Apps Tunes Logo Affiliated Business News

Terry Cavanagh’s extremely challenging arcade game Super Hexagon was recently released. Notably, it has an issue with the Nexus 7, thanks to a hardware issue where recognition of a released touch input is slightly delayed. For most games, this is not a problem. For Super Hexagon, where lightning reflexes are necessary, this is a big deal. Well, at least in theory it is. In practice, is it an issue? I decided to put some rudimentary, un-scientific statistics work to the test.

After a short warm-up session, I played 20 rounds on Hexagonest on the Nexus 7, then 20 rounds on t

Read More
he Motorola Xoom (which does not suffer from this touch-release issue), then another 20 on the Nexus 7, and another 20 on the Xoom.

Here’s what my results found:

Nexus 7, round 1: avg. 9.58 seconds, max 29.3

Xoom, round 1: avg. 12.26 seconds, max 37.1

Nexus 7, round 2: avg. 12.16 seconds, max 27.29

Xoom, round 2: avg. 12.21 seconds, max 49.29

So, it appears I may have still needed some warming up – Super Hexagon’s harder difficulties require hours of practice to figure out how the patterns work and how the player needs to spin to survive them, and some acclimation is necessary. It seems as if the difference over time evens out on each platform. While the difference is noticeable, especially to a veteran of the game like myself, it may not make a big difference.

Except that the problem is that my high scores were achieved on the Xoom. And I felt way more confident on the Xoom, because I could make small adjustments if necessary. And really, Super Hexagon is about those outliers, trying to get the high score. So while my own errors are dooming me no matter what, it’s possible that the touch-release issue is hurting me at those all-important outliers. But then again, the game at its higher difficulties is so challenging that adding another layer of difficulty is like spitting into the ocean.

My verdict, taking into consideration the quantifiable evidence with my anecdotal experiences? Veterans of the game and those actively seeking high scores should stay away from the Nexus 7 version, as the delays will be frustrating. Otherwise, for casual players, it doesn’t make a huge difference. It’s still a difficult game no matter what it’s being played on.

Does Super Hexagon’s Nexus 7 Touch Response Delay Really Make a Difference? is a post from: Android Rundown

Phoenix Wright: Ace Attorney Trilogy HD now available on Android in Japan It looks like Phoenix Wright: Ace Attorney Trilogy HD will be holding court on Android as well as on iOS when it arrives in the West.
The courtroom drama trilogy, which was confirmed for iOS late last year, will contain mobile versions of Ace Attorney, Justice for All, and Trials and Tribulations.
Though the iOS version ha
Read More
s been available on the Japanese App Store for some time, we had no ne...
Super Lemonade Factory Review: Simple yet Refreshing is a post from: My iPad Games
Super Lemonade Factory: Simple yet Refreshing!
Tired of your sword slaying, strategic level up and mind puzzling games?  Try this simple yet refreshing game from the App Store (launched March 15, 2012). I love retro games and Super Lemonade Factory ($1.99 via iTunes, universal) caught my heart. It gives me a refreshing break from the usual RPG level up games in my iPad.  The visual presentation is so classic (reminds me of our all time favorite; Super Mario Bros.).

Game Story:
Meet the
Read More
characters of the story are Andre and Lisolet. Andre will take over his father’s lemonade factory, he has some strength like carrying and breaking big boxes and crates. Lisolet is Andre’s wife. Andre needs to meet the workers and tour the whole factory with his wife Lisolet before he can take his father’s lemonade factory.
While Andre can break big crates and boxes that blocks their way, Lisolet can jump and reach perches that Andre cannot reach. Lisolet is also has the ability to speak and get attention from the workers. It is really a perfect team up. Each one’s strength accompanies one’s weakness.
The story might sound plain but as you play it you will see that there is something fishy going on. It seems that there are traps that are really meant to hurt or kill Andre.

Having Fun: How to Play the Game
Playing this game is really simple. The on screen controls are really easy to use. Make the characters run, jump and dash is not as hard as you might think. But do not over tap the controls you might mis-tap the buttons, like swapping Andre with Lisolet (remember Andre can’t jump high).
The game has dialogues; Lisolet needs to speak with all the workers so that she will earn achievements. You may find the game a bit plain (I did find it little boring when it comes to the visuals)
I already played lots of classic games. I agree that sometimes this type of game is a bit boring. Pushing, breaking and jumping are a bit childish but I bet that you might find this game a bit interesting. There are some levels that are not that easy as you think. Besides from pushing and breaking crates you also have to avoid spike traps.

The pixilated graphics added to its classic looks, and its background music adds up to it. I mean the game is pretty simple, for me it is like a desert after every meal. I like to play this game whenever I get tired with the usual level up games (for a change). One thing more I like in this game is kids will also enjoy it, because the controls are so easy to use and besides they don’t usually see this type of games.
Super Lemonade Factory, has some things to work on to but it doesn’t stop them to make us have fun while playing. The game is simple but makes me enjoy playing it and it is really easy to recommend.
Game Cost: $1.99
Download Link: Super Lemonade Factory – Shane Brouwer
Related posts:
Box Cat Review – Frogger Gets His Revenge
Swordigo Review: Get that Zelda Feelin’
Let's clear the air: clean lines and futuristic stylings aside, Pixelbite Games' Repulze [$0.99] shares little in common with Wipeout. One is an iOS racer that costs less than a dollar, the other is one of Sony's most popular and enduring racing franchises. That's not to discount Repulze, though -- it's from the same team that developed the excellent Reckless Racing 2 [$1.99]. Whereas RR2 included drifting mechanics and a dynamic difficulty system, Repulze is comparatively stripped down: it only does one thing, but it does it really well.
The game's most obvious feature is its visual desi
Read More
gn. The tracks and hovercraft all fit squarely in sci-fi's artistic wheelhouse, but the vibrant colors and sharp lines look nice on a big iPad screen. One of my favorite hovercraft, for example, is the Yugana SB-23, the one that looks most like a podracer from The Phantom Menace. I like the way it handles, of course, but I also like the the way its hydraulics pulse up and down as I bank left and right. Each vehicle is full of small visual touches that set it apart from the rest, and Pixelbite's attention to detail permeates the entire game. Even the menus look nice.

Repulze isn't a racing game as much as it is a time-trial game -- there are no other vehicles competing for first place against you. There's an online leaderboard and a few time-based challenges, but the game is mostly about matching each track with the appropriate vehicle and mastering its twists and turns, learning where to bank to the outside and where to take the inside lap to transition into a straightaway or a loop. You might want a heavier, Buffalo-class racer for the curvy Shore Line, but the smaller, speedier Nousagi RS-55 will allow you to squeeze through the tight tunnels of Neon Hill more effectively.
While there's nothing flashy about the tracks -- you won't be shot out of a cannon or racing through a volcano, Mario Kart-style -- each one feels engaging and well-plotted. Crazy, hairpin curves are used judiciously, and none of the tracks feel impossible to navigate. On the contrary, each curve feels fine-tuned to compliment the controls, creating a nice sense of tension and drama: just as your hovercraft feels like it's going to careen into a retaining wall, the curve flattens out, giving you a short respite to plot your next maneuver.
Speaking of controls, Repulze features the standard touch and tilt varieties, with sensitivity options for both. I could never get the tilt controls tuned to my liking, even for best-handling vehicles, but the touch controls work well. Virtual left and right buttons govern your lateral movement, and your hovercraft of choice will accelerate automatically. Pixelbite were smart to streamline all but the most crucial player inputs: your hands never get in the way of the screen, which keeps the control scheme simple and the action fast-paced.

Each track is littered with red and green, slalom-like gates. Passing through three in a row will give you a short burst of speed; passing through the wrong gate will sap your momentum, which not only hurts your time, but breaks any rhythm you might have had. It's not a particularly complex mechanic, but Repulze is just fast enough that it creates a nice risk -- having your vehicle stall out is disheartening, but chaining boosts together is empowering and fun.
Learning the layout of each track and using your speed boosts effectively (which, in my experience, is as often as possible) will be crucial if you hope to complete each track's challenges. Across the board, Repulze's tracks offer the right mix of straightforward navigation and using the game's polarity mechanic to boost your speed at opportune times.
There are no in-app purchases, but Repulze does come with a standard suite of unlockables and a level-up system. At the beginning of the game, vehicles, color schemes, and tracks are gated off and must be unlocked by gaining experience and completing challenges. Players will accrue experience points every time they race, so even the worst players will unlock new content at a steady clip. This type of design is somewhat annoying, but Repulze makes it unobtrusive enough that it never really hampers progress.

Given its speed and structure,  Repulze reminds me most of Trackmania -- short, digestible races designed to trigger the just-one-more-try mechanisms in your brain. With friends around, it actually makes for a great impromptu pass-and-play local multiplayer game -- the tracks are short enough to keep everyone involved while fostering friendly competition.
Repulze is a pared-down, focused game, with very few bells, whistles, or accoutrements to jazz up the basic racing.  This sparseness is bolstered by Repulze's great sense of speed and track design -- the core experience is fun enough to support the repetitive nature of the time-trial. Repulze is refreshing in its straightforwardness and execution, preferring to be excellent at one simple thing -- visually and mechanically -- than mediocre at several.
App Store Link: Repulze, $0.99 (Universal)
TouchArcade Rating:
Angry Birds Space Pig Dipper bonus level S-16 is unlocked by 3-starring levels 6-21 through 6-30 of Pig Dipper. One strategy is to send one Egg south, pulling debris into the chain and anchor. Use another Egg or two to … Continue reading →

When perusing the happenings at CES through various reports, it seems that everyone and their mother is showing off a tablet. There’s a lot of Windows 8 tablets out there, but there’s still plenty of Android tablets. Now, while there’s obviously going to be vendor-specific modifications because that’s just the way things work around here, it definitely appears that most tablets are running Jelly Bean 4.1, and not 4.2, based almost entirely on the status bars that are out there: the combined design where the back/home/multitasking buttons are on the lower left, and the n
Read More
otification bar in the lower right. 4.2 uses a standardized interface across all devices where the buttons are on the bottom (with lots of black space) and the notification bar with clock is on top.
Now, Jelly Bean 4.2 is a minor update to 4.1, but this still means that these devices are going to be a version behind when the next big release comes out. But there’s two reasons why this comes off as particularly ludicrous: one, this is a show for upcoming hardware. Features can and will change. Jelly Bean 4.2 has been out for 3 months. There’s no reason why a device, especially a tablet where carrier considerations don’t have to be taken into account, couldn’t have it by this point.

Second, both Nvidia and Synaptic showed off test devices that are running 4.2. Synaptic’s showing off a technology on a Sensa test tablet that will help detect user touch on thin-bezel devices, doing things like rearranging text. And Nvidia developed a reference tablet to show off the Tegra 4. Both are running Jelly Bean 4.2, from all appearances.
Let’s reiterate: Nvidia has Jelly Bean 4.2 running on a device using a brand new processor. Hardware manufacturers using existing hardware can’t be bothered to get Jelly Bean 4.1 working on it. And Synaptics has a tablet using brand new technlogy and hardware running the latest version of Jelly Bean. While it’s possible that Nvidia got early access to Jelly Bean 4.2 source code as they are a power player with Google connections (the Tegra 3 powers the Nexus 7), there’s no indication that Synaptics got early access, so why are they ahead of the game? Perhaps manufacturers feel more secure in releasing established versions of Android software on their tablets? Still, it just seems like the manufacturers are selfishly prolonging the fragmentation problem on Android, and for what purpose, exactly? It’s baffling.
CES 2013: Why Fragmentation May Not Be Going Away Any Time Soon is a post from: Android Rundown
Silver Award-winning iOS and Android puzzler Spy Mouse can now be downloaded from the Windows Phone Store for Windows Phone-powered Nokia devices.
In Spy Mouse, you slip into the tuxedo of a cheese-loving super-sleuth, who's been tasked with sneaking into secure complexes and stealing tasty snacks from under the noses of the felines that guard them.
Every secret agent has his own stash of su...
When a developer like True Axis, creators of the iOS classic Jet Car Stunts [$1.99 / Free], announces a new project, you take note. That's why when the studio announced back in February that they were working on a skateboarding simulation called True Skate, it shot right up into our most-anticipated games list. Well, it did in mine, anyway. I've been skateboarding for the majority of my life, and have really been waiting for a killer skating app to come to iOS.
Well, it's finally come, as True Skate [$1.99] is exactly the kind of skateboarding game that I've always wanted. Rather than bei
Read More
ng heavily mission- or story-based like the Tony Hawk's Pro Skater series or EA's Skate series, True Skate is more of a sandbox toy that lets you shred around a well-designed skatepark doing whatever you feel like. There's a short list of missions to complete, and there's plenty of potential to flesh out the entire experience further, but on release True Skate is simply an excellent physics-based skateboarding simulator that's only real limit is your imagination.
Unlike other skating games, True Skate doesn't have you playing as a person skating around the open world, rather you control the skateboard itself and your fingers act as the skater. Inevitably it will draw comparisons to Touchgrind [$4.99 / $7.99 (HD)], as that's really the only similar title on iOS that's ever made any sort of splash, but it's important to note that the two games are quite different from each other.
Touchgrind had a strictly top-down view that made it very difficult to see what you were doing or where you were going. As such, you were mostly stuck with trying various flatground flip tricks or the occasional attempt at a grind or slide if you were lucky enough to line up with the object correctly without knowing exactly where it was. Touchgrind was neat to be sure, but quite limited, and it failed to give me the feeling of actually skating around a real open skatepark.
In True Skate the view is pulled back to basically a 3rd-person behind-the-board camera angle, and it changes everything. Now you can see where you want to go and what objects you want to hit up, and when you land something you can just continue on to the next thing and string together a nice line of tricks. It feels like the whole park is at your fingertips and it's really up to you on how you choose to tackle the terrain. It's a very liberating feeling, playing True Skate.
Control-wise, True Skate works very similar to Touchgrind, using various swipes and flicks to perform tricks with your board, and everything is based on how the physics of real skateboarding works. Tap down on the tail to pop the board up and then quickly level it off to perform a nice ollie, and like real skating every other trick branches out from there. Ollie and flick the side of your board to kickflip, or scoop down on the tail in sort of a "U" shaped swipe to do a varial.
Likewise grinds and slides are simply a matter of ollieing and positioning your board over the object properly and pushing down in the correct spot on the board. For example, ollie at a slight angle over a rail and push down on the front of the board to lock into a crooked grind, or ollie at 90 degrees over a ledge and push down on the tail to perform a tailslide.
It can be tricky, and will take some practice before things start to click, but eventually they do and you'll be surprised with how many different tricks are possible by combining the various flips and grinds in the game. True Skate does a better job than any other iOS game that I've played at making you believe you're really manipulating a little virtual object with the touch screen.
And this is really where True Skate shines. It offers the kind of freedom to do whatever the heck you want just by giving you the core tools you need and letting you loose inside its sandbox world. There's something almost dangerously compelling about this for me, and I find that I can't help but play True Skate whenever I have a free moment. The physics engine and controls are strong enough that even a skateboarding neophyte will be busting out cool tricks with ease once they grasp the mechanics.
Where I think True Skate will really hit home, though, is with people like me who are actually into skating. There's nothing more satisfying than thinking "I want to kickflip over that pyramid and land in a backside tailslide down the rail", and then actually doing it. Oh it might take you dozens of tries, but I assure you it's possible and when you finally pull it off it'll be tough not to let out a yelp of victory. It's moments like this that are a pure rush, and True Skate is filled with endless amounts of them for those dedicated to really explore what's possible.

I could go on and on about how much I'm enjoying True Skate, but the fact is that it falls more in the "toy" category than the "game" one, and that might not be enough for some players. There is a handful of missions to complete, but they mostly feel like tutorials since they walk you through various things that help you get in tune with the gameplay. A much more robust mission system would be welcome for those that like their games to have specific goals to complete, and it sounds like that's something that will eventually be expanded upon in the future.
Another big feature I feel is missing is some sort of replay function. It's an incredible feeling to pull off some cool trick, and it's the sort of thing you'd want to be able to save and relive or show off to your friends. There's already a slick rewind feature built in so if you mess something up you can just backtrack and retry, but there's currently no way to rewind and re-watch something you just did. The ability to upload these replays to YouTube would also be nice, to make sharing your moments even easier.
Also, there's just the one skatepark environment in True Skate. It's a great park, with a great flow and mix of different obstacles to hit, but it's bound to get kind of stale skating in the same place all the time. I'd also like some sort of board customization, as you're currently limited to just the generic True Skate board. More boards with different attributes and an upgrade system could really kill two birds with one stone, offering a way to reward mission completion with XP that then goes towards upgrading your collection of boards. Just a thought, but that goes to show just how much potential the solid base of True Skate has, and it sure sounds like True Axis is on board with plenty of ideas of their own if the game is popular enough to warrant frequent updates.
In the end, True Skate's list of back-of-the-box features leaves a lot to be desired. You get one park, one skateboard, and a handful of different goals to complete, which really won't take very long at all and mostly serve to get you acclimated with playing the game. But that's the thing: once you are acclimated, the game instantly opens up with near-limitless possibilities, and that's what I've enjoyed most.
Some gamers aren't interested in sandbox-style experiences, and you might want to hold off and see how True Skate evolves over time. But even if that's the case, for a couple of bucks this is one of the most unique games in the App Store, and a real showpiece of what a touchscreen device is capable of. That alone is likely worth the small price of admission for most.
True Skate is clearly something special. It feels like the kind of game that our touchscreen devices were made for, and looks gorgeous to boot. If you're into skateboarding already I'll just tell you flat out: buy this game, you will fall in love. If you're not heavily into skating then chances are you'll like True Skate a lot too, as long as the lack of structured goals isn't a deal-breaker for you. For me, it's the sheer act of playing that keeps me coming back, and players in our forums have been loving it as well. I have no doubt that True Skate already bests all other skating games on iOS, and has the potential to grow well beyond its stellar foundation.
For another look at True Skate in action, make sure to check out our recent TA Plays video of the game.
App Store Link: True Skate, $1.99 (Universal)
TouchArcade Rating:
To achieve a decent score in the Angry Birds Heikki New Delhi (level 9) requires the use of a power-up, which we’re using as our third bird. Launch the yellow bird on a medium high trajectory, and aim for the … Continue reading →

Now, I am not a big mobile gamer. I enjoy the simple, cerebral puzzlers just as much as the next man but when it comes to some of the huge action titles that are now available for Android or iOS I would much rather play their brethren on my 43″ TV as opposed to my smartphone that is 1/10 the size. The other problem I have with hardcore mobile gaming is the lack of physical buttons. Trying to aim a gun without tactile mouse or stick is hard and no matter what some people say, not very intuitive. Besides, the screen is small as it is, why try to clog it up with my thick sausage thumbs.
Read More

There are Bluetooth remotes out there and most games of this genre are compatible with these. The problem here is that it really negates the mobility of a smartphone. The biggest selling point from the gaming aspect is that the phone is with you 24/7 and is able to be quickly taken out and enjoyed while waiting in line or on the train. By introducing a giant controller that has to be consciously packed into a bag or purse, the mobility is suddenly constricted. No more can the phone just be complete in the pocket of a jacket; these full sized controllers cannot be comfortably thrown in a pocket because they are just too big.
Like all KickStarter blogs I do here, I now present a solution to this problem. Welcome, iMpulse, a tiny rectangular controller that is small enough to comfortably fit on any keychain. iMpulse was specifically designed to go onto keychains because they are with the player constantly. Anytime they leave the house their keys must go with them along with the phone; meaning that at anytime, gaming with a controller is possible. At about the width of an average palm iMpulse is small but it does not seem too small where it would be frustrating or unusable. Oh, and did I mention that it will help locate lost keys? For me, as forgetful as they come, this is almost more than worth the price of the whole device, gaming notwithstanding.
The only thing that makes me leery of the iMpulse is the lack of a second analog stick. The whole device basically is a 4 button NES controller with an analog stick in place of the traditional d-pad. Being a person who owned the older PSP for a number of years, I can attest to how hard it is to play a FPS without dual analog sticks. I am not quite sure if or how the design team plans on marketing the iMpulse but from their video they do not seem too concerned with marketing to the FPS crowd as most of the games they demoed were more traditional, less complicated mobile games.
If the iMpulse sounds interesting be sure to check out their KickStarter page for more information and possibly donate to the cause and get a pre-order for a pretty generous discount.

KickStarter Spotlight: iMpulse Game Controller is a post from: Android Rundown