music player, of sorts. But, a music player that should bring a smile to the face of many a gamer who sat in front an Amiga or PC, joystick in hand, back in the late '80s and early '90s. The app I speak of is French developer Yoyofr's Modizer [App Store]…and it's a MODplayer.

First, some history for those unfamiliar with MODs, trackers, and all that lot of sampled digital audio goodness. In 1985 the Commodore Amiga was released, bringing with it dramatic innovations on every front, really. And, among them, was its 8-bit, 4-channel, wavetable, stereo audio subsystem offering far better audio playback than any other consumer machine of the time. Digitized sound samples could be loaded into the Amiga's CHIP RAM and triggered for playback (and with zero CPU intervention), with highly realistic results. Two years after the Amiga's release, developer Karsten Obarski decided to create a program that would load samples into said RAM and trigger them for coherent playback using a simple script that's something akin to the scroll of a player piano. That program was called Ultimate Soundtracker. That script, plus its associated audio samples, all bundled together into a single file were called a module or MOD. Since then "trackers" of every sort, along with new MOD-like formats, emerged for platforms far and wide.

Demoscene coders were quick to adopt these trackers to create soundtracks to accompany their onscreen pixel magic and soon the "music guy" became a critical component of every demogroup. Noting this, game developers soon adopted MODs as their solution for in-game music. Back in the day of limited CPU resources, audio boards with real horesepower came onto the scene to enable efficient playback of not just 4 but 8, 16, 32, 64 channels. Demos and games benefitted mightily, and audio geeks had a new scene to drool over. (I was a GUS and CapaMOD man, myself.)

And plenty of iOS games have reach out to MODs, S3Ms, XMs, and other formats of the kind for their soundtrack solutions.

And, so we come back to Modizer. Is it the only MODplayer in the App Store? No, it's not. But it appears to be the most full-featured. Modizer supports a dizzying array of audio formats and, to accompany them, offers a variety of OpenGL-based visualizations, which is much appreciated by those accustomed to hearing MODs running alongside a demoscene production's onscreen pixel magic.

Modizer is a universal application, natively supporting the iPhone 3G, iPod touch 2G, iPad and up, with specific optimizations for the iPhone 4 and iPad. The app includes a file browser that allows free access to the MODLAND and HVSC collections — about 215,000 tracks in all — that, when downloaded, are stored locally for quick access. The archives contain audio tracks from basically every demo ever made as well as most games for the C64 and Amiga.

See our iPad demo video. The developer provides a few iPhone demo videos, as well.

At a mere $.99, Modizer is a godsend for gamers with a fancy for digital music. And, while indeed not a game, Modizer for iOS seems worth a spot here at Touch Arcade.

App Store Link: Modizer, $0.99 (Universal)

[source]


Written by admin

October 2, 2010 at 22:15

Firemint’s ‘Real Racing’ to Deliver 4-Way Online Multiplayer

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Well, it looks like Apple's Game Center is helping developers bring some nice features to the App Store. Firemint just announced tonight that they will be introducing a 4-way online multiplayer update to their popular Real Racing game using Apple's Game Center.

Real Racing was one of the highly anticipated racers for the App Store and was met with great reviews. But one of the most requested features was some sort of online multiplayer. While Firemint had provided users with local Wi-fi multiplayer, unless you had direct access to a lot of iPhone toting friends, you were stuck playing against the AI. Well, pretty soon, you'll be able to play against smack-talking anonymous strangers.

Real Racing also happens to be on sale at $2.99 at this time.

App Store Link: Real Racing, $2.99

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Written by admin

October 1, 2010 at 14:15

Wii Favorite ‘Bit.Trip Beat’ Pulsates into the App Store

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Back in July we brought word that Gaijin Games had teamed up with Namco Bandai to develop an iOS adaptation of Gaigin's Wiiware rhythm action title BIT.TRIP BEAT. We're happy to report that the fruits of their labors have just made their App Store debut, with a version for both the iPhone / iPod touch [link] and the iPad [link].

One of a series of four Bit.Trip titles by Gaigin (published through the Wii Shop by Aksys Games), Bit.Trip Beat is something like a cross between Pong and Rez as an accelerometer-equipped Atari 2600 might play them. The game puts you in tilt or touch control of an on-screen paddle with the goal of bouncing waves of oncoming blocks whence they came. The impact timings of the aforementioned blocks are synched with the excellent chiptune audio track while abstract / futuristic animations float in the backdrop, both of which give the game its sort of Rez dynamic. And, it's all done up in brilliant colors and oh-so-lovely jaggy, chunky pixels, with a chiptune soundtrack appropriately accompanying the on-screen action.

The further you progress through the game, successfully returning oncoming blocks, the more complex and evolved the visual presentation becomes. Miss too many blocks, and the visuals slowly regress to a simple, black and white state, in another apparent nod to Rez.

Says Gaigan founder Alex Neuse,

“We're very excited for the BIT.TRIP series to join in the fight against digital boredom alongside the rank and file of legendary Namco franchises, such as PAC-MAN, Katamari Damacy and Mr. Driller. When considering a publishing partner for our series on mobile devices, Namco was among our top choices. After playing the final iPhone version, we positively freaked out. Namco has brought an absolutely pure BIT.TRIP experience to the mobile market and we look forward to continuing the series with them."

And I'd have to agree with Neuse as regards the "pure" nature of this game on the iOS platform, if "pure" speaks to a faithful, well-implemented conversion. I've spent significant time with the Wiiware original, and the game plays wonderfully on the iPhone and iPad. In fact, I find that the game offers more precise controls on the iOS devices than it does using the Wiimote — in touch-control mode in particular (though tilt is also an option). In my opinion, it's more enjoyable on the iPhone or iPad than on the Wii.

BIT.TRIP BEAT features local and online multiplayer (through Game Center), but at the moment it's only two-player head-to-head — four-player is coming in a future update. What's more, three additional levels (for now) are available as in-game, downloadable content. (One of the complaints about the original is the somewhat limited gameplay content.)

See the developer's short trailer featuring a bit of gameplay, or have a look at the Wii video we posted earlier, featuring nearly identical game content.

BIT.TRIP BEAT is one of those games that draws you in and sends you to a sort of 'zone' where much of the mundane meatspace world just kind of falls away. Anyone who enjoys rhythm gaming or retro-styling in general should have a really good time with this one.

BIT.TRIP BEAT for the iPhone and iPad are currently on a limited time, 50% off sale at the time of this writing.

App Store Links:
    BIT.TRIP BEAT, $1.99
    BIT.TRIP BEAT HD, $3.99 (iPad Only)

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Written by admin

October 1, 2010 at 10:15

‘ARDefender’ Augmented Reality Defense Game Now Available

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Just two days after we took a hands-on look at ARDefender from developer Int13, the game has now become available in the App Store as of this morning. What is a nice surprise is that the game has launched for just 99¢. In ARDefender, you'll print out a special PDF image from ARDefender.com that is read by the software and creates a 3D tower in the real-life space of the iOS device camera's view. Enemies then attack the tower from all angles, and you fend them off with a weapon placed on top of the tower. You'll have a machine gun, rockets, and a laser at your disposal as you take on the endless waves of increasingly difficult enemies.

It's a cool concept and one that works really well in practice. I was blown away with how convincingly the tower seems to actually exist in the area where you're playing the game. The gameplay itself is also quite fun, although pretty bare bones. There's really only one mode to play through in ARDefender which has you defending against seemingly endless waves of enemies. Beyond that, there's not a whole lot more to the game. I'd love to see something along the lines of a story mode, different styles of towers, or online leaderboards and achievements. Still, what's here in terms of gameplay is pretty darn fun anyway. This video shows off one round of ARDefender as well as me playing around a little with how the technology works:

One thing that is important to take note of is that ARDefender will not work with the original iPhone or iPhone 3G. It would make sense that the older iPod touches would not run the game as they don't have an external camera (the game does run on the new camera-enabled 4th generation iPod touches by the way), but apparently ARDefender requires some processing power that needs at least a 3Gs iPhone or above.

Normally when a game only has one mode to play with not a lot of bells and whistles, it can be hard to recommend as those games tend to get old pretty quickly. In ARDefender's case however, the technology is just so impressive and the gameplay is so well done that it's hard to pass on the game when it's only a dollar. It's definitely something you'll want to show off to your friends because it's so neat, and players in our forums are already finding all of the wacky places they can place the PDF image and play the game (including pulling up the image on a second Apple device and growing the tower right out of that device's screen). If you have a dollar to spare and a capable device, you should definitely give ARDefender a try.

App Store Link: ARDefender, $0.99

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Written by admin

September 30, 2010 at 6:15

John Carmack Asks the TouchArcade Forums, "What things do you commonly see apps screw up?"

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John Carmack, technical director of Id Software and founder of Armadillo Aerospace, has a lot on his hands these days. Aside from building rockets, he's also been hard at work on Rage, an upcoming first person shooter. Not much is known about Rage yet, aside from a few details that have leaked out along side the various game trailers over the years it has been in the works.

Carmack went on to surprise everyone at QuakeCon this year when he showed the game running at a solid 60 fps on an iPhone 4. Rage is still in development for both the PC and iPhone, and won't be released until next year. In the meantime, John Carmack has stopped by our forums and is asking forum members what things they commonly see developers doing wrong in iPhone games. He's compiling these suggestions in to a list that Id Software is going to do their best to adhere to them in future titles.

If you've got something you'd like to see become standard in iPhone games, please leave your comments in John's thread.

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Written by admin

September 30, 2010 at 2:15

‘Texting of the Bread’ Review – It’s Sad How Good I Am At This

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I suppose I should start this out with a little history lesson since the roots of this game are likely obscure enough that they won't be apparent to some readers. The House of the Dead is a video game series that began its life as a light gun rail shooter arcade machine in 1996. The games all share common themes in that you play as an agent (or pair of agents in two player mode) fighting various flavors of zombies, mutants, and mutant zombies. Many of the games have since been ported to other platforms such as the PC and quite a few home consoles. Typing of the Dead made its debut in 1999 in arcades of Japan, and just like the House of the Dead games, eventually made its way to the PC and home consoles as well.

Based on House of the Dead 2, Typing of the Dead had similar gameplay to the light gun shooter series, except the light gun was replaced by words appearing on screen which must be typed to "shoot" each zombie. Typing of the Dead is a cult classic, so it can be difficult to track down, but I highly recommend picking it up if you ever come across one just for the sheer "WTF" factor that the game is dripping with. This is what the game looks like:

Today our friends over at ScrewAttack.com released their first iPhone game, Texting of the Bread [$1.99], a fantastic homage to Typing of the Dead. The gameplay remains mostly the same, with two main differences that are hinted at in the title. First of all, quite a few of the things you'll be typing are commonly used acronyms in text messages, internet slang, and video game lingo. Secondly, zombies have been replaced by gingerbread zombies of all shapes and sizes. Sticking with the cookie theme, when you're in a pinch you can shake your device to unleash a tsunami of milk to wash everything on screen away as well.

Texting of the Bread comes with three game modes: Arcade had you fighting your way through waves of zombies, with some sparse story elements sprinkled throughout. Freeplay allows you to then go back and replay any of those waves you've unlocked in arcade mode. Finally, survival mode is exactly what it sounds like– Typing as fast as you can to see how long you can survive. To spice things up further, there are a bunch of achievements to farm and online leaderboards for both arcade and survival modes.

I'm really surprised how much fun I'm having with the game, although, I'm sure a bit of that has to do with my love for just how ridiculous Typing of the Dead was. Texting of the Bread shares an identical gameplay mechanic, and I appreciate ScrewAttack upping the ridiculousness ante by arming you with some kind of typing-powered milk bullet chain gun up against an onslaught of gingerbread zombies.

The only real down-side to the game is that currently it's only playable with the horizontal iPhone keyboard. I've always been a portrait mode typer myself, but according to the developers they've found that the vast majority of people out there are horizontal typers. Either way, portrait mode is on the list of things that we could potentially see in future updates.

If you're part of the cult following of Typing of the Dead, you need this game. Otherwise, Texting of the Bread is a fun and silly way to either brush up on your iPhone typing skills, or in my case, come to the depressing realization of just how fast you can type on your phone. (And the subsequent realization of just how much time you have had to spend typing on your phone to get that good.)

App Store Link: Texting of the Bread, $1.99

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Written by admin

September 28, 2010 at 2:15

‘Virtual City’ Review – G5 Entertainment’s Answer to SimCity

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City simulation games on iOS devices generally haven't been that amazing, with very few developers creating a small handful of worthwhile games in the genre. Virtual City [$2.99] by G5 Entertainment is an attempt by one developer to buck that trend, strongly drawing from the earlier SimCity games by Maxis.

Each level in Virtual City sets you up with an impending crisis, supply-line hiccup or urban restoration to resolve (to name but a few scenarios), giving you the tools as chief transport contractor (and budding city planner) to address them directly. The central hub for each of your cities is therefore your garage, from where you can deploy a range of vehicles to transport goods, transport civilians or collect garbage– all vital instruments to achieving a happy, productive city.

Initially, Virtual City starts you off slow, holding your hand through some of the basic functions, such as earning income by shuttling civilians to malls, or creating a simple clothing supply line. Supply lines are comprised of different production centers which require a number of inputs to function. Transport therefore plays a pivitol role in fuelling your economy. Eventually you'll be introduced to how environmental concerns have an impact on happiness (and thus population) and how a healthy city is a clean city. Yes, you'll be taught to take out the garbage.

Moving on, subsequent levels will open up trade with neighboring towns and more difficult, interconnected supply lines. Eventually factors like sickness, fires, disrepair and income concerns will emerge to boost the difficulty of levels encountered. If there's one thing that Virtual City gets right, it's that it has an excellent sense of progression and learning curve; only dropping you in the deep end when it has provided you with the tools to stay afloat.

The following levels, of which there are a total of 50 spread across 5 different states, are given an interesting context selected from a possible 18 scenarios. With only the help of a hint or two, you are sent on your merry way to make things right. These scenarios can get quite complex, so it is fortunate that Virtual City features an easy to understand interface that clearly delineates end goals and interim goals to work towards to complete each level. Menus are easily navigated, and holding down on each item will reveal a tooltip detailing its cost and other information (something that may not be apparent while playing).

Virtual City's difficulty is further compounded when demands on supply ramp up; forcing you to upgrade your production structures and vehicles to boost their output and carrying capacity. This places an enormous toll on your finances, and often you'll spend much of your time devising ways to first fill your coffers. If your scenario dictates the construction of a complex landmark such as a Space Shuttle launch pad, then the entire process needs to operate as a well-oiled machine. Virtual City is no walk in the park, demanding considerable efforts in both attention and organisation of your city and structures.

For this reason alone, Virtual City takes a hefty swing at the best city simulators currently out there on the App Store. But G5 Entertainment have not rested on their laurels in creating Virtual City– from the ground-up it is a fantastic looking, smartly designed simulator host to an enormous amount of content. From research and development upgrades, public events, the construction of transit systems and even urban landscaping, the many gameplay nuances of Virtual City keep it constantly engaging, often surprising but relentlessly demanding of your attention.

Virtual City currently has a blanked out Sandbox mode on the main menu, a feature meant to be arriving in the next update. We'll let you know when this goes live. In the meantime if you're looking for help or reader reviews, check out the thread in our forums.

App Store Link: Virtual City, $2.99

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Written by admin

September 27, 2010 at 22:15

First Impressions of ‘Time Crisis 2nd Strike’ from Namco

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Early last year Namco released Time Crisis Strike [$4.99], an iPhone version of their Time Crisis series that has been extremely popular in arcades and on home consoles for the past decade and a half. The game is an on-rails shooter that utilizes a unique (at the time) cover mechanic that allows you to lie in wait for the most opportune time to pop out and take shots at the enemy. The Time Crisis games are certainly fun, but the iPhone version lost much of the magic in its transition to the touch screen. What really makes Time Crisis enjoyable is actually aiming a light gun at the screen and reacting quickly to shoot at enemies while strategically taking cover when you needed to by stepping down on a pedal built into the arcade cabinet. Lacking these two key elements, Time Crisis Strike lost a lot of its appeal on the iPhone, which we explained in our review.

Earlier tonight, Namco released a sequel to the iPhone version titled Time Crisis 2nd Strike [$9.99]. After briefly checking out the game, it offers much of the same gameplay that was in the first. The graphics and framerate are much better this time around, but not Retina Display optimized. One really nice change is the option to disable tilting the device to duck and reload, instead using a button in either of the lower corners of the screen. Also, there are multiple weapons to use including a pistol, machine gun, shotgun and grenade launcher. This mixture of weapons is a welcome change and adds a bit of variety to the simplistic tap-to-shoot mechanic. There is a prologue level plus 3 episodes to play through, all tied together with some fairly decent cutscenes and story.

If you enjoyed the first Time Crisis Strike, then you should enjoy Time Crisis 2nd Strike as well. It's definitely an improvement over the original, although it still feels lacking compared to other platforms that feature physical guns and foot pedals to engage in the action. Impressions are being collected in our forums, and if you're interested in a new entry in the Time Crisis saga for your iPhone you can pick up Time Crisis 2nd Strike in the App Store right now.

App Store Link: TIME CRISIS 2ND STRIKE, $9.99

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Written by admin

September 15, 2010 at 10:15