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‘5 stars’ Category Articles

'King of Dragon Pass' Review - "Thus ends our sorry tale, the tale of clan Fart."

Thursday, September 8th, 2011

King of Dragon Pass [$9.99] originates from what I consider to be on the tail end of the golden age of PC gaming, where developers focused more on depth and originality instead of texture resolution and polygon count. In fact, King of Dragon Pass is a fantastically extreme example of this as there's no polygons to speak of, and the graphics only really consist of a assortment of hand-drawn illustrations to accompany whatever event is taking place at the time. I think the easiest way to describe what the game is all about is to call it a largely text-based menu-driven mash up of a Civilization game and a Choose Your Own Adventure book. If you're the kind of person who requires flashy graphics, fast action, rock-bottom pricing, and online multiplayer, stop reading now. This is not the game for you. If, however, you can barely even fathom a more glorious conglomeration than Civilization and Choose Your Own Adventure, prepare to absolutely lose yourself in King of Dragon Pass.

The game is set in the fantasy world of Glorantha, created by Greg Stafford, and used in several other traditional roleplaying games, literary works, and even a board game. The universe was originally imagined in 1966, and is chock-full of things which have since become standard in fantasy-based worlds. The people of Glorantha are the pawns of an array of both new and old gods who offer various benefits in exchange for worship. Magic and supernatural occurrences play an important role in the world, and aside from the typical races found in most fantasy worlds like elves, dwarves, etc, Glorantha is also home to strange humanoid hybrids such as anthropomorphic ducks and scorpion-men.

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'Jetpack Joyride' Review - Halfbrick Absolutely Nails It

Wednesday, August 31st, 2011

We've had our hands on an early build of Halfbrick's Jetpack Joyride [99¢] for quite some time now, and ever since then I've been trying to figure out the best way to approach a review of the game. Between our own hands-on preview and Halfbrick's series of developer diaries (Parts 1, 2, and 3) I'm really not sure what else can be said about the actual gameplay. Between myself, and Halfbrick's own videos, you've seen everything that Jetpack Joyride has to offer. As explained in the previously mentioned preview, Halfbrick hasn't done anything particularly innovative with the game, instead, they've taken a tried and true gameplay package and in essence, turned it up to 11.

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'Spy Mouse' Review - Firemint Does It Again

Monday, August 29th, 2011

Firemint’s Spy Mouse [$.99] probably won’t spawn a billion copycats like Flight Control [$.99 / HD] and it lacks the jaw-dropping 3D prowess of Real Racing 2 [$4.99 / HD], but it’s a mechanically solid and visually pleasing game that, in addition to being flat-out entertaining, breaks down a lot of stealth game barriers of entry. Basically, I'm just saying it's really good.

Stealth games are notoriously fickle things; genetically linked to arcade stock that treats players like quarter-pumping cattle, stealth’s central conceits have revolved around failure, punishment, and the gaming of its systems instead of things like fun and rewards. Spy Mouse mitigates a lot of the not-so-fabulous parts of its mechanics by being pretty up-front about its moment-to-moment stealth: it clearly shows you enemy pathways, its top-down perspective quickly gives you a handle on what you can do and when, and it’s mechanically simple, which eliminates the need to execute grand schemes or interact with complicated systems in second-long bursts. (more...)

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'Edge Extended' Review - Even Better Than The Original

Monday, August 29th, 2011

Mobigame's Edge [$2.99] is a game with a ridiculous amount of history behind it. There are several incredibly detailed accounts of everything went down, but in a nutshell, Edge was the first high profile game on the App Store to face serious legal troubles via trademark disputes. It flashed on and off the App Store at seemingly random intervals, often times with a sale, until EA won a court case against the previous-trademark holder Tim Langdell which resulted in a judge specifically referring to him as a trademark troll. Following that, Edge was back for good, and this new-found era free of frivolous legal threats has ushered in a fantastic pseudo-sequel: Edge Extended [99c].

If you're unfamiliar with the original Edge, here's a quick run-down. You navigate a rolling cube around maze-like levels built from blocks, collecting prisms and trying to reach the ending destination in the fastest time possible. The platform levels are dynamic, with moving floors and walls which sometimes transform into objects unexpectedly. It's a unique experience, which we described in 2009 as being "inventive and an overall joy to play".

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'iBlast Moki 2' Review - Everything a Sequel Should Be and So Much More

Friday, August 19th, 2011

Way back in September of 2009, Godzilab released iBlast Moki [Free/Universal], a game that quickly caught the attention of physics puzzle fans everywhere. iBlast Moki went on to earn accolades from just about every corner of the gaming world, including several Game of the Year awards as well as our own 4.5 star review and inclusion in our Best of 2009 Buyer’s Guide. With the success of the original iBlast Moki, a sequel was pretty much a given, and indeed we learned earlier this summer that one was in production.

Following up on that kind of breakout success isn’t always easy though, and I’ve been disappointed on more than one occasion with a sequel to a game that I absolutely loved. With iBlast Moki 2 [99¢/Universal], this is not the case, not even close. Godzilab has taken everything that made the first game special and made it bigger and better in every way. There’s also an improved social aspect which allows you to check your friends solutions to the single player levels as well as share levels created using the robust level editor. iBlast Moki 2 is truly the whole package, and is the epitome of what you'd want out of a sequel.

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'The Last Rocket' Review - A Retro Look, A Modern Style

Friday, August 12th, 2011

Retro visuals have become such a staple they're beginning to feel like they're modern again, but Shaun Inman's The Last Rocket [$2.99] proves it's not just about the look, it's about the entire aesthetic of the game, from the simple and easy to pick up gameplay to the sounds coming out it -- retro is a design principle, not just a pair of pixilated pants.

You play as a rocket -- the last one, actually, in case the title didn't clue you in -- as you attempt to help an onboard computer collect gears and escape a ship before it tumbles into a star. The story doesn't seem particularly important, but you'll get different endings depending on how you complete it, and although you're playing a mechanical rocket there is a whole lot of charm packed into that orange tube that will make you sympathize with its goal.

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'Anomaly: Warzone Earth' Review - Simply Incredible

Thursday, August 11th, 2011

11 Bit Studios decision to make a tower defense game set in a bombed-out, alien-infested world otherwise full of sand, bullets, and bombs doesn’t seem like an inspired design direction for a downloadable game from a new studio, but it totally is. Despite its over-saturated genre and its dull name, Anomaly: Warzone Earth [$1.99 / HD] has something new to share and its fresh conceits are executed in some of the most graceful, simple, and visually striking ways I’ve seen in a long time. It nails its strategy component by providing unique constructs, it nails its controls, and it nails its look, which is really is a treat on touch devices.

The easiest way to express what Anomaly does is with the phrase “tower defense in reverse,” which sorta sounds cheesy, but it’s pretty good approximation. Basically, you control the creeps in an environment laced with enemy turrets. Anomaly takes this idea a step further by giving you control over what kind of creeps you can build, the order in which you place your creeps,  and by also allowing you to plot out the course you’ll take dynamically during the mission. (more...)

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'Gesundheit!' Review - Stealth Action Sneezing Puzzles

Friday, July 29th, 2011

There's no way to avoid this: Gesundheit! ($0.99 / HD) is gross. It's a game about sneezing, and snot features heavily. But it's not a game defined by disgust. The gross-out factor stuck with me for the first level or two, and after that I only noticed how whimsical and well-formed it is.

You play a wee green pig whose allergies keep him apart from his fellows. But when monsters invade, it turns out his biggest weakness is also his biggest strength. The monsters just love to eat the one weapon at his disposal: his snot. Blech.

To save his city and his piggy friends, he'll need to use that advantage to lure the monsters into traps without getting eaten himself. If the pig is seen by the monsters they'll come straight for him, but they can always be distracted with a big, juicy sneeze. This means piggy needs to engage in guerrilla warfare, hiding behind buildings and bushes and leading monsters to their deaths. I love these stealth elements. When you know you'll have to leave the shadows, you'll have to strategize - make sure there's a snot-ball in just the right place to lure the monsters away, and then dart behind a building before they're done with it.

The puzzles are varied, and most can be approached in different ways. Throughout the game, you'll encounter several environmental features that you can use to get more out of your sneezes. Certain flowers give you super-powered snot balls, and grasses let you use your sneezes like a grappling hook. Sneezing across a teleporter has interesting results. And some of the monsters provide special challenges, requiring you to quietly rethink your strategy. All the puzzles are thoughtful affairs, though they occasionally require you to think on your feet as a monster chases you down.

Complicating the matter is the presence of three StarFruit in each level. The stars are crushed if monsters run over them, and you can destroy them with your snot ball. You can only collect them before all the monsters have been lured to their deaths, so they increase the challenge by quite a bit. You'll need to collect them all if you want to master the Game Center achievements, and you need to earn a certain number in each main area to progress to the next. This balances out the fact that you can skip levels freely, a decision that should make this game much friendlier for the younger crowd.

The controls are fantastic and simple. You move around by tapping where you want piggy to go. To sneeze, you pull back like a slingshot and aim. The game gives you an aim guide to work with, so you'll never be fighting the controls. I ran into a few pathing issues while walking long distances, but they were never more than tiny frustrations.

The hand-drawn art is beautiful in action, and the music is lovely, happy stuff. The details show a great deal of care -- shadows move with the device's gyroscope, animations are adorable across the board, even the menu and maps have been created with obvious love. The interface isn't quite as good. You can't move between worlds without taking a slow walk across the map, and you can't quit out of a level without skipping it. There's no detriment to doing so, but it's still not ideal. I also had a couple achievements unlock at strange times, but that might have just been a one-off bug. There's already a patch in the works to add OpenFeint support and fix a few frustrations, so Gesundheit! should be an even smoother experience soon.

With 40 levels to play, each with StarFruit to collect and ranks to earn, you'll get hours of fun out of Gesundheit!. It's a real charmer, and our forum users agree. Grab the HD if you can -- this game deserves the big screen -- but don't miss it either way. It may not be completely revolutionary, but it's the sort of experience that shows off the wonderful things people can create for this platform as the tech, and the studios, mature.

App Store Links:
    Gesundheit!, $1.99
    Gesundheit! HD, $2.99 (iPad Only)

TouchArcade Rating:

'Groove Coaster' Review - Get Your Psychedelic Groove On

Wednesday, July 27th, 2011

Taito’s Groove Coaster [99¢] is an experiential music and rhythm game that mixes fun, upbeat, and jazzy tracks with a psychedelic and retro-informed visual aesthetic. At its truly mechanical core, it’s just a tap game that has you drum on your iPad whenever a bubble crops up on a neon rail, sorta like a one-note Rock Band. While that’s not necessarily entertaining in the year 2011, Groove Coaster’s constituent parts manage to overpower its simplicity, making for a game that’s a pleasure to pick up and thrum alongside, lack of depth and flaws be darned.

It’s easy to be wooed by Groove Coaster’s striking vector graphics presentation in the same way that it was hard to look beyond another Taito title’s visuals in Space Invaders: Infinity Gene [$4.99]. But even without the trains of retro baggage behind Groove Coaster, it manages to feel aged, yet refined and re-imagined in the same way. It’s a unique approach that really adds a certain flavor to the action and adds to the experiential edge of the project.

The thick wire-frame rail guiding all the action, by the way, isn’t static: it zigs, it zags, it ducks, and it circles alongside a given music track’s ebb and flow. Your cursor, which can be an assortment of objects including Taito-branded characters, helplessly runs along these tracks, speeding up and slowing down with the beat as thematic particle effects, ranging from flowery explosions to plain ol’ particle-vomit, crop up all over the place. Groove Coaster is a music game, sure, but it’s also a visual treat in addition to an audio one.

In this vein, the backgrounds and their respective effects are cool, too, especially as they morph and throb thematically as songs change tempo.

It’s not all great -- there’s an exceptionally fundamental flaw nestled within the visual design. Sometimes, instead of ratcheting up the intensity of a song and the beats you need to hit, Groove Coaster uses its presentation to conceal your cursor and thus hamper your ability to hit the glowing “beat” orbs. This comes off as a tactic to obscure its fairly rudimentary play, and a needless one at that. So, what? This game is easy to play. Who cares?

I’m not sure how to classify the music used in the game. There’s a mix of J-Pop, new wave, house, and other fast-paced highly electronic stuff. Most of it, actually, appears to be pulled from other Taito titles, but they all seem to fit with the visual stylings. In particular, Arkanoid DS’ “Happy Smiling - More Happy Mix” sticks out in my head as on of the best songs, as its thematic qualities and the music line up pretty well.

Most songs introduce some neat visual elements and mechanics to the fold. “Happy Smiling,” for example, is the first level to add a merry-go-round of beats that swirls and rotates as you hit (or miss) each one. As you move up in difficulty, new “beats” are added that make you do things like swipe and flick, or even hold and jiggle your finger. All of the songs seem to have a new mechanic, which makes for some compelling replay opportunities.

Oddly, but somehow fittingly, Groove Coaster features a fairly advanced “perks” system. As you beat levels in the game, you increase your own experience level. As you do, you unlock new avatars and upgrades that net you bigger bonuses or special in-game perks. It’s a pretty standard carrot-on-the-stick approach, but it’s effective. Additionally, you can purchase IAP items and avatars that do the same things these bonuses do, except they really push it to the max. I’ll stress that the IAP options feel entirely, well, optional.

Groove Coaster is a good game with a fundamental flaw. It also has a few nit-picky problems, too, like it’s spectacularly abrupt ending and horrible “How To,” but the strength of its presentation, music, and RPG-lite systems make up for anything that could sour the experience. I’m generally not too into music games, and for what it’s worth, I’m suggesting this one to whoever will listen. It’s fun, it’s sharp, and it’s an experience.

App Store Link: Groove Coaster, $2.99 (Universal)

TouchArcade Rating:

'Wooords' Review - A Fridge Magnet-Powered Word Game

Monday, July 25th, 2011

Stray Robot Games is a New Zealand based studio, formed late in 2010 who have just released their first iOS game: Wooords [99¢], a minimalistic word game, which involves sliding fridge-magnets around the screen. You've probably seen puzzles in newspapers (or on the App Store) which involve forming as many words as possible from nine letters. One of the letters is the "key letter" and must appear in each word, and if you manage to put all the letters in the right order, you form an elusive "big word" and earn bonus points.

In Wooords, instead of typing words in (or writing them in a newspaper), you simply slide fridge-magnets around to form words, anywhere on the screen. The letters don't have to be perfectly lined up, just adjoining, as the game is clever enough to detect when a word is formed and you'll be rewarded with a burst of stars, a happy sound and some points. An awful lot of effort went into this design decision, too.

For instance, as you move the fridge-magnets, they make little clinking noises as they collide with each other. If you drag a letter between two other letters, they ease apart to make room. And if you form a larger word, the letters subtly decrease in size, so the word fits on the screen. If you shake your device the letters are randomly re-arranged. It's shocking how well this all works.

There's three game modes to choose from. In 'Classic' mode you have unlimited time to form words, which are rewarded by points and stars. Achieving one star unlocks the next puzzle (30 in total), but real satisfaction comes from obtaining the maximum three stars. This mode is about skill and persistence, rather than speed. The second mode is 'Daily Words', which is a daily competition to rank yourself against yourself, friends or the world. A fresh set of letters is released every 24 hours, which gives this game daily re-playability. And lastly, there's 'Word Jam' which places an emphasis on both speed and skill. The goal is to reach the target score within the word and time limit. This involves completing quick-fire rounds, so speed is definitely a factor here.

Wooords can be played casually for fun, but don't let the cute magnets fool you, this can also be a competitive game of speed, skill and strategy as you climb the Game Center leader-boards. The scoring in the old newspaper puzzles (and similar games) was based on the quantity of words found, with bonus points for nine-letter words. But in Wooords the scoring is far more advanced with multipliers for speed, and the number of syllables, which all contributes to the players score and overall "IQ level" rating.

This cute little game has already become a part of my daily routine. It's fun to fling the magnets into words as quickly as possible and as the developer points out, you're also exercising your brain, by testing your "vocabulary, speed and concentration". Wooords is even a universal game, which sweetens the deal even further.

Even though you might already have a ton of similar word games on your device, the clever refrigerator magnet-powered gameplay feels surprisingly fresh, and makes the UI used in previously released word games flat out seem archaic in comparison. Before downloading, be warned: Wooords will make your actual refrigerator magnets seem unresponsive and far less interesting!

App Store Link: Wooords, $1.99 (Universal)

TouchArcade Rating:

'The King of Fighters-i' Review - A New King of iOS Fighters is Crowned

Monday, July 11th, 2011

Last year, Capcom raised the bar for traditional fighting games on the touch screen with Street Fighter IV [$4.99], and a couple of weeks ago they upped their game again by releasing Street Fighter IV Volt [$6.99] with online multiplayer. To a lesser degree, we’ve also seen Ultimate Mortal Kombat 3 [99¢/HD] on the App Store, and although quirky and rough around the edges it still offered up a decent portable experience for fans of that series. With SNK Playmore’s recently released The King of Fighters-i [$7.99], we now have all the major players of the mid-90s 2D arcade fighter rivalry once again battling it out with each other, this time on the App Store.

While SNK’s various fighting franchises all had a pretty dedicated following, it was always the Street Fighters and Mortal Kombats of the world that stole the mainstream spotlight. Now here, more than a decade later on iOS, SNK Playmore has brought their A-game for a shot at the iOS fighting crown. And true to its namesake, The King of Fighters-i takes that crown by elevating touch screen fighters to the next level. It’s missing the marquee feature of online multiplayer that Street Fighter IV Volt can boast about, but when it comes to control responsiveness, speed, performance, visuals, animations, and approachability, The King of Fighters-i tops the competition.

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TouchArcade Rating:

'Pocket Academy' Review - 'Game Dev Story' Goes to School

Wednesday, June 29th, 2011

Kairosoft’s Pocket Academy [$3.99 / Lite] takes the best and worst elements of its prior releases, Game Dev Story [$1.99 / Lite] and Hot Springs Story [$3.99 / Lite], blends them together, and then applies them to a school environment. It’s not remarkable on the surface. It has the same cutesy art direction used in these prior games. It also re-hashes a lot of mechanics, continues to shroud a lot of its crucial foundational and tycoon elements in mystery, and it controls like crap. But it does still deliver in the form of the studio’s should-be patented carrot-on-the-stick design approach and fleshes out a crucial, but oft-forgotten, driver in all simulation games: the people.

Provided the gun to my head wasn’t real, I’d argue until the moment the trigger is pulled that Pocket Academy isn’t as much of a school simulation as it is a over-the-top student simulation game because, at the end of the day, this game isn’t about how pretty your school is or about how many trees you’ve planted. It’s about what your kids are learning and how well they can prove that your system, either totalitarian or social-focused, works.

On the top end, this game puts you in the shoes of an administrator planning out the next greatest thing in education. You’re in charge of building classrooms, researching new facilities like restrooms, libraries, and nurses’ offices, and creating statistical bonus zones with bonus-laden objects like shrubbery, trees, or even rocks. Chaos is frowned upon, as the careful planner who puts like buildings together can string together dramatic bonuses to student-side factors like learning and school spirit.

This is where the one real rub rears its head: Pocket Academy isn’t good at telling you what is “good” versus “bad.” It hides a lot of bonuses and mechanics from viewing. The only solid way to find out what works well with something else is via experimentation, which is a costly and horribly slow, pace-chewing endeavor. Even buildings and research subjects have terrible descriptions that can lead to hair-pulling strategic misfires.

Like Game Dev Story understood, to some extent, the development process and let you lead it, Pocket Academy allows you to do the same with a school. The end product is a well-learned student body, and you get several years to turn kids’ mush into iron. Ample classrooms and activities are a necessity to do this, as well as teachers. Students come in once a year or through transfer if your school is attractive enough. Teachers, on the other hand, need to be hired and then leveled up. Satisfactorily, you are put in charge of what statistics receive boosts upon leveling up, which lets you mold a curriculum that feels... well, you. It's pretty redeeming building something in your own image.

Science, math, English, Spanish, and history are the subjects each student can learn. As they sit in classrooms, they’ll automatically receive points in these areas. As they roam and participate in other facilities, they’ll earn additional points that you can then, in turn, spend in classrooms to boost their core attributes or apply to research. This is the push and pull: do you spend these points in order to get more areas for interaction, or do you spend them to educate the students more?

I usually go with the latter since it’s the real meat of the game. In order to attract more kids, you need to compete in challenges based on those core subjects. The higher the IQ, the likelier they are to pass the challenge. Also, schools as a whole are rated and a lot of funding, as well as those ratings, depends on end-of-semester test scores. The goal is to be the best school in the world, so the students actually matter. But the other decision is a fundamental one, too. Without interaction, you don't get points for research or tests.

Weighing these two options, as dull as they sound, is entertaining. I think it helps that there's always something you could be doing in the process or, at least, building towards.

To its credit, Pocket Academy really fleshes out who these kids are. They’re all named and you deal with them over the course of several years. You’ll also see them make friends, attempt to date other students, get frustrated, succeed, and fail. Students all have certain disposition traits, too, which factor into how they learn and where they learn the best. As if that wasn’t enough, there are also activities they favor which you can cater to by building clubs or more facilities.

After spending years with these kids and using them in the right way, you do tend to bond with the character, as silly as that sounds. But it’s that connection, as flimsy as it is, that makes this simulation game much more satisfying than most. You have a stake in the systems, at least.

I could go on and on about the systems at play, what you can do, and the billions of little things that you’ll end up doing to improve the experience. There are tons of mechanics and little touches at play in Pocket Academy, all of which are satisfying to some extent to use, deal with, or think about. The game starts brutal, so be prepared.

I have a feeling that, like Game Dev Story, you’ll run out of meaningful things to do in Pocket Academy after an epic several-year run but I don’t think that hurts. As it is, there are plenty of things -- perhaps too much in places -- to do for several, several hours. For those of you who didn’t download sight unseen, no worries: this is a sharp little simulation game packed with depth and, oddly enough, a little emotion. It might be hard to penetrate at first, but stick with it and you’ll be rewarded with an awesome game.

App Store Links:
    Pocket Academy, $0.99
    Pocket Academy Lite, Free

TouchArcade Rating:

'Tiny Tower' Review - Tiny People in a Freemium World

Wednesday, June 22nd, 2011

Most of us here have been anticipating NimbleBit's Tiny Tower [Free] since the developers first announced it. Their last take on the freemium model was the extremely successful Pocket Frogs [Free], a game that I still pull out a few times a week.

So the big day has come - does Tiny Tower live up to the hype? Yes, with one suitably tiny caveat: this isn't the second coming of Sim Tower. Let's just get that out of the way up front, because the early screenshots gave some people that impression. That aside, yes, Tiny Tower is a fantastic, adorable successor to the Pocket Frog empire and it's just as hard to put down.

Here's how it works. Upon starting the game, you're greeted by a fresh new tower and a simple lobby. Working through the tutorial, you build your first residential floor and your first production floor, move in your first Bitizen and give them a job. The Bitizen gets to work creating items to sell, bringing in coins. Spend those coins on building more floors and eventually your tower will reach up into the sky.

Each floor has three items to stock, and each one is on a different timer. When an item's stock sells out, its your job to tell your Bitizens to order more, a task that takes anywhere from a minute to a few hours depending on the item. When that timer fills up, you also need to order them to put the item up for sale again. When you're overseeing a few production floors, this means checking in occasionally. When you've got a 40 story tower, on the other hand, this production cycle will quickly take over your life—if you let it.

The game uses local notifications to let you know when the first item is available to restock after closing the app. This is a great way to stay on top of your towers' needs early on, but with enough production floors it might just make you crazy. I turned notifications off pretty quickly, and discovered something cool—unlike most of these "appointment gaming" types, I can peek into my tower at any time and find something to do. There's always something ready to stock, or someone waiting to ride the elevator. So Tiny Tower fits perfectly into any little gaps of time you have for it. And with no spoilage mechanic, the only thing to lose by ignoring it is the coins you could have been earning in the meantime.

If this all sounds like a lot of managing timers and pushing buttons, you'll be happy to know there's a bit more to it. The Bitizens are really the heart and soul of Tiny Tower. Their comings and goings will occupy a lot of your attention. For starters, they each have their own set of talents. There are five categories of production floor, and individual Bitizens are stronger working at some and weaker at others. They also have their own little dreams. Bitizens working in their dream jobs are better than their counterparts, and you get a tidy bonus for putting them there. Want to see what they're thinking? Hit up Bitbook, a virtual social network for your virtual workers that's filled with quips and little hints.

You're also in control of their literal comings and goings, because you control your tower's elevator. Ferrying Bitizens to their destination nets you tips, both in coins and Bux, the game's premium currency. Occasionally, VIPs show up to add a bit of strategy to the game. They have special abilities, and where you drop them off can make a big difference to your production.

For the creative types, you can customize your tower to the nines. You can't pick which floors are built, just which categories you're creating, but you can move your floors around and paint them to match any color scheme you can imagine. You can also dress up your Bitizens with a palette and outfit randomizer. It took a bit of persistence, but I've got all my employees dressed smartly in per-floor uniforms. The adorable pixel art makes this extra satisfying.

The premium aspects of the game are more than fair. You can buy Tower Bux with real money, but you can also earn them as tips or as bonuses for fully stocking a production floor. A Where's Waldo-style mini-game also awards them. You can exchange them for coins or as timesavers to build a floor faster, finish stocking it, upgrade your elevator or move in a Bitizen. If you're really keen to get ahead, purchasing Bux will help. But if you just play regularly you'll always have lots to do and plenty of chances to expand. Nothing is locked out for players who don't want to pay.

Other than a nitpick or two (it would be nice to toggle the elevator-style music off and keep the sound on, for instance), my only real concern is the lack of social integration. These games are always better with friends (many of whom you can find in our forums), but the only thing you can really do with your buddies in Tiny Tower is compete with them on the Game Center leaderboard and for achievements, and look at their towers. Maybe we'll see more social options in the future, like something to exchange with friends or something to do in their towers.

But enough talk. Tiny Tower is another great, free game from the guys at NimbleBit, and you should definitely check it out. Just try not to get too caught up in the lives of your little Bitizens - it's important to put the game down once in a while.

App Store Link: Tiny Tower, Free (Universal)

TouchArcade Rating:

'Great Little War Game' Review - With Bonus 1.4 Hands-On Preview

Friday, May 27th, 2011

This review is going to get a little wordy. Not only am I telling you all about Great Little War Game, a fantastic turn-based strategy game from Rubicon, I also get to tell you all about the upcoming 1.4 update. So if you're short on time and you want the summary, let me just say that this is a game you need to own if you like turn-based strategy, and the update is going to make it better than ever.

I'll call Great Little War Game "great" without hesitation, but I'd hardly call it "little" - not with 20 campaign levels, a 10 level IAP expansion, and tons of maps for pass-and-play multiplayer and AI skirmishes. This isn't a game that's over quickly - the levels take time and multiplayer matches can turn into all-out war.

The campaign gives you a thorough introduction to the game's many units, from the humble Engineer to mighty tanks, warships and aircraft. Early on, you learn the simple controls - tap to select and move, hold to see range and movement - and then then you'll learn to capture the enemy's resources and base. You'll also need to pick up vital strategies like holding high terrain, defending your resources and picking the right spot to lay an ambush.

You're set against enemy forces controlled by an AI that poses a challenge without becoming frustrating. In each level, you're facing ongoing assaults by the enemy while you try to achieve a goal. Sometimes you need to capture the enemy base. Other times you're left to hold out against a superior foe or to struggle to build up your resources before being overwhelmed. Your performance is ranked on how quickly you succeed.

Great Little War Game isn't just an impressive strategy game; it's also pretty darn funny. The cut scenes between levels feature your army's Generalissimo and his terribly courageous approach to warmongering. I've never seen someone lead so bravely from the (distant) rear. Unit voices, animations and descriptions also offer up some laughs.

I've had a chance to go hands-on with the upcoming 1.4 update. It's going to be submitted Friday, so hopefully we'll see it soon. The biggest change is the addition of difficulty modes. You'll start on Basic difficulty, and there are three higher modes to unlock by beating the campaign with each. Damage increases for both sides as you play on higher difficulties, so you'll need to be very careful about keeping your army safely out of range while picking off the enemy.  The AI also gets more cash to spend, and it's a little smarter in all modes, so skilled players are going to be challenged.

Great Little War Game is also getting a cosmetic bump, with improvements to lighting and water, multisampling and bump maps. It looks very nice - still cartoony, but much more polished. Despite the nice new look, 1.4  feels snappier than ever on my 3GS. As for the one thing some of you have been holding out for - the game's 16 achievements now sync to Game Center. Three new skirmish maps have been added (including a sweet little nod to this site). On top of all that, there's a new 15 level campaign, Holiday from Hell, available for in-app purchase.

Rubicon's always been very responsive to their fans, adding fixes and updates based on feedback. They've adopted a lot of ideas from users on our forums, so if you've got any suggestions, make sure to stop in.

One technical note: the game only supports third-generation devices and newer. Also, be sure to grab the right version. With an HD version, a standard version, and a lite version for each, things can get a little confusing. The HD is Universal with Retina graphics, while the standard version has neither feature. I do like the recent trend of releasing a second version that's a Universal HD, but restricting Retina graphics to that version is less awesome.

Great Little War Game is the kind of game you can really sink your teeth into, which is rare enough. So I'm delighted to discover that it's also rich in features, good looking and full of humor. With the 1.4 update, it's going to be even more of a must-buy. I've got my fingers crossed for asynchronous multiplayer, a feature Rubicon hopes to include some time in the future, but in the meantime there's quite the bounty to enjoy.

TouchArcade Rating:

'Bumpy Road' Review - A Lovingly Crafted Sunday Drive

Thursday, May 19th, 2011

When I first saw the trailer for Simogo’s Bumpy Road [$2.99], I immediately knew it was something that I wanted to play. The graphics, music, and unique controls appealed to me on so many levels. I was given an early version of the game for our hands-on preview, and despite being unfinished and limited to just one mode, I absolutely loved it. Really, though, it just made me even more eager for the final version to hit the App Store. That day has finally come, as Bumpy Road is now available, and it’s easily one of the most beautiful and fun games I’ve had the pleasure of experiencing.

The biggest standout in Bumpy Road is its innovative control mechanic. A car carrying a cute married couple drives automatically to the right, but you don’t actually control the car itself. Instead, touching anywhere on the screen raises the elevation of the ground and creates a bump in the road. Using this, you can create a sort of wave to push the car back and forth or quickly tap under it to pop it into the air. This mechanic is dead simple to understand, but definitely takes some practice for it to click. Once it does, however, you’ll be bouncing the little car all over the screen like an old pro, and it truly feels great.

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TouchArcade Rating:

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