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Archive for December, 2010

'Max Adventure' Review - A Refreshingly Fun Dual Stick Shooter From the Creators of 'Harbor Master'

Monday, December 13th, 2010

The App Store can be a silly place. Looking over the past year in games, trends have become incredibly apparent. One developer releases a hit game, which then causes everyone else to take notice, often using that hit title as inspiration for their own project. We've seen it time and time again, and even Imangi Studios' previous chart-topping game Harbor Master [$1.99 / Free / HD] leaned heavily on Flight Control [99¢ / HD] for the basis of their own twist on the line drawing genre.

When we first saw Max Adventure [99¢], it was in secret at GDC at a time when it seemed like everyone and their grandmother was hard at work making a dual stick shooter. The game showed some serious potential, but I had no clue how Imangi was going to compete in the increasingly crowded dual stick shooter market and how Max Adventure would stand up against the onslaught of similar games of better and better quality. It turned out that Imangi's strategy (whether intentional or not) was to simply focus on the development of their game and let everyone else move on to the next trend on the App Store.

Now that many developers have moved on to making their own spin on Angry Birds, it's oddly refreshing to play a new dual stick shooter. It's a weird feeling, as I clearly remember how tired I was of the seemingly endless supply of dual stick shooter releases, and how much I dreaded attempting to review them. I'm really not sure what I would have thought of Max Adventure had it been released sandwiched in between Minigore [99¢ / HD], Guerilla Bob [$2.99], and others... But months later, it's great to once again revisit a game type that works very well on the platform.

The premise of Max Adventure revolves around an alien invasion, and you play as Max, a kid armed with a ray gun and a colander for a helmet. Your task is simply enough, and only involves saving the world. The game opens in Max's neighborhood where the mechanics you're going to be dealing with for the rest of the game are clearly laid out. Max Adventure controls just how you would expect a dual stick shooter to control, and in the middle of the two virtual thumbsticks is a radar screen that shows nearby kids to rescue, the level exit, and potentially even more depending on what upgrades you buy (more on that later).

Progressing through the game involves rampaging through maze-like levels where you'll need to do things like simply find kids and touch them to save them, escort kids, fight bosses, and more. Enemies spawn from pods that drop from the sky, and there is a wide variety of aliens that emerge that all behave differently for you to kill. Some aliens split in to smaller aliens when shot, some charge at you, and some bounce around among other techniques to kill you and/or avoid your ray gun. As you destroy baddies, power-ups are dropped which are then activated by tapping their icon on the top right corner of the screen.

Max can hold on to one power-up at a time, and these will do things like increase your firepower in many different ways, blow up all nearby enemies, make you invincible, heal you, and much more. Aside from power-ups, enemies also drop coins which can then be spent on permanent upgrades for Max. The upgrade shop is accessible in between levels, and by forking over your hard earned coins you can buy passive bonuses such as slowly regenerating health, running faster, having pods show up on your radar, and other things. Once you unlock them, Max has three slots for these bonuses, and figuring out which three you want adds a fun level of depth to the game.

The best part about Max Adventure is that it never really feels repetitive, which has been a major problem for me in many dual stick shooters where all too often exploration and customization takes a back seat to just killing everything that moves. The whole game is set in this extremely cute almost Zombies Ate My Neighbors-like kid-centric universe filled with cartoon style 3D graphics and the music does a fantastic job at setting the mood of the game. Aside from gearing up Max, you also get a good sensation of progression as you make your way through various locales until you're finally on the alien mothership itself.

Better yet, Max Adventure is totally universal and comes packed with Retina Display graphics. On the iPad, the field of view is pulled back a little bit allowing you to see even more of the game and the controls are slightly modified to be more iPad-friendly. Max Adventure isn't limited to the story mode either, there's also a familiar survival mode where you (obviously) see how long you can survive wave after wave of aliens. Max Adventure controls well, plays well, runs great, and the multiple game modes along with universal compatibility is the cherry on top of an already awesome iOS gaming sundae. It even has Game Center for both online leaderboards and achievements if that's your kind of thing.

Max Adventure is launching for the temporary price of 99¢. If you're like me, and built up a love/hate relationship with dual stick shooters as the market became more and more inundated with them, Max Adventure is a fantastic foray back in to the genre.

App Store Link: Max Adventure, $0.99 (Universal)

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'Red Nova' Review - A Frantic and Focused Arcade Shooter

Monday, December 13th, 2010

Any App Store gamer will tell you that there is no lack of iOS space shooters available. To be perfectly honest, when I first caught sight of the upcoming Red Nova [99¢] from Celsius Game Studios, the developer of Chromodyne [99¢/Lite/HD], it didn't look too different from any of the games that I had seen many times before. But after having a preview build of the game on my device for the past couple of weeks, and with the full version now available, it's clear that Red Nova actually does quite a few things to set itself apart from the pack. It has an interesting premise, one of the smartest control schemes I've seen, Game Center integration for high score bragging rights, and above all else it's just a blast to play.

The story goes that a hostile group of aliens is getting ready to invade your territory, but fortunately they have yet to notice the existence of your spaceship headquarters the Red Nova. Not so fortunate is that if Red Nova fires up its engines in an effort to bolt on outta there, the aliens will surely notice and blow it to kingdom come. Your job, as the brave female lieutenant Jules Morgan, is to distract the incoming aliens long enough to give the Red Nova a chance to escape and warn your people of the looming attack. It's basically a suicide mission, but in the process you'll save the many lives of the people on the Red Nova.

The story is a pretty cool way to put what is essentially a survival shooter into a believable context. Red Nova plays similarly to Asteroids in that you have to compensate for your ship's inertia, which will carry you infinitely in the direction you're moving until you change that direction yourself. The controls are absolutely spot on, and the way they are implemented is really clever. The screen is split into 4 equal quadrants. The lower left is a virtual stick that controls your ship's forward movement and turning. The lower right quadrant is a fire button, but you can also slide your thumb up from there to use a special weapon or to the left to lock on to enemies and fire homing missiles at them.

The special items and homing missiles require using energy from a meter which is filled up as you defeat enemies, so as to balance out their use. You can also use collected energy to directly repair your shield by tapping and dragging the upper left quadrant of the screen, or a similar gesture can be used in the upper right to turn an unwanted special item into a small amount of energy. The use of the energy bar adds a strategic element to Red Nova, as you have a choice in how to manage your different resources and can use this to get out of tight situations. Should you use your energy to detonate a bomb and take out a screen full of bad guys? Or maybe use the energy to repair your ship's hull and try to last just a bit longer using your regular cannons?

These kinds of decisions coupled with excellent controls and a frantic pace make Red Nova a complete joy to play. It is not a visual juggernaut by any means, but it does have a crisp and clean look to it, and supports the Retina Display. The real standout part of the graphics is the excellent design of the different enemies, who come in all sorts of shapes and sizes and each have their own unique way of attacking that you must familiarize yourself with. Red Nova is a pretty difficult game, even on the Normal setting, which actually suits its high scoring nature and pure arcade-style gameplay. Just be aware that you will need to spend some time playing before you become fully comfortable and start making some decent scores.

What I really like about Red Nova is that it doesn't try to do everything under the sun, but rather focuses on one thing and does it really well. In this case it offers some of the most fast-paced arcade survival shooting around, and has finely tuned it with a number of different gameplay elements to make the action interesting and fun without being overwhelmingly complex. There is a great foundation in place if additional modes or mechanics are introduced down the line, and indeed the official name of this release is Red Nova: Episode 1 so that is likely in the cards. For now, if you're looking for a nice take on the Asteroids formula, don't hesitate to give Red Nova a look, and swing by the forum thread for a discussion of the game.

App Store Link: Red Nova, $0.99 (Universal)

TouchArcade Rating:

'Duke Nukem 3D' iOS Is Free For Some Reason

Monday, December 13th, 2010

Duke Nukem 3D, the game that spawned the greatest Ventrillo prank on the planet with it's oh-so-memorable bile-spitting quotes, is now free on the iPhone and the iPad [Free / HD] for an unspecified amount of time for an unspecified reason.

When we talk about DN3D, it's usually in the context of early shooters like DOOM [$6.99] or Wolfenstein 3D [$1.99]. The Duke represented a change of pace, as well as a dramatic shift in tone and style. DN3D for iOS is a very faithful port of that original PC version, so you'll probably be able to come to understand what all the brouhaha was about -- if you decided to give it a download.

Just as a minor note here: the game still suffers the same problems we complained about in our write-up back in August 2009. Simply put, the controls suck. I would normally use words like "unacceptable" and "cringe worthy" to describe them, but those seem a tad too critical considering DN3D's current price of zero dollars.

Need a bit more Duke in your life? Require a refresher before Duke Nukem Forever hits other platforms in 2011? Might as well give this a try. In the words of the Duke: "What are you waiting for? Christmas?" Indeed, sir. Indeed.

App Store Links:
    Duke Nukem 3D, $0.99
    Duke Nukem 3D SE, $0.99 (iPad Only)

Vocal-Focused Rhythm Game 'WINta' Hits The App Store

Monday, December 13th, 2010

Big box games like Rock Band and Guitar Hero (or their App Store equivalents) aren't so different. At the end of the day, they have you strumming or drumming along with the beat of a song. Recent App Store rhythm game release WINta [Free] is different. It has you pounding out beats to the vocals of a given track, meaning the beat isn't all that critical to your success. Freedom from the norm!

The vocal-first mentality of WINta won't strike you as much of a surprise when you take the time to consider who made the game. This is a product of visionary game creator Masaya Matsuura's imagination. Matsuura-san is responsible for the creation of the Parappa the Rapper series, as well as Major Minor's Majestic March for the Wii.

It doesn't take long to master WINta. Its UI is cold and efficient. During each vocal segment of a song, a pattern of psychedelic squares are presented. Whenever the singing starts, you simply press a corresponding square that begins filling up with his or her words.

Sadly, you won't be able to do much with WINta unless you're willing to put down some cash. The game comes with a light, yet informative tutorial and just one song. Other songs can be added at a price, of course, making this a freemium title of sorts.

Interested? Give it a try. While WINta is not my cup of tea, I can see a fair few music game fans having a good time with this. Plus, it's free. Download it already, silly head. What have you got to lose?

UPDATE: We've received a very important detail about this WINta -- it's a OneBigGame published App. That's notable because OBG is a non-profit publisher who brings developers together in order to create games that benefit charity. Specifically for WINta, a portion of each additional music track sold will go to Save the Children and the Starlight Children's Foundation. Neat!

App Store Link: WINtA, Free

Gameloft Posts New 'NOVA 2' Trailer and Announces Release Date of 12/16

Monday, December 13th, 2010

If you thought last week's onslaught of releases was nuts, it's starting to look like this week will be even more insane. Aside from all the other games coming out this Thursday (or Wednesday night for us Americans), you can also add Gameloft's NOVA 2 to that list. Also, since this is the last Thursday before the pre-Christmas iTunes Connect lock out, it's safe to assume any game you've heard rumblings about being released this holiday season will also be appearing for download.

This new NOVA 2 trailer shows quite a bit of vehicular combat, which has always been my favorite part of Halo games. Of course the NOVA 2 thread in our upcoming games forum is going crazy with anticipation, and we'll do our best to provide an in-depth look at the game as soon as its released.

'Final Fantasy Tactics: The War of the Lions for iPhone' Release Pushed Back to Spring 2011

Monday, December 13th, 2010

If you were looking forward to spending this holiday season curled up next to a fire with a goblet of eggnog in one hand and your iPhone in the other playing Square Enix's upcoming tactical RPG Final Fantasy Tactics: The War of the Lions for iPhone, you're going to need to come up with alternate plans. According to a recent note posted on Facebook, the game now has an incredibly vague release window of "spring 2011". If they stick to releasing this upcoming spring, the soonest we'll see Final Fantasy Tactics is somewhere in between March 20th and June 21st , the official beginning and end of the 2011 spring season.

This marks the second time that Final Fantasy Tactics has been pushed back, as originally the game had a release date of September 15th. The good news of all this is, unlike some big-name developers who seem to hold game releases to coincide with marketing plans and release schedules, Square is delaying the release to make the game better. Comparing the last screenshot released to these new ones today shows a considerable improvement.

The Facebook page is rather vague, but it sounds like the game now has full 3D maps which can be panned and zoomed around using standard iPhone swiping and pinching gestures. Also, the entire UI has been redone to be touch friendly. It's hard to say how much these screenshots represent the final version of the game as well, since they're sized at 720x480px, a resolution not found on any iOS device. Either way, Final Fantasy Tactics is high up on my list of games I want to play next year.

[Update - Confirmed] Is 'Ultimate Mortal Kombat' Coming to iPhone?

Monday, December 13th, 2010

According to the folks at tech gadget site KnowYourMobile, yes it is. They have posted a video on YouTube showing a very playable version of the game running on iPhone, which they apparently caught a glimpse of during a visit to EA Mobile's offices in London. The video is shot from kind of far away, and doesn't really show a whole lot, but is unmistakably Mortal Kombat on an iPhone. As a huge fan of the 2D Mortal Kombat games, I would be immediately skeptical of controlling such a game with a touch screen, but the video shows a virtual stick and button setup that seems to perform pretty well, and the game is running at a decent speed.

With the long-awaited Mortal Kombat franchise reboot slated for early to mid 2011, a version of the series on iOS would make sense. EA Mobile also recently released a version of Ultimate Mortal Kombat 3 for JAVA, so it's conceivable that they could have had an iOS version in the works as well. It's not known whether this is a port of the Ultimate Mortal Kombat that hit the Nintendo DS a few years ago, or possibly a version of the Mortal Kombat Arcade Kollection HD for consoles that was leaked a few months back but has yet to actually surface. If it does end up being a collection of the first 3 arcade games, then consider me overjoyed.

Feel free to speculate about the game with members in our forums, and we'll be eagerly anticipating any additional information or official word from EA Mobile on this release. KnowYourMobile has said the game will be launching in December, and with nearly half the month already gone I'll be interested to see what becomes of Ultimate Mortal Kombat on iPhone in the next couple of weeks.

Update: An EA representative in our forums has confirmed the existence of Ultimate Mortal Kombat 3 for iPhone. Though scant on any details regarding release date or pricing, he did graciously post a couple of new screenshots from the game (click to enlarge):

What is interesting about these screens is that they show that the game is actually not a direct port of the original, as the characters seem to be 3D models rather than digitized sprites. From a purist's standpoint, this may be disappointing, but I think it's actually a really good thing. Running sprites with many frames of animation takes a lot of RAM, something that only the iPhone 4 has a decent amount of currently. 3D polygonal characters is likely the reason the game is able to run so fast and smoothly, and hopefully means it will work on a wide range of devices. I'm happy to see that the game has been confirmed, and I think it's looking pretty great so far. We'll bring you any new information on Ultimate Mortal Kombat 3 as soon as it's available.

Screens of Upcoming 'Super Mega Worm Vs. Santa' - Get Revenge for All Those Toys You Asked For and Never Got

Monday, December 13th, 2010

The Polar Express-like train of Christmas editions just keeps on chugging, as developer Deceased Pixel has now announced a version of their popular Super Mega Worm [99¢/Lite] that will feature ol' St. Nick himself, titled Super Mega Worm Vs. Santa. For those not in the know, Super Mega Worm is a game we reviewed last August that has you playing as a gigantic worm who leaps from the ground destroying as much of modern humanity as possible. It draws inspiration from the original Flash version of Death Worm [99¢], but has some slightly different gameplay mechanics and great 8-bit pixel art.

Super Mega Worm Vs. Santa will be a separate release from the original, and feature 15 brand new levels that take place at the North Pole. Apparently Santa has made it to the naughty list of Wojira the Mega Worm, and now him and his army of toy making elves are in for a world of pain. The Mega Worm will have 3 new super abilities and there are over 15 new items to eat and destroy in two different game modes. Of course, the end of the game will feature a boss fight against Santa himself.

Super Mega Worm Vs. Santa has been submitted and is expecting to launch sometime this week for 99¢. It will be a universal app and features Game Center integration for leaderboards and achievements. More information and additional screens can be found in the upcoming games thread in our forums, and if you've grown tired of all the stories about saving Christmas, be on the lookout for Super Mega Worm Vs. Santa this week for your chance to finally destroy Christmas.

App Store Links:
    Super Mega Worm, $1.99 (Universal)
    Super Mega Worm Lite, Free (Universal)

Holiday Themed 'Beyond Ynth Xmas Edition' Now Available for Free

Monday, December 13th, 2010

Back in September developers Krabl and FDG Entertainment released the follow-up to the quirky platform puzzler Ynth [$2.99] titled Beyond Ynth [$2.99/HD]. The game used some interesting mechanics, tasking the player with rotating boxes of various sizes and shapes in order to get Kribl, the protagonist bug in the game, to the end of each level. Beyond Ynth had a wonderful art style with Retina Display graphics, clever level designs, and unique gameplay, all of which we noted in our review. About the only thing we didn't like was the oft-frustrating trial and error aspect of the game, something that was mostly remedied with a nifty rewind feature that was introduced in an update last month.

Now, in lieu of a proper lite version of Beyond Ynth, the developers are following in the footsteps of Angry Birds Seasons [99¢/HD] and Cut the Rope: Holiday Gift [Free] and have released a free holiday themed version of their game called Beyond Ynth Xmas Edition [Free/HD]. This free ad-supported version features a nice slice of what you would be getting with the full version. There's an entirely new Christmas story that takes place across five levels, Game Center integration, Retina Display support, and the new rewind feature.

The 5 levels in Beyond Ynth Xmas Edition don't last very long, but they do give you an idea of the types of gameplay you'll encounter should you choose to purchase the full version. The short Christmas story is fully voiced with cute hand-drawn cutscenes, and appropriately some of the levels take place in the snow, though the full version features desert and fire levels as well. There are separate versions for both iPhone/iPod touch and iPad, and if you've been wanting to get a taste of Beyond Ynth before deciding to plunk down the cash then give Beyond Ynth Xmas Edition a download.

App Store Links:
    Beyond Ynth Xmas Edition, Free
    Beyond Ynth Xmas Edition HD, Free (iPad Only)
    Beyond Ynth, $0.99
    Beyond Ynth HD, $2.99 (iPad Only)

New 'Max Adventure' Trailer Released by Imangi Studios - Coming 12/14

Friday, December 10th, 2010

Keith, Natalia, and the rest of the team at Imangi Studios have been hard at work on their next title for months now. Max Adventure is a dual stick shooter that is set to be released this Tuesday for the limited time price of 99¢. The game has a story mode with hours of gameplay that will take Max through environments ranging from the familiar suburbs to an alien mothership as well as the standard dual stick shooter survival mode. The levels are described as "huge" with many hidden areas to discover and enemies to slay.

Max Adventure isn't going to be your typical run and gun game, as it features all kinds of different objectives such as saving your friends, solving mazes, escorting people to safety, and even fighting huge bosses. Game Center integration is included for high scores and achievements, and the game not only supports the Retina Display but it's also universal for the iPad.

We plan on taking a closer look at the game when it launches this coming Tuesday.

Freebie Friday: 'Dizzypad' - A Great Jumping Game

Friday, December 10th, 2010

NimbleBit's Dizzypad [Free / HD] is a high scoring jumping game that we thought was great in our review. The game is a little more significant than its good review though, as the associated frog collection mania that surrounded each Dizzypad update served as the foundation for NimbleBit's runaway freemium hit Pocket Frogs [Free]. Going back and looking at Dizzypad, it's really cool seeing how the whole Pocket Frogs frog pond started.

This week was a huge week for Thursday releases, but if at all possible, you should take a break from getting killed by the God King in Infinity Blade to give Dizzypad a download. For the sake of your sanity, you might want to play with the sound off. The endlessly looping background music (also found in the trailer below) seems to get stuck in my head in the worst way.

If you need additional convincing, check out the Dizzypad thread in our forums.

App Store Links:
    Dizzypad - Frog Jump Fun, Free
    Dizzypad HD, Free (iPad Only)

'Real Racing' Multiplayer Update Submitted

Friday, December 10th, 2010

If you are one of the many people who thought that Real Racing 2 had stolen all of Firemint's time and they were no longer focused on delivering the promised Real Racing [$4.99] multiplayer update, you'd be right, to some extent-- As it's already completed, and in Apple's hands awaiting approval. The flurry of excitement this morning that resulted from the flood of new information on the game's sequel seemed to cause everyone to miss the following tweet by Firemint:

Now, it's really hard to say when this update will land in our greasy little hands. We've heard from several developers that the cutoff for approvals before the Christmas iTunes Connect freeze was anywhere between Thanksgiving to the 1st of December, but this is Firemint we're talking about here. It wouldn't really surprise me if the update wasn't approved until after the holidays, but at the same time, it also wouldn't surprise me to find out that Firemint has a direct line (read: bat phone) to the person responsible at Apple for pulling the massive lever labeled "approve" inside their Cupertino fortress.

I wish I had more details than what has already been revealed, but I mostly just wanted to raise awareness of the impending update. I've got my fingers crossed it drops soon, as I can't think of much reason to invest much time in playing Real Racing 1 online if the update appears after the release of Real Racing 2. 4 players hardly seems that exciting anymore in the shadow of massive 16 player online races.

App Store Link: Real Racing, $2.99

'Carcassonne' Universal Update Hits

Friday, December 10th, 2010

Find your sync cable and grab your dungeon masters, friends, and loved ones. The oft-teased Universal update for Carcassonne [$9.99] is now available, meaning you can now play the tabletop-game-turned-App on your iPad without having to maximize or deal with UI not intended for use on the device's much larger screen.

As a result, the game's price has also been raised to $9.99. Bummer at a glance, but if you haven't purchased Carcassonne, don't see this as a deal breaker -- the original game is a fantastic port of the beloved tabletop game and it appears as if the iPad update is just as good.

Granted, my time has been limited, but I haven't spotted a single bruise. The UI looks sharp and reacts well and the touch controls are solid, too. Heck, even the visuals remain appealing. It's like The Coding Monkeys spent a lot of time on this update or something, right?

Oh, the parties I am already planning. If only I can convince my "cool" friends that playing Carcassonne is more fun than drinking jungle juice. Challenges. Life has them.

App Store Link: Carcassonne, $9.99 (Universal)

'Real Racing 2' Details and Gameplay Trailer - 16 Player Online Multiplayer and 30 Licensed Cars for $9.99

Friday, December 10th, 2010

Over the last few weeks Firemint has been teasing us with various snippets of information, a screenshot here and there, and even a development gameplay video, but all of these things left so many questions unanswered. Today, they're letting the cat out of the bag with the biggest information flood yet that we've seen on Real Racing 2. First off, the game will be released on the 16th for $9.99.

But what will you get for your ten bucks? 30 licensed cars from several manufacturers (listed in detail below), and when you're actually playing, you'll be up against 16 racers either locally or against online opponents in multiplayer races. Firemint is promising "well over 10 hours" of gameplay in the career mode which spans a wide range of event types where players will earn in-game currency to both buy new cars and upgrade existing cars. Game modes include the career mode, quick races, time trials, and both local multiplayer with 8 players and online multiplayer with 16 players.

15 locations in all are included, which make up 40 miles of race track. There is a vehicle damage system as well, which is a little surprising as usually licensed cars and vehicle damage go together like oil and water. Firemint's Cloudcell and Game Center are both supported along with storing your game saves online. Just like the original, there's a wide range of control options and camera angles including the full 3D cockpit view with (what appears to be) extremely accurate car interiors. Also, the HUD has a new minimap which can be toggled on or off which also displays rival racers.

Expect a full review from us when the game launches this Thursday. Here is the full list of cars included:

  • 2010 BMW M6 Competition Edition
  • 2010 BMW M3 GTS
  • 2009 BMW M3 GT2
  • 2010 BMW Z4 sDrive35is
  • 2006 BMW Z4 M Coupe Race Car
  • 2010 Chevrolet Cobalt SS
  • 2010 Chevrolet Camaro SS
  • 2010 Chevrolet Camaro GS Race Car
  • 2010 Chevrolet Corvette C6 ZR1
  • 2010 Chevrolet Corvette C6.R
  • 2010 Ford Focus RS
  • 2010 Ford Shelby Mustang GT500
  • 2005 Ford GT
  • 2010 Jaguar XKR
  • 2010 #33 Jaguar RSR XKR GT
  • 2010 Lotus Exige
  • 2010 Lotus Evora
  • 2010 Lotus Evora Cup
  • 2010 McLaren MP4-12C
  • 1995 McLaren F1 GTR Race Car
  • 2010 Nissan GT-R (R35)
  • 2010 MOTUL AUTECH GT-R (car #23 – NISMO, GT500)
  • 2010 Nissan 370Z (Z34)
  • 2010 MOLA 350Z (car #46 – MOLA, GT300)
  • 2010 VW Golf GTI (A6)
  • 2010 VW Golf R (A6)
  • 2008 VW Scirocco (A6)
  • 2008 VW Scirocco R (A6)
  • 2010 Volvo C30 R
  • 2010 Volvo C30 STCC Race Car

Video of Upcoming 'Hook Worlds' from Rocketcat Games

Friday, December 10th, 2010

Back in late September Rocketcat Games announced their newest title Hook Worlds, the amalgamation of sorts of their previous iOS offerings Hook Champ [$2.99/Lite] and Super QuickHook [$2.99]. Hook Worlds is a collection of 3 different endless hooking games (well, 4 really, but more on that in a minute) that each utilize mechanics from the aforementioned titles, as well as some new ones.

Rocketcat has uploaded the entire Hook Worlds sountrack to their YouTube channel, along with some humorous hints to the storylines associated with each of the game worlds. Following is a brief rundown of each of the games in Hook Worlds, along with the YouTube descriptions and some new screens (click to enlarge):

Curse of the Watcher - The first game is called Curse of the Watcher. It features "Gramps" Hooker and gameplay that is similar to the original Hook Champ, as a deadly enemy chases you through the level as you try to escape.

In World One, an ancient death god awakens and is all upset because Gramps stole his dainty little sacred idol. Gramps also calls it a "ninny". An old-fashioned grappling hook chase ensues.

After three solid minutes of being made a fool of by Gramps, the ancient death god decides to pull out all the stops. Gramps must swing and rocketjump through the cursed jungle, with death floating right behind him.

Hook Gunner - The second game is called Hook Gunner and stars Zelle, the vivacious DLC character from Hook Champ. Zelle will have the ability to fire a weapon through barriers as she collects coins and makes her way through a dungeon.

In world two, Zelle tries to collect the bounty on a gang of pirates. They all turn out to be ghosts and floating skulls. She shoots them anyway, along with their army of gigantic haunted crabs.


Cybergnome 202X - Finally, the fan-favorite Gnomey from Super QuickHook gets his own game world called Cybergnome 202X, which features the most radically different game mechanic of them all. Gnomey will actually have the ability to flip gravity, and will have to make use of both floor and ceiling as he escapes from the Gnome Police.

In World Three, Gnomey must escape the grim dystopian future. It's not clear exactly what his plan is, but he has a gravity flip belt and a grappling hook. The power-mad Gnome Police stand between him and his goals of gnoming it up, gnome-style.

Eventually, Gnomey is enveloped by and infused with the incredible power of Rainbow Magic. This music plays, and in the very end he might magically turn into a tree for absolutely no reason at all.

Retro Hook Champ - As a special bonus, players who download Hook Worlds through the first weekend of its release will get a bonus 4th game that is an early 80s take on Hook Champ, complete with retro stylings. If you don't happen to get this early buyer bonus, this world will become available for all players in a future update roughly a month following release.

In the fourth world, you get to play the very first version of Hook Champ. The one made in 1982. Help Jake survive the Chaser's wrath until you're obliterated by spikes!




Rocketcat was also kind enough to put together a trailer of Hook Worlds for us that showcases some gameplay from the Cybergnome 202X level, complete with gravity flipping and Rainbow Magic.

Needless to say, as a big fan of both Hook Champ and Super QuickHook, I'm really excited to check out Hook Worlds. In addition to gaining early access to the bonus 4th world, as an early buyer you will also get the exclusive Rocketcat Mask and Hat as well as the RocketHook. If Hook Worlds is anything like their previous games, you can expect a slew of new hats and outfits, and possibly even entire new game worlds, to be added in updates. Hook Worlds was submitted on December 1st, and as long as Apple approves it in time, it will launch on December 16th for 99¢.

Make sure to check out the original gameplay trailer that we posted in October that shows gameplay of the first 3 game worlds, and drop by the discussion thread in our forums. We'll be taking another look at Hook Worlds when it gets released (hopefully) next week.


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