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‘Super Crossfire’ Review – The Ups and Downs of ‘Space Invaders’

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The arcade shoot'em-up Crossfire was released for Xbox in July 2010, followed by Crossfire 2 a few months later. Now Radian Games and their publisher, Chillingo, have released Super Crossfire [99¢ / HD] for our iOS devices. This game plays like a colorful version of the classic 1978 game Space Invaders, with one key difference: When a wall of bullets and lazers rains down on you, leaving you boxed in the corner and about to be destroyed …your spaceship can flee to safety by warping between the top and bottom of the screen.

But warping to the top of the screen doesn't necessarily ensure your safety, as the aliens can shoot upwards too. Some enemies have shields and can only be hit from one side, which necessitates warping up and down to get a clear shot. By collecting the gems dropped by destroyed aliens, you can charge up segments of your super-fire meter, then briefly shoot anything, even if it's shielded.

The warp drive is an interesting twist, as it forces you to pay attention to both parts of the screen. The developers blog mentions that they once considered having enemies move like another classic arcade game, Galaga, but they decided against this as it interfered with the warping. Still, it would be nice to see some different movements or perhaps a boss appear. That said, the game  throws 19 enemies and more and more bullets at you, until it almost feels like a bullet-hell scenario, which works really well.

Periodically, a UFO flies across the screen, which is another familiar concept from Space Invaders. The flying saucer drops a power-up when destroyed. For example, it might drop a bubble shield or slow-down the enemies movements. To collect a pick-up you simply warp across it. Unfortunately the pick-ups aren't super exciting and it doesn't announce what they are when collected.  Although the bubble-shield is very handy amongst all those bullets.

The game has a fast and exciting pace, with wave after wave of vector-graphics style enemies. There's a camera tilt effect which displays the entire game on an angle which changes each time you warp. You can select high or low angle tilt, although I personally found the angled perspective off-putting and turned this option completely off, so it's great that these options were included.

After every five waves of alien attack, your ship is repaired and you're given the opportunity to upgrade it using the points you've acquired. The upgrade system works really nicely. There are ten upgrade categories, including:  Armor, speed, shot frequency / power, firing rate, shot spread / speed, super power, super segments and gem magnetism. You can also downgrade these categories mid-game and re-allocate the points to different abilities. An auto-upgrade option is available, but it's fun to customize it manually.

Super Crossfire offers hundreds of control options (or to be more precise: 9). This includes 3 button, 3 tilting  and 3 slider lay-outs, with additional options for multi-touch. Unfortunately, none of these control options felt nice on the iPad, as the left and right buttons are too far apart. If you're going to put that much effort into controls, it's probably better to let the user customize the button positions themselves. Fortunately, it's far more comfortable, enjoyable and cheaper to play on the smaller iPhone or iPod touch screen, where the buttons are closer together.

The main menu has an "Unlockables" section, listing nine items to unlock with earned victory points. For example, the "doubler" makes enemies and gems worth twice as much, "Musician" enables the music-player option on the main menu, with sliders for tweaking filter and pitch, while "perfection gives you extra victory points for each perfect wave.  The most expensive unlockable is "Super Blast" which gives you a wider superfire.  You can also use your victory points to unlock chapters early. And you can buy victory points as in-app purchases.

There are five chapters to play through, with 150 unique enemy waves and three difficulty levels to unlock. The leaderboards are managed using Chillingo's Crystal as well as Game Center, along with 16 achievements. There's high score tables for 1-life and composite scores, plus a leaderboard for each of the five chapters. When you die, you can continue an infinite amount of times, without needing to restart from the very beginning, thankfully.

Personally, I didn't enjoy playing Super Crossfire on the iPad as the main left / right controls are too far apart. However, after switching to the smaller iPod screen, it was an enjoyable classic-feeling arcade experience. After 33 years, shooting space invaders is still fun! The developer advises the first update will include the "Dark Chapters", delivering some even faster-paced action and offering higher upgrade points, with an alternate background color scheme. The first update will also include additional leaderboards and achievements.

App Store Links:
    Super Crossfire™, $0.99
    Super Crossfire™ HD, $2.99 (Universal)



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Written by admin

October 18, 2011 at 20:15

Freebie Alert: Multi-touch Action Puzzler ‘Eliss’ Free for a Few Days

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Steph Thirion’s Eliss [Free] is a brilliant game. It launched in the App Store way back in March of 2009, when the App Store was still relatively new and trying to establish its identity in the world of handheld gaming. Eliss promptly went on to earn recognition and awards for its innovative design and outstanding use of multi-touch. Back in 2009, Eliss was a shining example of the type of game that would only be possible on something like an iOS device, which we duly noted in our review.

While Eliss is an older game, it’s no less engaging today than it was when it first launched. It’s seen several price drops during its lifespan, and has been available for the bargain price of 99¢ more than once before. However, for the next several days, Steph Thirion has made Eliss free for the first time ever. The circumstances for the sale are a bit unfortunate, though, as it’s meant as a tribute to the untimely passing of Steve Jobs. The first line of text in the Eliss App Store description reads:

Eliss could not have existed without you. You changed my life deeply. Thank you Steve.

It’s been a sad couple of days for Apple fans everywhere, but it’s been really inspiring to see just how many lives Steve Jobs has touched during his time on Earth. And of course, Eliss is a fantastic game, and should definitely be downloaded by everybody during its free promotion. We’re also looking forward to Steph’s follow up iOS title Faraway, which has been in development for more than a year and a half but last time we checked should be arriving sometime this Fall.

App Store Link: Eliss, Free



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Written by admin

October 7, 2011 at 12:15

Amazon Announces New Tablet, Will Be ‘Angry Birds’ Ready

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So, Amazon let the cat out of the bag this morning and announced its low-cost and full-color seven inch tablet, Kindle Fire (and a less relevant-to-our-interests new touch-centric Kindle). Fire is an Android-powered device, though you wouldn't recognize that fact from its UI alone. It’ll hook into Amazon's cloud, be able to stream Amazon movies from its download service and, just like the Kindle, connect with Amazon’s rich e-books store, but the one thing that really caught our attention was, of course, the promise of games.

At the press event held today, Amazon’s demo Kindle Fire had a pre-loaded icon for Angry Birds, heavily suggesting that Rovio Mobile’s property will debut with yet another tablet computer this year. After the event, Amazon opened up its Kindle Fire advertisement page, displaying Angry Birds Rio, Plants vs. Zombies, Cut the Rope, Doodle Jump, and even Peggle on the device. That page states that every app that touches the device will be “Amazon tested on Kindle Fire for the best experience possible.” The Fire has a 16-million color display, a resolution of 169 pixels per inch, and it runs on a dual-core CPU. No camera or 3G, though.

Fire will hit this November 15 at $199 — a price that, if the device turns out to be good, gives potential owners a legitimate low-cost option to play Android games. This is an opportunity we haven’t really seen yet from an actual company with chops in the tablet space (excluding the HP Touchpad ridiculousness), so we’ll definitely keep our eyes on Fire as it grows and hopefully becomes the iOS-y platform that Amazon wants it to be. Also, it plays Angry Birds, guys! Whoo!

[Via Gizmodo, Engadget]



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Written by admin

September 29, 2011 at 0:15

‘BridgeTheGap’ Review – A Bridge Building Puzzler with Poor Execution

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One of my most favorite puzzle games that I played while growing up was Lemmings. Sure, there were plenty of games before that required thinking and coordination, but there was something about being in charge of a group of characters and having to lead them across maps of perilous obstacles that I loved.

BridgeTheGap [$0.99], a pirate-themed puzzle game, attempts to recreate a portion of the classic Lemmings formula while infusing it with even more strategy and precision than its spiritual predecessor. While BridgeTheGap certainly brings some good ideas to the mix through its bridge building mechanics, atrocious controls and poor execution prevent it from being little more than a subpar puzzler.

Your mission in BridgeTheGap is simple: a group of pirates need to get from one end of the level to the other. In your way are a variety of gaping chasms that require bridges to be built over them. The only tools you have at your disposal to build said bridges are barrels, which act as your weights, and bamboo rods, which allow your pirate buddies to cross those gaps. In addition, littered throughout each level are gold coins which can be collected by your pirate crew and typically require more complicated bridges in order to reach them. As you get towards later levels, you will also encounter ‘natives’ which will attack your pirate companions unless you take them out first with your pistols.

BridgeTheGap can be separated into two different phases. In the building phase, you have twenty building supplies (either rods or barrels) to work with. Once you feel you have a legitimate path to the end goal, you activate the movement phase which has your pirates start moving forward indiscriminately (a la Lemmings). The only commands you can give them are to jump or shoot their pistol. Otherwise, they’re going to keep moving forward. I would have really preferred the option to continue building during the movement phase, as it would allow players to make on the fly adjustments and possibly bring more excitement to the overall game.

Initially, levels are extremely easy to get through. However, they quickly become harder and more complicated, especially if you’re trying to get to the gold coins. Considering that those gold coins are necessary in order to unlock future levels, you quickly learn that they’re less of an optional quest and more of something you have to take into consideration if you want to be able to play through the whole game.

Overall, BridgeTheGap manages to create a decent bridge building game. The later levels require some pretty complicated designs in order to collect all the coins. Thankfully, there’s an adequate tutorial, along with some instructional screens showing some recommended bridge designs (although I hate the fact that you can’t access these designs in-game). There’s definitely a feeling of accomplishment once you manage to get all your pirates safely across all obstacles in a level.

Unfortunately, what little enjoyment BridgeTheGap provides is outweighed by a multitude of design blunders throughout the game. First off is the use of a virtual gamepad for moving about the level during the build phase. I would have much rather have seen a two-finger scroll or some other multi-touch gesture, as the virtual pad definitely gets in the way when you’re trying to do some precise bridge placement. Relatedly, the button placements during the build phase just seem to get in the way of the action. I can’t count how many times I was trying to place a bridge and then I accidentally hit the ‘Ready’ button in the bottom corner. Since there’s no confirmation dialog, my pirates would just start moving and I’d have no choice but to reset the entire level and try again, which becomes increasingly annoying due to load times that really shouldn’t exist in a game like this.

There are also a few other annoying minor issues, such as the main menu being a blob of selection choices without much organization and the fact that the game won’t even automatically reset once all your pirates are physically unable to reach the finish line.

These design issues are really a shame, considering how much potential the underlying game actually has. Unfortunately, in its current state, I can’t recommend BridgeTheGap for anyone other than the most diehard of puzzle fans that are willing to look past all the problems. For everyone else, it’s best you steer clear.

App Store Link: BridgeTheGap, $0.99



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Written by admin

September 6, 2011 at 16:15

‘Contre Jour’ Review – A Monochromatic Trip Through Deadly Worlds

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The first thing that struck me about Contre Jour [$0.99 / UHD] was how beautiful it was. Everything about this game is lush and gorgeous — the art, the music, I could just bury myself in it. The second thing that struck me was that everything seemed a little familiar. Was the art too World of Goo? Or maybe too Limbo? Was this mechanic borrowed from Cut the Rope? Or was that one from Bumpy Road? Or, heaven forbid, Angry Birds?

Familiar elements litter Contre Jour, and I've already seen some people write it off for that reason. Let me be frank: this would be a mistake. This isn't some cheap knock-off that's stolen something from your game of choice. If anything, Contre Jour is an elegy to games past. Developer Mokus has taken the best aspects of any number of physics games and platformers and recreated them into a single imaginative whole.

You control the world of Contre Jour, not its hero Petit (named for La Petit Prince, an inspiration for this game). It is a hostile world, but you have the tools you need to see him safely through. Over the course of 60 single-screen levels, you will nudge, swing, shoot and fling Petit to the safety of a glowing blue light.

To get Petit moving, you can nudge the ground he sits on, lifting it and lowering it to move him into place. Rarely will this be enough to get him to his destination, however. In most levels, you'll employ tentacles, both elastic and not, that can be attached to him and detached at will. Timing perfect swings and launching him with a variety of these tentacles is a skill you'll need to pick up quickly.

There are other tools to play with, too. Some levels have movable tentacles, which you'll need to maneuver carefully to keep from impaling Petit on a lurking spike. Air geysers shoot him away. And, in a pleasantly familiar touch, you can toss Petit through a portal and trust that he'll fly through the other side, inertia intact.

The levels themselves range from simple to sadistic. Nothing actively opposes Petit, but gravity, spikes and hungry plants do an admirable job of standing in his way. Should you find the challenge too much, any level can be skipped freely — but you need to collect a certain number of lights (there are, of course, three in each level) to unlock the second and third worlds.

Each of the three worlds is lovely and distinct from its fellows. Three instrumental themes accompany your journey, and they deserve a listen through a good pair of headphones. The worlds also manage to look quite different from each other while maintaining Contre Jour's monochromatic aesthetic. The neon glow of the Night world is particularly appealing.

The one drawback of Contre Jour is that on smaller devices some of the later levels require a bit too much coordination. The game supports multi-touch input, so it's possible to tap, nudge and launch all in a few moments, but it's awfully hard to be precise about what you're touching when you're covering the screen with several fingers at once. If you want to collect all the Game Center/Crystal achievements and top each chapter's leaderboard you may find it easier to do so on the iPad where you'll have a bit more room to pull off some of the more complicated maneuvers.

If there is room in your heart for another three-star, one-screen platformer, Contre Jour is more than worthy of your purchase. It's a beautiful, challenging experience. Our forum users seem impressed so far, and I am too. I can't wait to see what's still to come for this game.

App Store Links:
    Contre Jour, $0.99
    Contre Jour HD, $2.99 (Universal)



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Written by admin

August 25, 2011 at 20:15

‘Croma’ Review – A Minimalist Arcade Shooter with an Elegant Visual Style

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Croma [$0.99/HD/HD Free], a shooter by Mindfruit Interactive, looks like a new game – its aesthetic is modern and minimal, sporting the en vogue polarity-switching system of games like Ikaruga and Outland.

But the philosophy that drives its design – perform one action for as long as possible until you inevitably fail – is a very old one indeed, and its reemergence has been one of the by-blows of the growth of the iOS gaming scene (perhaps most visibly in the nascent runner genre). You can trace this quarter-munching mentality from Asteroids to Ski Free to Geometry Wars to Canabalt, but Croma comes full circle – it’s more or less a touch-enabled version of Missile Command.

Croma is a straightforward game, all in all: players are tasked with defending a small circle at the bottom of the screen by shooting physics-enabled pellets at descending meteors of varying size, weight, and color.

Tapping your circle changes its polarity from black to white; tapping anywhere sprays an endless stream of bullets (or lasers, depending on your power-ups), which don’t destroy the oncoming meteors as much as they push them  off the screen. White bullets interact with the white globes, and black with black – an appropriate mechanic, given the Ikaruga name-drop in Croma’s AppStore description.

Enemies come in waves, each capped off by a monstrously big sphere lumbering, like a wayward asteroid, toward you. The screen shakes, the music gives way to deep-rooted rumblings, and the cataclysm is on. The heavier spheres have more momentum and require more bullets to fend off; avoiding the apocalypse invariably feels triumphant. When an invading object inevitably breaches your defenses, Croma simply tells you how long you managed to survive.

And that’s the real beauty of Croma: these arcade-style games tend to pick one emotionally fraught verb and bear down on it until the player hits a breaking point. In Asteroids, that verb was destroy; in Canabalt, escape; in Croma, defend. Croma doesn’t have the narrative trappings that make mechanically similar games like Missile Command so evocative — remember that it was saddled with a 70s zeitgeist of cultural anxiety over nuclear holocaust. Nevertheless, there’s something primordial about defending oneself from harm, even if that harm is abstracted into black and white bubbles.

Croma is, if nothing else, undeniably slick. The clean lines and vivid, monochromatic colors are a treat, and the sound design is remarkable. The controls are generally responsive and tight, though things get messy when enemy globules get close to your shooter –instead of switching polarities just in time, you may find yourself spraying useless black bullets at white invaders. The inverse is also true: instead of squeezing a few desperate bullets at a quickly approaching sphere, you may just impotently switch the color scheme back and forth.

Whether or not this is shoddy implementation or cruel design is up for debate – the problem is largely mitigated by your access to a screen-wiping bomb (though the minute-long cooldown is wicked in a game that only lasts on average, for me, 180 seconds). My gut, though, says that multi-touch support would solve this singular niggle in Croma’s design. If nothing else, it forces you to play economically and efficiently, doing just enough to deter one meteor before focusing your attention on the next.

Croma isn’t a bad game, by any stretch – in fact, I enjoy it a lot. But it is a simple game, one that might endure in the same way that Canabalt endures, something to come back to when an errant OpenFeint notification reminds you how easy it is to kill an afternoon chasing the dragon. For that to happen, Croma needs to expand its user base to include your friends and family, a tall order for a $1.99 game on the fickle and predatory App Store. Simplicity and elegance can be useful hooks – a rarity for most games – but I’m skeptical of their ability to do for Croma what they did for Canabalt.

App Store Links:
    Croma, $0.99
    Croma HD, $1.99 (iPad Only)
    Croma HD Free, Free (iPad Only)



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Written by admin

August 25, 2011 at 16:15

‘1112 – Episode 3′ Coming Soon, August 23rd, to Be Specific

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The third episode of Agharta Studios’ conceptually brilliant and artistically inspired adventure game series, 1112, has been submitted to Apple and if all goes as planned it should be available on the App Store this coming Tuesday the 23rd. Regardless, it’s out the door and essentially finished after a year or so in development, which is an incredible about of time for a touch game.

Agharta sends word that this episode, naturally, introduces new characters and locations to explore. More importantly, it features several fresh multi-touch “experiences” or puzzles, as well as an intense soundtrack. To get a taste of the latter, just watch this:

We’re also being told that Episode 3 features a longer campaign than the initial two episodes combined. Does that make up for the wait? I don’t know, but we’ll definitely be diving in as soon as we possibly can. Man, that trailer was awesome.

App Store Links:
    1112 episode 01, $4.99
    1112 episode 01 LITE, Free
    1112 episode 02, $4.99
    1112 episode 01 HD, $7.99 (iPad Only)
    1112 episode 02 HD, $7.99 (iPad Only)



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Written by admin

August 16, 2011 at 20:15

Go Grab ‘Touchgrind’ on the Mac App Store for Free

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This past June at WWDC, we sat down with the folks from Illusion Labs to dish on all things Touchgrind [$4.99] related, and the team revealed to me that their original iOS mega hit would be coming to the Mac App Store this Summer. Illusion Labs showcased a proof-of-concept video in January of 2010 showing Touchgrind being played on a MacBook Pro using the multi-touch trackpad, which led to our speculation that the game would come to the Mac with the announcement of the Mac App Store last October.

It may have taken a while, but Touchgrind has indeed launched in the Mac App Store, and it’s currently completely free. The game controls well with the multi-touch trackpad, though it definitely feels different than the iOS touch screen and does take some getting used to. The view is nice and zoomed out, similar to the iPad version Touchgrind HD [$7.99], which makes it a whole lot easier to tell where you are going while cruising around the skatepark.

If you’re a trackpad-equipped Mac owner, there’s really no reason not to head on over to the Mac App Store and grab Touchgrind while it’s free.

App Store Links:
    Touchgrind, Free
    Touchgrind, $4.99
    Touchgrind HD, $7.99 (iPad Only)



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Written by admin

August 9, 2011 at 4:15

‘HypnoBlocks’ for iPad Review – Multi-Touch Matching Action

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My first minutes with HypnoBlocks [$0.99] were pathetic, floundering things. I looked at it as a puzzle, with reaching the end of each level as my goal. I didn't make it far, so I tried again. After a few abortive attempts, I reconsidered my approach. Was it about reaching the highest level, or reaching the highest score? That's when everything clicked — this isn't a game about getting the farthest you can, no matter the cost. It's a game about sustaining perfection as long as possible.

Though it looks like one, HypnoBlocks isn't quite a match 3. You are pressed to match colors, but not in lines or patterns. Instead you tap blocks as they form into a rotating cube — it doesn't matter where they are, just that you match them. After a moment, those block disappear. You have a few seconds after that to make another match and build your combo. If you're too slow, your combo fades. If you tap a mismatched block, your combo also fades.

That combo is all that really matters. Not only does it increase the score you earn from each match, but at the end of each level it multiplies the bonus you earn. If you manage to maintain it throughout the entire level but lose it on the last match, you'll lose what may be a ridiculous quantity of points. So perfection is needed, yes. And speed — you also earn bonuses based on the seconds remaining on the clock. Let it run down before reaching the end of the level and you're done, game over, high score noted.

This is made more complicated by the obstacles HypnoBlocks throws in your way. Each block is surrounded on several sides by a dark barrier. In order to see the color of the block beneath, you need to rotate your view around the cube. If you lose sight of the other blocks you wanted to match, you'd best hope your memory is accurate. You'll also need to deal with spikes that plant themselves throughout the cube. Even grazing one will kill your combo.

When all these factors come together, you'll find a fast-paced game with scores that will explode almost exponentially as you improve. Eventually the leaderboards will be dominated by those who can sustain perfection through every level in the hardest difficulty mode, but for now it's still the Wild West out there. You can make a mark just by being particularly good at a handful of levels.

My one wish is for a little more content. There are three difficulty modes, two of which are unlocked while playing, and twelve Game Center achievements. But once you burn through those, there isn't much else to keep you busy when you hit a plateau with your score. This seems like a game that's just begging for more – more achievements, unlockable themes, anything to keep things interesting as you fight for first place on the leaderboards. The game is undeniably fun, but I don't see it having much lasting appeal.

Still, while the experience lasts it's well worth the price of admission. Ambrosia Software has put together an excellent package, with slick graphics, good sound and perfectly precise multi-touch controls. Once it clicks it becomes hypnotically intense, and rather hard to put down. But do put it down long enough to share your thoughts in our discussion thread, okay?

App Store Link: HypnoBlocks, $0.99 (iPad Only)
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Written by admin

August 3, 2011 at 16:15

Coming Tonight: ‘Flick Golf Extreme!’, ‘iQuarterback 2 Pocket Edition’, ‘Monkey Island Tales 2 HD’ and More

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First off, apologies for not posting our typical Wednesday night release megapost last week. To say we were "amazingly busy" covering two concurrent events would be an understatement. Regardless, we're back again this week combing through the New Zealand App Store for cool new releases. If you're new here, here's how this whole deal works: Developers can set specific release dates for their games/apps. The trick is, since the App Store is a global marketplace, those games/apps are released on that specific date in each region. Thanks to the modern-day wizardry that are time zones and New Zealand's proximity to the International Date Line, they get things first.

These games will slowly be available to everyone west of New Zealand slowly throughout the day before finally appearing in the US App Store at 11:00 PM Eastern. Here's an alphabetical list of things coming out tonight that seem worth checking out:

Celtic Heroes, Free – [Forum Thread] – This 3D MMO seems to have the kind of feature list you'd expect: Character customization, multiple classes, a quest system, and more, all for free. Sounds cool, right? What has us scratching our collective heads is its file size. Celtic Heroes weighs in at a svelte 23MB. Perhaps they're trying to keep the download size under the 25MB limit for 3G installs, and streaming the rest of the content and assets in-game. Either way, our interest is piqued.

A Long Way Home, $1.99 – [Forum Thread] – A puzzle game that seems to employ a similar mechanic as Dizzypad and other similar "jump from one circular object to another" style games. I'm digging the art style, and the premise of making your way back to Earth one light year at a time seems interesting.

Cell Bound, 99¢ – [Forum Thread] – This cellular matching game involves matching five colored orbs together in a play area that you can spin around to line up matches. Multiple game modes are included, as well as power-ups.

Ewe Doodle – Keep the Sheep Alive, 99¢ – [Forum Thread] – This avoidance game puts you in charge of keeping a sheep safe from its natural enemies: Dogs, bees, and um, duel wielding maniacs? On a personal note, I grew up in the midwest on a farm. We had sheep amongst other animals. I have to say, I don't recall any issues with dogs, bees, or blood-crazed killers. Times truly have changed, apparently. Perhaps global warming is to blame.

Flick Golf Extreme!, $2.99 – [Forum Thread] – Previously, playing a game of golf on the decks of aircraft carriers and on the roofs of skyscrapers were reserved for members of the US military and the financial elite. Not anymore! Thanks to the thoughtful folks at Full Fat, the rest of us proles can enjoy these high-end pleasures. Seriously though, Flick Golf! was great, and I expect this to be just as good if not better.

iQuarterback 2 Pocket Edition, Free – [Forum Thread - We had a great time with the iPad-specific version of iQuarterback 2 in our review. We got a look at the iPhone version at WWDC, and it's just as much fun. If you like football, don't miss this fun and free pigskin-tossing mini-game.

Monkey Island Tales 2 HD, $6.99 - [Forum Thread] – Continuing where Monkey Island Tales 1 HD [$6.99] left off, the second installment delves deeper into this adventure which involves Guybrush, LeChuck, and all the other Monkey Island favorites. Like most episodic games, it's probably a good idea to play the first one before jumping into the second.

Mower Ride, 99¢ – [Forum Thread] – Alright, I'm stoked for this one. Vivid Games seems to have applied the "see how far you can go" gameplay style of jumping games, but transformed to a top-down vertical racer where you ride a lawn mower. Perfect!

Peter Packer, 99¢ / HD – [Forum Thread] – Judging by the trailer, this sorting game gets hectic fast. Bonuses are earned by sorting multiple boxes at once using multi-touch. I've never really enjoyed these kind of games, but I could see the simple premise being perfect for kids.

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Written by admin

June 16, 2011 at 4:15