• submit tip •




Archive for February, 2011

'Grand Theft Auto: Chinatown Wars' On Sale for Half Price Through Sunday

Friday, February 4th, 2011

For a limited time, Rockstar Games is offering their iOS versions of Grand Theft Auto: Chinatown Wars at a 50% discount from the regular price of $9.99 to celebrate the Chinese New Year. GTA: Chinatown Wars was originally released for the Nintendo DS in March of 2009, and featured all of the essential components of a full-blown console GTA game but with toned down visuals and presented from a bird’s-eye view rather than the traditional third-person view. The title was a critical success, and later that year was ported over to the Sony PSP with greatly enhanced visuals.

In January of 2010, the entire game made its way onto the App Store for the iPhone and iPod touch. The iOS version falls somewhere in the middle of its portable console cousins, with visuals that are markedly improved over the DS version but fall a bit short when compared to the PSP version. It retains all of the content, however, and the virtual touch screen controls actually work much better than I ever could have expected, which we noted in our full review. Last September, a native iPad version was released with visual improvements that brought it nearly to the level of the PSP version and UI enhancements that catered to the larger screen.

GTA: Chinatown Wars has previously been on sale a few times during its lifespan, but it doesn’t happen terribly often. With a huge influx of new iOS device owners from the holidays, this is their first chance to grab the title at a discount in 2011. GTA: Chinatown Wars offers dozens upon dozens of hours of playtime given the lengthy story missions, numerous side quests and collectibles, and of course the endless hours you can spend aimlessly goofing around in the humongous sandbox world of Liberty City. If you own an iOS device and don’t yet have GTA: Chinatown Wars, it comes highly recommended, especially during this half-price sale that runs through this Sunday.

Support Our Sponsors:

Every Adult Swim Game is Now 99 Cents!

Thursday, February 3rd, 2011

In the interest of making your day even that much more awesome, I bring you this bit of delightful news. Adult Swim has slashed the price of every game in its App Store library to a mere 99 cents. That means, for a “limited time,” you can download all four Robot Unicorn Attacks, My Li’l Bastard, Floater Pro, Spell My Finger, and several other games for about what you'd pay for a nice big sack of tacos from Taco Bell.

Here’s a list of what’s available:

People think I’m crazy, but I’m pretty sure Robot Unicorn Attack is the greatest game ever made. I wasn't a huge fan of the Heavy Metal or the Christmas version, but they both feature the same old "run until you die" mechanic that I still get a kick out of. There are some great games in the above list, so make sure you grab whatever ones you've had your eye on before they return to regular price.

'Sacred Odyssey: Rise of Ayden' Review - So I Heard You Like 'Zelda'?

Thursday, February 3rd, 2011

If you've been following TouchArcade, you've seen that we've been closely keeping up on Gameloft's Sacred Odyssey: Rise of Ayden [Free] since before it even had a title. Early on we suspected it to be an action oriented game with Zelda-like mechanics, and that turned out to be true. I also mentioned that I'll play any Zelda game and any game that vaguely resembles a Zelda game without issue, regardless of how good or bad it is. So, I've fulfilled that blood oath by spending a ridiculous amount of time yesterday and today powering through Sacred Odyssey: Rise of Ayden.

Before I get carried away, it's probably a good idea to discuss Gameloft's new approach to how they're selling their games now. They're labeling it "freemium", which seems to differ from everyone else's definition of the word. Instead, it seems more along the lines of a demoware, with the rest of the game available via a single in-app purchase. Basically, now instead of a paid and lite version of the game, there's a single version. In Sacred Odyssey, you're able to play through the first few missions (which more or less amounts to the tutorial) and get a good handle on what's coming in the rest of the game. This takes about 15 minutes. After that, a screen comes up asking you to make a one-time in-app purchase of $6.99 to continue.

Reactions on our forums have varied wildly from people who think this is an interesting approach to people frothing with rage. Personally, this kind of thing is what I always hoped for when I first heard about in-app purchasing coming to the App Store. The benefits of this are massive. Instead of downloading a lite version, getting 15 minutes in, hitting the end of it, and downloading the full version only to do that 15 minutes over again you can just keep on truckin' after making your IAP. It also helps to remove clutter from the App Store since separate lite and paid versions of Sacred Odyssey aren't needed. Sure, the download size may be a little bigger than your average lite version, but you're actually saving time and bandwidth by not needing to download a second game if you decide you like it.

The opening of Sacred Odyssey: Rise of Ayden takes a cue from many other RPG's and begins with a dream sequence where a mysterious princess is calling out to you. After doing some dirty work around your village, you start off on your adventure, and believe it or not actually end up meeting this mysterious princess inside the first 15 minutes of playing the game. She sends you off on your first task which involves visiting the first dungeon, snagging your first piece of loot, fighting the first boss, and discovering that you're not just some mild-mannered townsperson-- You're a grail seeker. You then return back to your home town only to find it ravaged by orcs and burnt to the ground. From here, the plot takes a curious turn down Star Wars street, and if this cut scene doesn't remind you of Luke returning to Uncle Owen's farm on Tatooine, nothing will.

This brings me to my first issue with Sacred Odyssey-- It's like the writers couldn't really decide if this is supposed to be a serious fantasy game, a pop culture parody game, or a comedy game. Dialog varies wildly from heavy-handed RPG cliches of foretold prophecies, to your fairy companion telling you that a mythical sword of the gods is "uber-sharp" and "begging to slice and dice". Meanwhile, you've got two horses, "Miya" and "Moto." It feels incredibly disjointed. The good news is, Gameloft's voice acting seems significantly better than previous offerings, so even though dialog is cringe-worthy at times, at least it's voiced well.

Solid dialog and plot lines have never been Gameloft's strong points, but thankfully, the actual gameplay in Sacred Odyssey is awesome. The game is controlled using a virtual joystick and variety of virtual buttons. Like most Gameloft games, these are all completely configurable, although I've had no issue with the defaults. Fighting works well, and unsurprisingly has a Hero of Sparta feel to it, with virtual buttons for swinging your sword as well as blocking or dodging if you hit the block button while holding the virtual joystick in the direction you'd like to roll. Combat is actually really fun, and you'll often find yourself in situations where you'll need to be evasive and defensive instead of just mindlessly mashing your attack as if it were an "I Win!" button.

Progressing through the main storyline involves taking various quests, which inevitably lead you to people who have other quests, and then eventually a dungeon. These dungeons often have puzzles which much like other Zelda-esque games involve sliding blocks around or using whatever item you just received to overcome obstacles. Of course no dungeon would be complete without loads of bad guys, and a massive boss at the end, two things you'll also find in Sacred Odyssey. Boss battles are a lot of fun, even though they can sometimes feel like going through the motions of "Oh hey, I just got this ability, time to use it over and over on this dude until he dies," but that seems to be the case for any game following this formula.

Aside from the main quest line, there are an ample amount of side quests too, although none of them that I've come across have been particularly engaging or offer good rewards. Still, it's cool that they're there, as they provide a bit of a distraction from just running from dungeon to dungeon. Along the way you'll also collect blue orbs, as seemingly everything spews them. These are used to purchase things from a vendor who follows you around. You can buy everything from simple potions, to potions that heal a larger amount of life, to extremely expensive power-ups.

While Gameloft isn't treading on any kind of new or original territory (as at times, Sacred Odyssey feels like a direct carbon copy of Zelda, Darksiders, or both) but there just isn't anything else like this on the App Store. We'll likely never see a real Zelda game either, so I suppose I don't really mind playing Gameloft's "highly inspired" version of it. If you love Zelda-style games, this isn't one you should pass up, especially to see what you think of Gameloft's new payment method.

What's going to be fun to watch is where Gameloft goes from here, as although I had a bunch of fun with Sacred Odyssey, it's hard to dispute the fact that the graphics do look a bit dated compared to more recent releases-- Especially those utilizing the Unreal Engine. Also, it will be curious to see whether or not Gameloft sticks with this payment method for several reasons: They're now competing on the free charts, which is substantially more competitive than the paid charts. Sites like AppShopper don't (and can't) track sales of items purchased via IAP, as Apple doesn't offer this data as part of their third party App Store API. This means that all the people who save Gameloft games to a wishlist and wait for sales aren't going to get any notification. Last, but certainly not least, the IAP transaction requires an active internet connection on your device, which may be an issue for iPod touch users.

Regardless, I had a ton of fun with Sacred Odyssey: Rise of Ayden, and highly recommend any Zelda fan give it a try. You'll have a great idea of whether or not you want to continue by the time you hit the pay wall, and hopefully you're somewhere with connectivity so you can proceed past it.

TouchArcade Rating:

'Pocket Frogs' Developer NimbleBit Offers Up Its Entire App Store Catalogue For Free

Thursday, February 3rd, 2011

Free games make me happy on the inside, and I imagine they do the same for you. So, it’s with pleasure that I get to announce this: Pocket Frog developer Nimble Bit’s entire App Store catalogue is now available for the price of zero dollars. That’s right, from now until an “indeterminate time," you can download every iOS game that Nimble Bit has to offer for free.

We’re talking about over a dozen titles here, so I’ll be general with the following: our readers and ourselves pretty much have a universal love for everything Nimble Bit has to offer, so yeah, you should probably get on these ridiculous deals. I should note that, yeah, most of these games are free or have gone free before, but we’ve yet to see price-slashing on this scale from the studio.

That said, here’s the list:

'Monty Python's Cow Tossing' Review - Oh How I Wanted This to Be Good

Thursday, February 3rd, 2011

I've been experiencing different levels of excitement for Monty Python's Cow Tossing [99¢ / HD] since I saw the first details on the game at the International Mobile Gaming Awards last month. Since then, I posted the trailer, and generated a bit of excitement from fellow Monty Python fans in comments and on our forums. The game launched yesterday, and I couldn't wait to try it.

See, I've been a Monty Python fan as long as I can remember, and have watched Monty Python and The Holy Grail more times than I could even estimate in my lifetime. I suppose it's my own fault for letting my imagination run wild, but I figured classic Monty Python style Holy Grail humor combined with Angry Birds gameplay could have been a combination that worked incredibly well.

Monty Python's Cow Tossing is based around the point of King Arthur's quest in The Holy Grail where they come across the French stronghold on the search for the grail. After an exchange of taunts, the French claim to have the grail, and Arthur demands it. At this point, the French launch a cow over the wall at Arthur and his men, which is what you'll be doing in Cow Tossing-- Launching farm animals at English knights who are often positioned inside of various structures which will also need to be destroyed, exactly like Angry Birds.

(more...)

TouchArcade Rating:

'Wispin' Gets Updated with New Level, New Enemy, and More

Thursday, February 3rd, 2011

Back in November, Grumpyface Studios released their first iOS game Wispin [99¢] into the App Store. Wispin is a unique take on an arena battling style game in that you don’t actually use any weapons, but instead must match the color of enemies as you bash into and defeat them as wave after wave of them come at you. It’s a really interesting idea that also worked really well in practice and was topped off with an incredibly appealing art style.

Since release, Wispin has been updated several times in an effort to tighten up the handling and controls, which was the main issue we had with the game in our review. Now that the developers have sorted that out, Wispin has finally received its first big content update. In version 1.1 of Wispin there is a brand new enemy type, an interesting new powerup, a third map with a unique twist that completely changes how the game is played, and an assortment of other fixes and improvements.

The new enemy is named Bleek, and he will run up and steal one of your three colors from you if you aren’t careful to defeat him first. Once he grabs a color from you it’s greyed out in your color wheel and you will be unable to change into that color for 10 long seconds or until you’re able to snatch it back from him. As for the new item, it’s called the Spirit Touch and once activated it allows you to defeat any enemies on screen by just tapping them. Both the new enemy and new item fit really well into the gameplay scheme of Wispin, and add even more strategic elements to the game.

The biggest addition to Wispin in this latest update is the new third map, The Glacier. Here a pack of Bleeks rush you before the round starts and steal all the colors from your color wheel. Instead of being able to change your color at will, you’ll now have to pass through colored spotlights in the ground that change position randomly during play. This new take on the Wispin formula retains the core idea behind the game but causes you to have to play it in an entirely different way. Narrowly avoiding enemies as you make a mad dash for a colored spotlight adds an even more frantic element to the gameplay, and it’s a whole lot of fun.

Besides these three major additions to Wispin, there are also a number of smaller tweaks to the game. The beginning waves when you start a game now ramp up more quickly, which is good as it tended to be kind of slow going when first starting a game before. Enemies are now smarter and attack in new patterns, and the behavior of some special items has been made more effective. Also, the Canyon map has been redone and is now much more open and easier to navigate, as it could get pretty cluttered and hard to move around in previously.

We liked Wispin a lot before, as did practically everybody in our forums, and with its first big content update now available it’s an even better game now. If you already own Wispin, make sure to grab this latest update and check out the new features. And if you haven’t yet picked up the game, it’s an easy recommendation if you're looking for something that's a bit different with a ton of action.

App Store Link: Wispin, $1.99

'League of Evil' Review - The Closest Thing to 'Super Meat Boy' on iOS

Wednesday, February 2nd, 2011

Ravenous Games' League of Evil [99¢] is packed with so many things I like in iOS games I don't even know where to start. It's got some great pixel art, and chiptune music to match. Gameplay is segregated in to short levels that (if navigated successfully) can be completed inside of a few seconds. There's even incentive to replay levels, both in a three star grading system as well as picking up a (usually difficult to get to) briefcase. The controls aren't that bad either for an iOS platformer, which is saying something.

Backing things up a bit, the premise of League of Evil is simple. Evil scientists are all joining up to form the aptly named "League of Evil" to develop weapons of mass destruction. Naturally, you must eliminate these scientists, and the tool for the elimination just so happens to be your fist of fury. After a brief cut scene explaining all this, you're sent off on your way to the first level, and the first evil scientist that you must slay to presumably protect the Earth.

Actually reaching said scientist is where the challenge of League of Evil comes in to play. Each scientist is located inside of an increasingly treacherous setting filled with platforms, spikes, guards, and other things that instantly kill you if you touch them. Using a right and left arrow to move and a set of virtual buttons to jump and punch, you've got to navigate whatever challenges lie in between you and the next scientist.

The moves you're capable of doing will be instantly familiar to you if you've ever played Super Meat Boy. You can obviously run and jump, as well as double jump, slide down walls, and jump off walls. Something you can't do in Super Meat Boy is punch, which you'll need to do to take out pesky security guards before they shoot you (as well as scientists). The controls work well enough, but I'd be lying if I didn't say there were moments where I wish I was playing with a real controller.

In fact, if that becomes enough of an issue for you, you can play League of Evil with real controls using your keyboard and the free Flash version of the game. The levels seem to be a little more difficult, at least early on, and there aren't quite as many of them as in the iOS version... But the option is there, and I can appreciate that.

If you've enjoyed Super Meat Boy on any of the platforms it's available on, and have been looking for something similar for iOS, League of Evil is totally worth your dollar. If you have no idea what Super Meat Boy is, but enjoy quick and sometimes difficult platformer games, give League of Evil a try, at least the Lite version or the browser-based Flash game if nothing else.

App Store Links:
    League of Evil, $1.99 (Universal)
    League of Evil Lite, Free

TouchArcade Rating:

Remember the Barcode Battler? Upcoming 'Warcode' Turns Barcodes into Warriors

Wednesday, February 2nd, 2011

The Barcode Battler was the epitome of early 90's handheld electronic gaming contraptions. It was a huge piece of black plastic with a LCD display and a few cryptic face buttons that absolutely decimated any batteries you put in it. When I first read about the device in whatever gaming magazine I was reading at the time, my mind was blown. The idea was that you went scavenging around hunting for barcodes, and after scanning them in to this monstrosity you discovered if that barcode was actually a powerful fighter, a useful item, or something like that. Incredible, right? Well, it was back then.

Unfortunately actually "playing" with the thing was entirely underwhelming, as it almost never could read any barcodes. Also, when it did, it just displayed three numbers indicating whatever statistics the device used to display your character. In other words, the Barcode Battler itself turned out to be the exact polar opposite of what you were expecting and imagining between the time you first read about it and when you actually got to getting your hands on one.

Check out this shockingly accurate video review of the Barcode Battler:

iPhone developers Önders et Gonas share an apparent love for wacky early portable electronics, and are in the midst of developing Warcode. Warcode is an iOS game playable on devices with autofocus cameras (So, the iPhone 4 and 3GS.) and sounds like it could be pretty cool based on the somewhat vague information posted in the Warcode thread in our upcoming games forum.

From the looks of it, you'll be able to scan in barcodes similar to the utility RedLaser [Free] to generate items and warriors much like the Barcode Battler. The main difference here is that Warcode sounds like it will have actual gameplay in the form of a single player campaign and Game Center-powered multiplayer.

I'm glad that it only took twenty years for someone to take the Barcode Battler and turn it in to what it should have been. I can't wait for Warcode to be released, as I have a feeling this barcode on this crazy mint flavored Orangina is going to be a beastly warrior (or cowboy, if the label is to be believed).

Mika Mobile Submitting 'Battleheart' Crash Fix Update Today

Wednesday, February 2nd, 2011

Here's some good news I wasn't expecting quite so soon- According to Mika Mobile's Twitter, they plan on submitting an update to Battleheart [$2.99] later today. Yesterday we posted about the game and mentioned that while we enjoyed this touch-based RPG style real-time battle game, many people on our forums (including myself) were experiencing random and not so random crashing issues.

Hilariously enough, according to their tweets, the cause of the crashes is when taps are "very fast or panicked," which explains why so many people were crashing so much on boss fights. These battles are difficult, and it's not hard to get in to fast and panicked tapping mode while you're managing your whole party. In cases like this, the game can't quite decide if you're trying to tap or drag a unit, and it crashes. Until the update lands, the developer recommends "direct, calm, [and] precise taps" while playing.

In the meantime, check out the thread in our forums where Mika Mobile is posting and people are still loving the game regardless of these issues.

App Store Link: Battleheart, $2.99 (Universal)

'The Flying Hamster' Goes HD, Becomes A Better Game

Wednesday, February 2nd, 2011

Some dudes like to throw around the word definitive when they talk about upgraded ports of awesome games. I’m not a huge fan of doing that -- definitive is a strong word. But, I think the Flying Hamster HD [$4.99] comes as close to being a must-have version of an App that I’ve seen so far.

Just released the other day, The Flying Hamster HD offers the same cutesy side-scrolling shooter experience of The Flying Hamster [$3.99] with added screen real estate, hilariously offsetting the base game’s cruel, cruel difficulty which proved to be one of the biggest knocks against the title in our review. Also, it just plain looks better -- a great thing considering that the game’s colorful art is one of its biggest draws.

Just take a look. Isn't this a-dorable!?

So, if you’ve ever wanted to progress past the Egyptian stage without losing lives, this is the version to get. Enemies are much more spaced and there's also more room to maneuver, making this a very playable game. It’s quite the contrast, for sure.

Need to know more about the game before you dip your toes in the water? I got your back, son. Download the free version or, hey, read our review. Also, take note that the other flaws mentioned in the write-up, like the scoring and the by-the-numbers level design hasn’t been addressed in the HD version.

App Store Link: Flying Hamster HD, $1.99 (iPad Only)

GO, GO, GO: 'Game Dev Story' Is Now Just 99 Cents

Wednesday, February 2nd, 2011

Consider this a little PSA. A personal favorite of mine, Game Dev Story [.99], is now available for less than one dollar on the App Store. This is the second time the game has seen this price point since its debut on the store back in October 2010.

Also, if the last time the game was on sale is any indication of what to expect, you should probably jump on this deal ASAP. The December 28-30 sale was weird, as the game kept shooting $2.99, $3.99, and $.99 over the span of 48 hours.

Here’s a brief synopsis of GDS via our review if you’re unfamiliar with the IP:

In Game Dev Story you'll play the president of a fledgling game development company as you direct your crew of designers, artists, and coders in an effort to create a string of successful video games over a 20 year time period.

Beyond just making games, you'll need to grow your own brand name by running a game convention booth, attending awards shows, advertising, and managing an ever-changing fan base.

I’m not the biggest fan of simulation games, especially the kind with forgettable menus like GDS, but the game happens to stroke both my love of the traditional games industry and my desire to be rewarded for in-game actions. If there’s one thing the dudes behind GDS get right with this game, it’s the carrot-on-the-stick approach to design. You’ll lose hours and hours to this joint, for sure.

Anyway, check it out! I’m sure I’ll have to update in a few hours to say, “Hey, this isn’t on sale anymore or something,” so don’t turn that dial.

App Store Link: Game Dev Story, $3.99

Finally! A Respectable Onslaught of Game Releases - 'Sacred Odyssey', 'Devil May Cry 4,' 'Monty Python' and More

Wednesday, February 2nd, 2011

Since the insane Wednesday before the pre-Christmas iTunes Connect freeze, the formerly exciting onslaught of New Zealand releases each week was little more than a fond memory throughout the entire month of January. Thankfully, developers are getting back in to the swing of things and releasing oodles of games. Although, this begs the question- With so few games released in January, did anyone really come out ahead by rushing their games out for Christmas? It's a long way away, but I'll be curious what happens this holiday season. Hopefully it leads to more January releases.

Anyway, on with the show. We're going to be spending the day playing most of these games, and providing a closer look at as many of these as possible. Here's an alphabetical list of the games currently available right now in New Zealand. If you've played along with the Wednesday waiting game before, you'll know how this works. If not, here's the gist- Games appear for download in New Zealand first, then slowly show up on international App Stores around the world before finally appearing on the US App Store at 11:00 PM EST.

Bop It!, $2.99 - [Forum Thread] - The original Bop It! was one of those electronic toy/game abominations that always seems to be out of batteries whenever you wanted to play it and likely has been responsible for millions of annoyed parents stuck in cars with their kids playing a Bop It! for hours. (A Simpsons episode actually makes a joke about this.) You do what the Bop It! tells you do to, whether that's spinning it, bopping it, or many other actions. From the looks of it, the iOS version is very similar. One thing the iOS version is lacking is the sheer durability of Hasbro's child-proof plastics.

Cardboard Castle, 99¢ - [Forum Thread] - A clever looking puzzle game with a slick art style based on cardboard cut outs. You assist a knight in his adventures, and come up with clever solutions for dealing with obstacles in your path by interacting with the various cardboard set pieces of the level. It definitely seems like a unique premise for a game.

Devil May Cry 4 Refrain, $1.99 - [Forum Thread] - An ambitious title by Capcom that we spent some time with earlier this month. A simplified control system goes a long way in bringing this console series over to iOS devices. I'm curious what people are going to think once they get this game in their hands, as the Devil May Cry series is one that's not only been difficult, but also has always been played with a physical controller.

Etolis: Arena, $1.99 - [Forum Thread] - An interesting looking Sci-Fi based dual stick shooter from Chillingo that also happens to be universal. I'm excited to bust out my Fling joysticks and give this game a try as I much prefer blasting aliens to shooting zombies.

Kick Buttowski: Loco Launcho, Free - [Forum Thread] - I have absolutely no idea who Kick Buttowski is, but I seem to get sucked in to these kind of launching games in the worst way-- Especially if they've got all kinds of upgrades, which Loco Launcho seems to have. Oh, it's universal too.

League of Evil, 99¢ - [Forum Thread] - This pixel art-packed platformer involves jumping through 50 levels saving scientists. I like pixel art, chiptune music, and saving scientists, so I'm really excited for this game. Also, Jared has been spending some time with a pre-release version of the game and won't stop talking about it, which is always a good thing.

Monty Python's Cow Tossing, 99¢ - [Forum Thread] - A Monty Python parody of Angry Birds. I'm thinking this game will either come packed with enough Monty Python humor to be funny enough to be good, or be just as mediocre as many other Angry Birds-like games. I'm not sure there's much middle ground, and I'm excited to find out where this game lands.

Sacred Odyssey: Rise of Ayden, Free + $6.99 IAP - [Forum Thread] - Gameloft's spin on Zelda is packed with a curious approach we've yet to see the mobile gaming giant take in regards to selling their games. Sacred Odyssey is free to download, which allows you to play about ten minutes worth of gameplay. After that, you've got to unlock the rest of the game via an in-app purchase of $6.99. So basically, you're paying the same price as a typical Gameloft game, but this time the lite and the full versions are merged in to a single version. It will be interesting to see how this tactic plays out.

Zombie Isle, Free - [Forum Thread] Glu has been surprisingly successful since switching gears to freemium, and Zombie Isle is their latest free to play title. It seems to combine the two massive cliches of both pirates and zombies in to one unholy cliche abomination... But there seem to be an awful lot of people out there who love both zombies and pirates, so maybe they're on the right track!

'Disc Drivin' Updated with Random Online Matchmaking

Wednesday, February 2nd, 2011

Back in December, a clever little game called Disc Drivin’ [$2.99/Free] was released into the App Store. It’s a racing game where you take turns flicking tiny discs around a track against up to 3 other players. The game utilizes online asynchronous play, where you will flick your disc and it will then send the data to the next person playing and allow them to take their turn, and so on and so forth. When it comes time to be your turn again, a handy push notification on your device lets you know.

The entire gameplay system works wonderfully well, and although we enjoyed the heck out of Disc Drivin’ in our original review, there were a few aspects that we felt could be improved. Over the last several weeks, the game has received a couple of updates that have addressed many of these issues. An update from mid-January added the following: the ability to send out your username over Facebook and Twitter; a rematch button after a game had finished; a list of previous opponents to make it easier to start games with people you have played already; and finally a much needed help guide that explained the ins and outs of the game.

Today, developer Pixelocity has released the 1.2 update to Disc Drivin’ that adds the single most requested feature of them all: random online matchmaking. One of the downfalls to the original release of the game was that you had to know other players’ usernames in order to start games with them. This ended up not being a huge problem as players discovered each other over social networks like Twitter and Facebook or even from our forums. But for people without a huge social network presence, this new matchmaking option is an incredibly welcome addition. It currently only supports 2 player matches, but works effortlessly and is a really nice way to pick up a match when nobody else you know is playing.

Honestly, I can’t recommend Disc Drivin’ enough. Since the game was released, it’s basically consumed my everyday life and there’s never a time when I don’t have tons of games going on at once. I showed the game to practically everybody I met at Macworld last week, and have made many of them believers as well. With these past 2 updates I’m only liking the game even more, though there’s still room for improvement. I’d like to see the random matching include more than 2 players, some more in-depth stat tracking, some sort of custom discs, and of course more tracks.

Still, Disc Drivin’ has provided me with more entertainment than I ever thought possible, and with a fully-featured ad-supported version of the game available for free there’s not reason not to give it a try. There’s a general discussion thread or a specific username trading thread in our forums where you can find people to play, and of course thanks to this latest update you can just dive right in and match up with total strangers online now too.

App Store Links:
    Disc Drivin', $1.99
    Disc Drivin' Free, Free

Upcoming 'Bit Breaker' Puts a Multiplayer Twist on Brick Breaking

Wednesday, February 2nd, 2011

A few weeks ago, Bit Developers announced their newest iOS project called Bit Breaker. With so many brick breaking games released in the App Store over the past few years, there would have to be a pretty unique twist included in any new game for me to take notice. Bit Breaker appears to have such a twist. It’s a brick breaking game built around the idea of two players within the same play area, one at top and one at bottom, where the goal is to earn points by breaking bricks and outscore your opponent by the time all bricks are eliminated.

The way this works is by “claiming” a ball by bouncing it off of your paddle. All bricks that are then broken with your claimed ball will earn you points. You can also claim your opponents ball and have multiple balls working for you, and your opponent can do this to you as well. Also, instead of having a void behind the paddles where you lose a ball forever, each opponent has a wall they must protect. Hitting your opponent’s wall with your ball adds a multiplier to your score and subtracts one from theirs, and again this can work the other way against you as well.

It all sounds really clever, and as with many things it makes a lot more sense seeing it visually. Yesterday, Bit Developers released the below video that explains the gameplay fairly in-depth, though you can also check out this shorter trailer for Bit Breaker that shows how frantic the action can get:

There is currently no set release date or pricing information for Bit Breaker, though it seems to be coming along nicely based on the trailers. I’m also curious to know if it will have online multiplayer using something like Game Center, or if it will be local or same device only. This seems like the sort of game that is perfectly suited to same device iPad play, but as of right now it appears that Bit Breaker is only slated for the iPhone and iPod touch platforms. The developers are posting about the game in our forums, so check there for the latest scoop on things, and we’ll be looking forward to checking out more of Bit Breaker in the future.

'Angry Birds' To Be Advertised During Super Bowl

Tuesday, February 1st, 2011

Sure, this is sort of a non-story, but I couldn't help but do a double take when I initially read this. Remember the announcement of Angry Birds Rio a few days ago? Well, if you thought that was crazy, strap in for this: According to The Hollywood Reporter and confirmed by the Rovio Twitter account, Angry Birds will be making an appearance during the fourth quarter of the Super Bowl as part of an advertisement for the upcoming movie Rio. The ad will even include a special code to unlock an additional level in the game.

It's hard to imagine Angry Birds getting much bigger than this, but I'm sure it will. I'm also sure that many of you will roll your eyes and say to yourself, "Another story on Angry Birds?" Well, consider this- Like it or not, Angry Birds is getting tons of people in to iOS gaming. The larger the pool of gamers on iOS devices, the more developers will likely invest even more time and money in the platform. As mentioned earlier today, some are even developing major console titles with iOS in mind from the ground up.

All that's left is guessing what's next for Angry Birds? Well, Rovio could always take a hint from the Game Dev Story [$3.99 / Free] advertising menu and explore lunar writing. That might be bigger than the Super Bowl.


SUPPORT OUR SPONSORS