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‘Banzai Rabbit’ Update – A Kinder, Gentler Difficulty Now Available, iPad Version Coming Soon

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A few weeks ago, the joint venture from Revolutionary Concepts and Tangible Games Banzai Rabbit hopped onto the App Store. Taking the basic core gameplay of the arcade classic Frogger and adding a host of new elements, including exquisite 3D graphics, produced a game that we thoroughly enjoyed in our review apart from one major gripe – it was just too difficult for your average gamer. The developers heard this cry loud and clear and actually anticipated it to a certain extent. An easy mode had been created prior to release for the possibility that gamers found the game to be too hard, thus an update including this new mode and a few other tweaks was able to be submitted relatively quickly after release. The new update has now hit the store, and it addresses practically every concern we had over the initial release, giving no reason not to give Banzai Rabbit a spin.

The new easy mode, titled Cuddly Bunny, starts you off with more lives, extended time to rescue each infected human, slower traffic and hazards, and half the cost of buying continues with mutagen orbs. These changes do wonders making the game more accessible, and at the risk of sounding impossibly hard to please, it's almost too easy. Rarely did I get killed by a hazard, and when I did it was usually because I was trying to rush. Lives and mutagen orbs stockpiled as I played, and never did the timer count down more than about halfway. I don't want to spin this in a negative light, however, as it gives me exactly what I wanted in the first place, which was a way to see the game from beginning to end. Given that the cute storyline and cutscenes are a big part of Banzai Rabbit, I had no trouble enjoying them as I made my way through this easier difficulty.

Another noteworthy aspect to this update is the addition of checkpoints. Losing all of your lives and having to start completely over from the beginning was a point of frustration in the release version, and checkpoints alleviate that problem really well. The easiest difficulty offers many checkpoints should you have to restart the game, with medium difficulty having them as well although fewer and farther between. The hard difficulty remains for the truly hardcore, featuring no checkpoints whatsoever along with less starting lives and much faster traffic. Banzai Rabbit does a wonderful job at catering to a wide audience with this latest update, and if you were on the fence before due to the difficult nature you should have no problem playing the game in it's entirety now.

Also worth mentioning is the impending release of a separate iPad version of Banzai Rabbit. The game is already quite the looker on the iPhone, but with updated graphics taking advantage of the iPad's higher resolution it looks simply stunning. UI tweaks to the game's controls, optimization for the faster processor, and additional cutscene screens are in this version as well with the possibility of some exclusive iPad-only content. The iPad version should be submitted in the next few days, and barring any sort of complications with approval should be available in the next couple of weeks.

Above are some of the early iPad screenshots (click to enlarge), so you can get an idea of whats to come.

App Store Link: Banzai Rabbit, $2.99

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June 30, 2010 at 6:15

Pangea Software Updates Games with iPhone 4 Retina Display Support

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Austin, Texas based iPhone developer Pangea Softwarehave been making video games since their inception in the late 80's. Originally targeting the Apple IIGS, Pangea has been hopping to each new Apple platform as they're released, this time tweaking their existing iPhone games to run at the native 960×640 resolution of the iPhone 4's Retina Display. As mentioned in our first impressions post on gaming with the iPhone 4, increasing the output resolution of existing games doesn't really add to gameplay at all… But it sure does look good.

Noteworthy games that have been updated include:

Enigmo – Starting its life as a Mac game, Enigmo is a physics puzzle game that was voted Best iPhone Game at WWDC in 2008. In the game you move various objects around the game board to direct water droplets to their destination. Levels start easy and get so hard you will be desperately searching Google for the solution. (App Store)

Enigmo 2 – This sequel takes the same basic gameplay of the original and adds a third dimension to the puzzles, which makes things even more difficult. Before long, you're not only routing water droplets around, but also laser beams. Both games are worth having, although you should probably start with Enigmo before adding the complexity of moving puzzle pieces in 3D in Enigmo 2. (Review, App Store)

WarheadsWarheads is basically Missile Command combined with one of those oddly elaborate 3D fireworks screensavers. The gameplay is classic Missile Command with four directions to defend from instead of just one. The eye candy combined with the frantic camera shaking as missiles are exploding make for a pretty cool experience, especially on the iPhone 4. (Review, App Store)

Nanosaur 2 – Also starting as a Mac game, Nanosaur 2 was ported to the iPhone in late 2008. It hasn't aged very well compared to Pangea's other games, but the premise of piloting a massive dinosaur from the future who is equipped with a massive arsenal of weaponry couldn't get much more ridiculous and/or awesome. (App Store)

I'm glad to see so many iPhone 4 Retina Display updates coming along, especially this soon after the launch of the device. These are just my favorite games of theirs, they have many other iPhone and iPad games on the App Store that are worth checking out as well.

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June 26, 2010 at 2:15

WWDC 2010: Kevin Beimers – Behind the Filth of ‘Hector: Badge of Carnage’

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Last week at WWDC we ran in to Kevin Beimers, the writer, programmer, and game action director for Straandlooper, creators of Hector: Badge of Carnage [$3.99]. Hector is an episodic point and click adventure game where you play the role of a disgruntled police officer in the town of Clappers Wreake. Like similar games, advancing the plot involves solving puzzles using items found in the game world either by themselves or combined in interesting ways with other items. There are also dialog trees to work through with the various citizens of Clappers Wreake and your conversation skills also become a large part in accomplishing the goals set out in front of you.

We really enjoyed the game in our review, and after hearing the story behind Hector, I can't help but enjoy the game even more. Before the filthy world of Hector was even imagined, the guys behind the game actually created a 52 part childrens' series, Lifeboat Luke, which is currently being aired in Ireland. Lifeboat Luke goes on nautical rescue missions and teaches children about safety at sea. Interestingly enough, Hector originally was pitched as a TV show as well, and there was even ground work for a pilot episode laid. Some clips of Hector can be seen in Straandlooper's showreel of animated clips they've worked on:

Aimed at a primetime UK time slot, Hector was meant to go up against South Park and other raunchy evening shows. Unfortunately, the insane popularity of reality TV has significantly cut in to the willingness for anyone to fund an animated project. Or, as Kevin put it, with reality TV all you need is a dozen people in a room with a camera and you've got a show. With the future of Hector as a TV series getting increasingly bleak, Straandlooper decided to turn their ideas in to a point and click adventure game.

Originally they debated building it as some kind of Flash game, but the lack of any strong way to monetize Hector as a browser game pushed them to the App Store– A place where, as Beimers explained, people are more likely to pay for and appreciate the amusing gameplay and animation quality of Hector: Badge of Carnage. Since the developers have been long time fans of point and click adventure games, the transition from animated short to interactive adventure was fairly natural. (And as fans of the genre, Kevin noted how awesome it was to have his works compared to classics such as Day of the Tentacle or Monkey Island.)

The project so far has been a success for Straandlooper, as from the first episode on the App Store alone they've already made more than they have on any of their other short animated projects. Hector's initial popularity has practically guaranteed the release of the second episode, where players will explore the police station that Hector works with as well as spend time getting to know Hector's various coworkers. They hope to release episode 2 within a year.

Some other fun Hector facts came out of our conversation such as the entire game being voiced by a single person. As many people in our forums have mentioned, Hector is a shockingly raunchy game to be approved on the App Store. Straandlooper actually planned for this, and had contingencies in place to do things like replace the porn shop with a store similar to Wal-Mart. Hector was under development for 6-7 months, with another 2 months spent on the "last 2%" of the game making sure everything was as refined as Straandlooper wanted it.

An iPad version is in the works, but since so much was tweaked and customized for the resolution of the iPhone screen, it may be a while until we see its release. However, they do plan on releasing the second installment on both the iPhone and iPad.

If you haven't played Hector: Badge of Carnage yet, you really need to give the game a try if you've ever enjoyed a point and click adventure game. For more about the game, take a look at our review.

App Store Link: HECTOR: Badge of Carnage Ep1, $3.99

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Written by admin

June 15, 2010 at 10:15

New ‘Zen Bound 2′ Screenshots for iPhone

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Secret Exit has started posting some "work in progress" screenshots for the iPhone/iPod Touch version of Zen Bound 2.

The sequel was originally scheduled for an iPhone 3GS release but was later diverted to an iPad specific release. Secret Exit is still working on an iPhone and iPod Touch version of the game and promises it will run both on new and older devices. Of course, the newer devices will see the benefit of specific visual tweaks.

The iPad version of the game includes more levels of shorter length offering a larger variety of themes and gameplay modes. Visuals were enhanced with new textures, reflections/shadows and dynamic shift. Finally, they included a new game element called "paint bombs".

Of course, the company is reluctant to provide a specific release date for the project, but it still appears to be a number of months off.

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June 14, 2010 at 18:15

WWDC 2010: Chopper 2 Nearing Take-off

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At WWDC 2010, we got a chance to meet up with New Zealand developer David Frampton who had his latest creation in hand to show off. Frampton was a long time Mac developer turned fulltime iPhone developer after the success of his original App Store launch title Chopper. Reminiscent of Choplifter, Chopper put you in tilt-control of a chopper with missions to save your comrades while taking on enemy forces.

After a year in development, Chopper 2 hopes to add a number of improvements to the game. Frampton has worked hard on improving the graphical engine for the game. The sequel offers a 3d terrain over which to fly as well as offering both iPad and iPhone/iPod Touch support. The level designs have also been tweaked by adding a variety of goals. Goals can include saving your men, pick up and drop off goals, as well as defending a structure from spawning enemies. The game comes with 4 different terrains each with 3 different missions. Meanwhile, these 12 missions come in 3 different difficulties offering 36 total distinct levels.

One eye-catching feature that Frampton will be adding to the final version is the inclusion of the Bluetooth remote control that allows the iPhone to act as a controlled for the iPad version.

The game will come in a single universal binary that can be used on either device and includes the remote functionality within. So, a single purchase can be used for both devices.

We shot some video of the current version of Chopper 2 at WWDC. This shows a couple of terrains as well as the Bluetooth iPhone/iPad interaction.

Chopper 2 is expected to be complete in the next couple of months and the base price is going to be $4.99 (Universal) but with an introductory sale.

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Written by admin

June 10, 2010 at 2:15

WWDC 2010: Glu’s Upcoming Game Lineup – ‘Escape from Nom’, ‘Build-a-Lot 2′, ‘Deer Hunter African Safari’ and ‘Deer Hunter 3D for iPad’

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During WWDC this week we met with Glu to get a peek at their upcoming game lineup, along with the not entirely surprising news that they're going to be shifting towards the freemium market towards the end of this year. In the meantime, they showed us four of their upcoming games, which will all be coming out in the next few months.

Escape From Nom – A physics-powered puzzle game where you have to aim a colored circle (named Alan) to get to the bottom of the water at the bottom of the screen. You can control where you drop Alan, and levels often involve either using existing or placing new gizmos in to the game world to bounce off of to avoid being eaten by the Noms, multi-colored blobs which are either stationary or moving about.

Much like Enigmo, later levels require a quite a bit of thought and manipulation of various objects to bounce Alan about. Some levels even have Alan starting out as a different color than the water, at which point you must have him bounce off an appropriately colored bumper in order to change to the correct color to complete the level.

Escape From Nom also comes with a full featured level editor which will allow you to create and share new levels. Aside from user-generated levels, the game will come with 30 pre-made levels of increasing difficulty across 3 different game worlds. Escape From Nom will be released soon, potentially even before the end of June.

Build-a-Lot 2 – This is a sequel of the original Build-a-Lot, which came out in early 2009. We liked the original in our review, and it sounds like the sequel is more of the same with additional enhancements. There are new blueprints to unlock, and a new curb appeal system that adds another level of depth to the game as curb appeal increases as a house is built closer to a playground and other desirable structures.

Tons of other parts of the game has been tweaked, and it's safe to say if you enjoyed the original you will also like the sequel. Build-a-Lot 2 is expected mid-July and Glu is also working on an iPad-optimized version of the game.

Deer Hunter African Safari – More of the same Deer Hunter action, this time set in Africa. You'll be able to do 3 different hunts in 4 separate locations and shoot exotic game like lions, zebra, kudus, elephants, and other virtual African animals begging for your bullets. Like the other Deer Hunter games, there will be DLC to purchase additional equipment and other fun hunting toys to allow you to more efficiently cleanse the land of life.

Deer Hunter African Safari will be available mid-August.

Deer Hunter 3D for iPad – The original Deer Hunter 3D is making its way to the iPad, with 16 different hunts in 4 different locations. 7 different types of animals are packed in to the game, and there are 13 different weapons to shoot them with. Everything is up-scaled to 1024×768, and the game looks just as good as you would expect on the iPad.

Deer Hunter 3D for iPad is coming in early July.

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Written by admin

June 9, 2010 at 6:15

‘Land Air Sea Warfare’ – A Real-Time Strategy Game That’s Not To Be Missed

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There are quite a few options for RTS fans available on the App Store, all of varying degrees of quality. Typically they suffer from one of two different problems. Either the complex nature of the game is too convoluted to be effective with a touch screen interface, or the entire experience is too stripped down and lacks any substance in order to accommodate accessible controls. Although there has been some strong entries in the genre, it doesn't really feel like anyone has got it “just right” yet.

That all changed last month with the release of Land Air Sea Warfare [$4.99] by developer Isotope 244. LASW gets it “just right”, offering a full console-like RTS experience with brilliantly executed, easy to use touch screen controls. The only features lacking in LASW are a proper single player campaign and multiplayer. That first issue is somewhat of a non-issue actually, as the amount of options available for play is just ridiculous. There is endless replayability due to the randomized maps and the amount of customization available in this game. In saying that it lacks a campaign, all that really means is it lacks a cohesive storyline to play through. If this is something that you look for in an RTS, then you may feel disappointed with LASW. If all you need is solid, highly configurable battles against an intelligent and scalable AI, then LASW will more than fit that bill.

As for multiplayer, it's not included in this current release but remains an option for the future. If you're looking to get your battle on against real life human opponents, you may look to the multiplayer-focused Armada: Galactic War which we previously reviewed and found to be excellent. It's conceivable that owning each title will fulfill all your offline and online RTS needs for a long time to come. A list of ideas for future updates to LASW has been posted by the developer in our forums, and includes a bevy of balance tweaks and performance optimizations. The game is really solid right now though, and only stands to get better through updates.

While it's tough to detail every last element of a game as robust as LASW, if you're already a big RTS fan, I'll offer you this advice – go buy this game right now. You need it. You'll love it. It's a truly excellent single player RTS affair. If you're on the fence, you can download a demo of the game on your Windows/Mac computer from the Isotope 244 website to get an idea of what it's like. Also, the game's forum thread has been overflowing with positive remarks since release. Forum member steelfires nicely summarizes the game with a review in our User Review section as well. Or, you can do like so many of us have done at times, and just click that Buy Now button with reckless abandon. I don't think you'll be disappointed. A game the caliber of Land Air Sea Warfare doesn't come around all that often on our devices, and surely should not be missed.

App Store Link: Land Air Sea Warfare, $4.99

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June 7, 2010 at 6:15

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‘LilRacerz’ Review – Fast Paced, Retro-Inspired Top Down Racing

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The incredible hype surrounding Pixelbite's upcoming Reckless Racing (formerly Deliverace) has been growing fervidly since we previewed the game back in March. But disappointingly, the game's release keeps getting pushed back, and when we'll actually be able to have the complete game in our hands remains uncertain.  This delay has allowed a competitor to steal much of that thunder, and for gamers who are looking for something similar that's available right now, LilRacerz [99¢] is a new top-down racing game from developer Blast One.

While not quite as ambitious as Reckless Racing, LilRacerz is a fun arcade-like experience with excellent graphics, a ton of tracks, and plenty of upgradeable vehicles to unlock. If you were ever a fan of Super Sprint or Micro Machines games on systems past, then this is as close as you can currently get to those classics on your iPhone. There are a couple of minor issues with the game, but any negatives are quickly forgotten as the core racing gameplay is so incredibly enjoyable.

There are 17 different tracks in Lilracerz, spread across 9 cups in 3 difficulty leagues. You'll race on desert, ice, dirt, and tarmac courses, and each surface handles as you would expect. The purposely floaty physics and handling of the vehicles can cause some miscues while racing, but is also what makes it such a blast to play. Some races you'll beat your very first try, blowing away the AI racers, and some races will take multiple retries before completing. One wrong move can spell the end for a race, but this inconsistent difficulty doesn't really diminish the overall enjoyment of the game. The nicely detailed 2.5D graphics give a firm nod to the 16-bit and arcade eras while still being impressive in a modern sense. An awesome chiptune soundtrack accompanies the action, adding to the retro-feeling vibe.

The weakest aspect of the game is the somewhat flimsy upgrade system for your vehicles. You'll collect money spread across the track as well as by completing races which can be used to purchase upgrades in grip, acceleration, speed, or steering. I seemed to be able to play a huge portion of the game with the very first stock vehicle, thus collecting an enormous sum of money and fully upgrading my later unlocked vehicles in one shot, rendering the whole thing kind of pointless. It's not really a huge issue, and could easily be tweaked in a future update.

Speaking of updates, the dev has been actively discussing ideas in our forums such as a hard mode, reversed tracks, night time racing, and new vehicles. There's even talk of some kind of multiplayer functionality, which would indeed be a very exciting addition to this fun single player game.  One nice addition already included is Crystal implementation, with many achievements to unlock and a leaderboard for every track.  Once you've beaten the single player campaign, going back to compete for times online is a great way to extend your play time.  If you're looking for some fast-paced arcade style racing, you can give LilRacerz a test drive for it's current sale price of 99¢.

App Store Link: LilRacerz, $0.99

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June 2, 2010 at 10:15

Freebie Alert: ‘Mole – Quest for the Terracore Gem!’ Gets Significant Overhaul and Renamed to ‘Terracore Adventures’

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As explained by developer Chris Watts in the official thread on our forums, many parts of Mole – Quest for the Terracore Gem! have been completely reworked, and due to an international naming snafu, the title has been changed to simply Terracore Adventures [Free]. (As it would turn out, in some areas of the world, "mole" is seen as a bad word and was actually getting censored to "m**e" in some App Store listings.) We enjoyed the original version of the game in our review, and with the recent changes, there's no reason to not download this game while its free.

The basic premise of the game is explained in our review:

Mole is a game that, on the surface resembles classic Dig Dug, but is really a deeper game (sorry) that's much more about scoring up in order to better equip your character than simple arcade action. In Mole, you start off as a rather ill-equipped Mark the mole that can't do much beyond burrow about the top-most layer of the six-layer underground world that hides the fabled Terracore Gem (in the deepest layer, of course). While burrowing, you can pick up various precious metals and gems, and they can be used to up your gear in the equip shop — and better gear is what really opens up the game. It's a gear-to-gameplay dynamic that's reminiscent of that in Hook Champ.

Aside from the renaming, Mole, now Terracore Adventures, has had a graphical overhaul of most of the UI elements to make everything more clear and easy to read. In addition, power-ups have been added along with 16 unique treasures to be found while you're on the hunt for the terracore gem. Also, the controls have been tweaked and new medals have been added for players to unlock.

In the next update, there are plans for an entirely new level with both new gems and dirt types to explore. We liked the game before this update and name change, and it's really hard to come up with a reason to not download Terracore Adventures while it's free. The freebie promotion lasts until Wednesday, and after that the game will be 99¢.

App Store Link: Terracore Adventures, Free

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May 25, 2010 at 18:15

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‘Solomon’s Keep’ Version 2.0 Update – The Wizard Graduates With New Levels, Enemies, and Abilities… Oh My!

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Early last month, dual-stick dungeon crawler Solomon's Keep was released onto the App Store. Successfully blending aspects from many similar games before it, it proved to be a surprisingly fun experience that we enjoyed in our review. As impressive as that initial release was, rather than resting on their laurels developer Raptisoft has been hard at work collecting user feedback regarding new ideas, gameplay tweaks, and bug-fixes to further improve their game. The latest culmination of this is the recently released version 2.0 update, which irons out the kinks that plagued the first version and adds a considerable amount of new content to play with.

One of the most significant improvements in 2.0 is the ability to weld offensive skills together. Combining 2 of the 3 primary attacks (Magic Missile, Lightning, or Fireball) creates an attack that carries attributes of both. As just one example, Lightning welded with Fireball creates an auto-targeting stream of fire called Flame Lash that's capable of exploding and arcing to multiple enemies at once. The characteristics of the welded attack you create depend on how extensively each individual skill has been upgraded at the time you combine them. The welding mechanic works extremely well and adds a whole new layer of strategy and customization to developing your character, as well as providing satisfying firepower.

Another welcome change is an extension to the game's length. There are now 13 dungeon floors versus 10, with an added boss fight on floor 11. After beating all 13 levels, you're given the ability to play through the dungeon over again on a harder difficulty while retaining all your previous skills and gear. This second run through the game is called Wizard mode, and once that has been completed a third even harder Archmage mode is waiting. There's also a new wizard in town that offers you specific meta-quests, called Feats, such as beating the game without using any potions or items. Acting similarly to achievements, these Feats provide even more interesting ways to play through Solomon's Keep.

In addition to these major enhancements, there's a multitude of bugs and glitches that have been taken care of, which was a point of contention in our initial review. Many other tweaks have been implemented to balance out the gameplay, as well as a few brand new items and secondary skills. Facebook connectivity also enters the fray so you can boast about your achievements (and failures) to your social networking cohorts. It's now a much more stable experience throughout, and taking into consideration all the new additions it feels like a much more complete game. With random level and item generation, and countless possibilities for character leveling, the replay value here is near infinite.

What started as a somewhat brief, quirky game now contains enough compelling content and polish to compete with other heavy-hitting dungeon crawlers on the App Store. And it doesn't seem likely to stop here, as development is already under way on ideas for future updates and DLC. These include an endless graveyard mode to test how far you can take your leveled-up character, and possible new classes such as Archer, Rogue, and Warlord each with unique skill trees and stories. With such an incredibly solid foundation in place, the prospect of additional content like this is really exciting. The price has risen to $1.99 with the 2.0 update and lite version being available, but it's still a great bargain for the amount of entertainment it contains. If you've not checked out Solomon's Keep yet, it's strongly recommended to at least give the lite a try, and to not miss out on this extraordinary title.

App Store Links: Solomon’s Keep, $1.99 – Solomon’s Keep Lite, Free

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May 20, 2010 at 22:15

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