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‘Upcoming Games’ Category Articles

'Nikko RC Racer' Nails the Nostalgia of RC Cars, but Feels Underwhelming as a Racing Game

Wednesday, May 15th, 2013

nikkorcracerWhen I was a kid I loved RC cars. My cousin was a little more hardcore, and would order the various kits from catalogs and actually build his own, and while those were incredibly awesome they were also quite expensive. For me, I was usually content with just snatching up the pre-made Nikko RC cars from my local Toys R Us and zipping around my yard and neighborhood.

That's what caught my eye about Nikko RC Racer from Paladin Studios, who you might remember as creators of the awesome Momonga Pinball Adventures [$2.99]. This is an official Nikko-endorsed racing game featuring 10 actual RC cars from across the company's 55 year history. The download itself is free and comes with 2 cars unlocked and 1 unlocked via "Liking" a Facebook page. The other 7 cars are 99¢ each to unlock or you can unlock the whole bundle for $2.99. You can also get a promo code to unlock cars by buying an actual Nikko RC car in real life, so there's that too, I guess.

As for the game itself, it seems fun enough but it's also pretty underwhelming. The visuals are bright and colorful, and the 9 different tracks all take place in neat environments and feature lots of neat design elements. It's just that actually racing doesn't feel all that special. There's also no real cohesiveness as it's just a series of single races without any sort of tournament or campaign to speak of. Just race a track, set a time, and that's pretty much it.

You can connect with Facebook in order to save ghost data and race against friend ghosts, but I'm not crazy about using Facebook for gaming so I doubt I'll bother. Thankfully there are Game Center leaderboards at least if you really want to compare track times, but this doesn't appear to involve any sort of ghost racing which is a shame. Also, there aren't any achievements, in case you were curious.

Nikko RC Racer definitely isn't a bad game, but it didn't bowl me over either. It's obviously very well-crafted, but it feels like it lacks purpose. Even if I was willing to link up with Facebook I don't think it would add all that much to the experience. At the very least it's free to download and check out, so add it to your TA app [Free] Watch List to get an alert when it hits later tonight and see what people are saying about it in the forums.

International App Store Link: Nikko RC Racer, Free (Universal)

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'Gravity Guy 2' is a Big Departure from the Original, but Fun in Its Own Right

Wednesday, May 15th, 2013

gravityguy2The original Gravity Guy [Free / Free (HD)] popularized the whole "gravity flipping" mechanic on mobile back in 2010, but the long-awaited sequel does away with that entirely in favor of a more traditional – though still innovative – endless runner formula. Gravity Guy 2 won't have you frantically switching between running on the ground or the ceiling in order to get through its puzzle-like levels, as in the original.

Instead the Guy in Gravity Guy is running across rooftops of varying size and height, and it's your job to literally "raise the roof" of each one to the right level in order to get Guy safely across each rooftop gap, collect coins and avoid hazards. Guy can also do a short jump either from the ground or in mid-air, and skilled use of both the roof raising and the jumping will be needed to be successful.

It's interesting because aside from the ability to jump you have no direct control over Guy, and instead you're manipulating the environment around him to do what you need to do. A quick roof raise at just the right moment will bop Guy into the air, and after a bit of practice you feel like you're conducting an orchestra with all the fast-paced roof raising and jumping. It's one of those things that's just subtly different enough from a typical runner that makes Gravity Guy 2 feel fresh.

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However, just because it's got some neat new mechanics to master, it's still pretty puzzling that Gravity Guy 2 ditches the gravity flipping entirely. It makes this feel less like a sequel and more like it could have just been any other game. I would have enjoyed seeing something more closely tied to the original game but just taken to the next level, as that's usually what constitutes a good sequel. Then again, it is refreshing to see a developer take a risk with a popular IP in an effort to do something different. A double-edged sword, I guess.

Anyway, Gravity Guy 2 is definitely a good game, different as it may be. I'm already hooked on playing and replaying run after run just trying to get a little bit further, or unlock another meta-goal. There are also a bunch of unlockable characters and special items to use, typical of pretty much any other runner game. So far my coin-earning has felt pretty generous too, so it doesn't feel too forced towards making you hit up the IAP.

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As long as you don't have your heart on the gravity flipping of the first game, Gravity Guy 2 seems like a solid title to check out when it launches later tonight. As I know you know by now, add it to your TouchArcade [Free] Watch List to be alerted of its release and check out the forums for even more on the game from the community.

International App Store Link: Gravity Guy 2, $0.99 (Universal)

Upcoming Release 'Fire And Forget: The Final Assault' Isn't So Great, Interplay Apparently Still Around

Wednesday, May 15th, 2013

mzl.kjppgfpi.175x175-75Fire & Forget: The Final Assault is an arcade post-apocalyptic racing game that's set to debut tonight alongside a bunch of other new releases. You can catch a look at it below, but you should probably avoid the actual product. It's not good. The driving feels super floaty, the car-to-car combat is bland, and the production elements aren't stellar. That isn't to say there aren't some neat ideas buried in it. After all, who doesn't like the idea of driving around a laser-equipped car that can spontaneously morph into a fighter plane? But, the execution isn't great, making it a pretty forgettable game as a whole.

One thing, though: it's been pretty fun trying track down who owns the Fire and Forget IP. Final Assault is something of a ... re-imagining of Fire and Forget, a late 80s arcade title from Superman 64 creator Titus. Final Assault sees the addition of a more hellish post-apocalyptic setting and hovering, but otherwise adheres to the original's formula a little too closely. Titus went broke in 2005. Its Interplay division didn't, so we're assuming this is licensed out. Video games!

Anyway, you can follow Final Assault on our app through your Watch List. Or, you can just wait until it appears later tonight at 11PM EST.

International App Store Link: Fire & Forget The Final Assault, $1.99 (Universal)

'Bombcats' is a Physics Puzzler that Combines My Love of Cats and Explosions

Wednesday, May 15th, 2013

bomcatsIn case you hadn't noticed, Chillingo had taken a short hiatus from their normal weekly release pace, but are back this week with – wait for it – a physics puzzler. It's called Bombcats and being a fan of both cats and explosions I took it for a quick spin this morning. It's cute, plays well, seemingly has loads of content, and it's also somewhat unremarkable.

Your main goal for each level in Bombcats is to launch your adorable, rotund little bombcat towards an endpoint where an even tinier, more adorable bombcat (bombkitten?) is trapped in a cage. You touch your bombcat to reveal an aiming arrow which shows you the direction your kitty will launch when you release the screen, but unlike similar games you don't actually control the strength of the launch, just the direction.

The initial launch of your bombcat ignites a fuse which will eventually lead to said bombcat exploding. That explosion is needed to release the bombkitten from its cage, so once you've started on your journey you'll need to make sure and get to the kitten quickly, as exploding without freeing it will result in a fail.

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As you journey towards the bombkitten, you'll be able to collect gems and stars, thus resulting in a 3-star rating at the end of the level. You can also launch your bombcat more than once in a level, and you'll definitely need to, but being that the fuse lights after the first launch subsequent launches must be executed quickly.

After my first set of levels in Bombcats, I was pleasantly surprised to find a time-trial level type waiting for me to mix things up a bit. This level has you replaying the previous 5 levels in succession, without any stars to collect or anything. Your only goal is to get to and release the bombkitten as quickly as possible. This level was fast-paced and fun, and a nice way to extend the life of existing levels.

Following that I unlocked the second set of levels which features a new bombcat, Clawdia. She has the unique ability of being able to stick onto surfaces, which also adds a nice wrinkle to the formula. There are 7 different bombcats in the game, each having their own unique ability. There's also nearly 200 levels in Bombcats, so it should keep you busy for quite some time.

That's where I'm at with Bombcats so far. It's good, and has a real iBlast Moki feel to it, but so far it doesn't feel nearly as complex or challenging as that title. I'm interested enough to keep plugging away, but as I alluded to even a pretty darn good physics puzzler has a hard time standing out amongst the masses in the App Store.

If you're in the market for some new physics puzzling, then Bombcats should satisfy. It's free after all, complete with the typical assortment of in-game shop upgrades and items to earn or buy, so at least you can check it out risk-free. Add it to your TouchArcade [Free] app Watch List to be notified when it launches later tonight, and hop over to the forum thread for more impressions and discussion.

International App Store Link: Bombcats, Free (Universal)

'Frozen Synapse' Hitting Tonight On iPad

Wednesday, May 15th, 2013

mzl.zjkrfyqi.175x175-75Frozen Synapse on iPad is one of the few notable "core" kinda releases this week, and it is what you think it is: a pretty straight-up port of an imaginative PC title that got a bunch of awards and praise. This version sees the addition of one-tap touch controls, as well as cross-platform play.

At the top level, this a turn-based strategy game set in a world bursting with neon. For the most part, you'll be tasked with ordering around a squad of lo-fi dudes in an effort to clear the enemy team or take an objective. You'll send your dudes to take cover or to flank and, if you're lucky, to go in for a kill. What makes this interesting is the fact that you're controlling the smallest movements. You pick which direction your dudes will look, at which point they'll crouch, and so on. As you do this, the enemy team moves too, so there's a bit of a reaction and prediction component going on as well.

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'Icebreaker: A Viking Voyage' and 'Tiny Thief' Resurface as First Games to be Published by Rovio

Tuesday, May 14th, 2013

b21c836b67fbb057_800x800arRovio has made a killing selling Angry Birds games and pretty much any type of branded merchandise you can imagine, but they haven't done so hot with games that don't feature angry birds or little green pigs.

Today the company announced a new publishing initiative, called Rovio Stars, which will see Rovio publishing 3rd party titles that they think have the potential to be the next Angry Birds without having to actually dump the time and resources into making their own 1st party games. Think Chillingo, but more Finnish.

It makes total sense, and with the kind of money and established fan base that Rovio has they can provide an opportunity for good games to stand out that might otherwise get buried in the App Store.

While I'm not super surprised to see Rovio moving into publishing, the most exciting part about this news is that the first two Rovio Stars games are both ones we've previewed in the past, were pretty excited for, and then haven't heard much about since.

First up is Nitrome's Icebreaker: A Viking Voyage, a clever-looking physics puzzler we first spotted last December. I know, I know, physics puzzlers. But Icebreaker looked pretty unique in that it had you manipulating and slicing apart different parts of the environment in order to get your little viking dude to its goal. It also didn't hurt that Icebreaker had a top-notch visual style and great sound work. Here's a new Rovio Stars-approved trailer for Icebreaker which looks pretty similar to the first trailer but comes with much more gruff voiceover.

Following Icebreaker, the next Rovio Stars game is set to be Tiny Thief by 5 Ants. You might remember us gushing over Tiny Thief back at GDC last year, which feels like ages ago. Not long after that some new screens popped up and it looked like everything was go for launch in the months that followed. It sort of seemed to fall off the map, though, so I'm extremely happy to see it resurface under Rovio Stars.

Tiny Thief is a puzzle game at its heart, and sees you controlling a tiny thief as you use stealth and ingenuity to successfully steal stuff in a vibrant, cutesy little universe. The really impressive part about Tiny Thief is the level of interactive elements in the game's environments. You can interact with practically anything, and doing so can have a wide variety of results, meaning there's never just one clearcut path through each level. Here's the original trailer again, newly branded by Rovio Stars, so you can get an idea of Tiny Thief in action.

Both Icebreaker: A Viking Voyage and Tiny Thief are said to be coming "soon" so be sure to add both to your TouchArcade [Free] app Watch List if you didn't do so previously and we'll be sure to update you with any more news, like pricing or a specific release date. Also, if you're a developer interested in applying for the Rovio Stars program you can do so on the Rovio website.

It'll be interesting to see how this whole Rovio Stars thing pans out, but at the very least I'm super excited to see two games I had thought went the way of the dodo resurface with new life.

IGF-nominated Strategy Game 'Rymdkapsel' Coming to iOS and Android in July

Monday, May 13th, 2013

rymdkapselIndie developer Grapefrukt released their minimalist strategy title Rymdkapsel on PlayStation Network just last week, and today they've revealed on Twitter that their game will also be hitting iOS and Android devices in July. IndieGames has a nice write-up of Rymdkapsel, and in a subsequent Twitter conversation an editor inquired about a possible iOS or PC port to which Grapefrukt replied "iOS and Android in July! No promises for PC." If you follow Grapefrukt's blog Prototyprally then you are probably already aware of the impending iOS version. Check out the trailer for Rymdkapsel to see what it's all about.

Back at GDC in March, Rymdkapsel was nominated for an IGF award in Excellence in Design, and while it didn't win it did receive an honorable mention. Grapefrukt has been making many interesting Flash games for a while now, and Rymdkapsel is their first title to be sold and available on a platform like PSN. A week after release and people really seem to be digging it, so if you're liking the look of things then throw Rymdkapsel on your TouchArcade [Free] app Watch List and get ready for the iOS version this summer.

[Twitter, IndieGames]

'Triple Town' Creator Spry Fox Announces New Puzzle Game 'Road Not Taken'

Monday, May 13th, 2013

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I need Road Not Taken in my life, like, right now. It's the next game from Spry Fox, the studio behind Triple Town [Free]. Inspired in part by Robert Frost's "The Road Not Taken," it's being described as an "evergreen rogue-like" that explores life in loss -- you know, heavy stuff, like what happens when you stray from your path and all that.

Spry is being pretty vague with details (and probably for a good reason), but it is sharing some concept art and a teaser trailer, the latter of which we've embedded in this post. Take a look around; this thing looks like a winner.

Road Not Taken is due out for PC in 2013 and "eventually" mobile and tablet down the line. There's no doubt we'll be keeping our all-seeing eye on this thing, so add this one to your Watch List in our app [Free] if you want to be alerted whenever we post an update on the project.

Check Out this New 'Warhammer Quest' Gameplay and Developer Commentary Video

Friday, May 10th, 2013

As we learned back in August of last year, Rodeo Games, who brought the excellent Hunters [$0.99 / $0.99 (HD)] and Hunters 2 [$4.99] top-down strategy games to the iOS platform, are hard at work on an official Warhammer Quest game for our little touchscreen Apple devices. Today they've finally released a look at the game in action, and the developers are even on hand with commentary to explain things and answer some questions they've gotten from the fans. Check it out.

As someone who isn't familiar with anything to do with Warhammer and who didn't play the original board game, I have to say I'm pretty psyched for Warhammer Quest. It looks phenomenal. For even more, take a look at our hands-on preview from earlier this week. And if you haven't already, add this to your TouchArcade [Free] app Watch List to be notified when more news stories hit, and of course head into our forums for some community discussion. Warhammer Quest should be hitting the App Store sometime in the next month or two, and we're pretty darn excited for it.

Pixbits Officially Announces 'Junk Jack X' Coming Later this Year

Friday, May 10th, 2013

junkjackx-logoBack in October of last year we learned that Pixbits, makers of the awesome side-scrolling Minecraft-alike Junk Jack [$2.99], were considering making a new 2.0 version of the game. As the story goes, they had many ideas for Junk Jack that they originally wanted to include but ended up cutting in an effort to support as many generations of iOS device hardware as possible.

With Apple implementing new rules mandating Retina Display and widescreen support for all apps on the App Store, and a new software development kit that cuts support for the oldest devices, it pretty much forced Pixbits hand into creating a new version of Junk Jack that would comply, or risk being removed.

I think, though, that once Pixbits started cranking away on Junk Jack 2.0 things just spiraled out of control in a fantastic way, as yesterday on their blog they announced that version 2.0 is actually a completely new game they're calling Junk Jack X and it looks like they're throwing everything they ever wanted including the kitchen sink into this new project.

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I'd highly suggest checking out their blog post for yourself, as there is just so much new information about Junk Jack X, but let me try to summarize the highlights. It will have online multiplayer through Game Center for two people and local multiplayer for up to four. They'd like to increase the number of players who can play together in the future, and for now all multiplayer is cooperative so you can build and explore with your buddy (but not kill them, not yet anyway).

You'll be able to fully customize the look of your character with basic stuff like gender and hair styles, but even more exciting is you can further customize him (or her!) using the new functionality of equipping stuff. Similar to an RPG, you'll have four slots on your character to equip stuff in: head, chest, legs and feet. You can craft items to equip and those will further change your characters look as well as performance, and there's even a special fifth slot which will be used for bonus items or augmentations.

Probably the biggest new aspect in Junk Jack X will be the ability to visit and build on different planets. In addition to creating and saving one-off worlds like in the first game, there will be an Adventure mode which starts you out in the original world but you can find and assemble a portal which lets you travel to different ones. These new worlds will have different themes, different block types, and different mobs. Once you discover a new world in Adventure mode, you'll be able to generate the one-off worlds using that theme, and this time around there's no limit on how many worlds you can create and save.

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As I said, there's tons more too, like the addition of liquids, a vastly improved crafting system and craft book, more types of weapons, and a huge upgrade to the visuals. No price has been decided just yet, but one thing that Pixbits says is for sure is that Junk Jack X will not be freemium. Be sure to check out their blog for more, our forums for discussion, and add Junk Jack X to your TouchArcade [Free] app Watch List to get notifications when new stories hit. Junk Jack X is planned for release sometime in the second half of this year.

[Pixbits Blog]

Ravenous Games Announces 'League of Evil 3' Coming in June

Thursday, May 9th, 2013

ravenouslogoRavenous Games put themselves on the iOS map with their twitchy, speed-run style platformer League of Evil [$1.99 / Free] way back in March of 2011. About a year later, they released League of Evil 2 [$1.99 / Free], a sequel that went with a more Retina Display friendly art style over the original's pixely graphics. How you felt about the art style change pretty much came down to personal preference, but it was hard to argue that League of Evil 2 didn't up the ante in every other area over the original.

Ravenous has released quite a few games outside of the League of Evil games, but it seems like fans are always bugging them about when we might see a third entry in the series. (They have in fact told me that people incessantly bug them about this.) Well, today is your lucky day League of Evil fans, as League of Evil 3 is a real thing in the works and Ravenous has unveiled the very first screenshot from the game.

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As you can see, this third game uses the same high resolution art style as League of Evil 2. I love pixel art just as much as the next guy, but I really love the sharp look of LoE 2 and I'm psyched to see it return in number 3. Probably the best news of all is that League of Evil 3 isn't that far off, and is planned for release in June. More details will be released leading up to that point, so get into our forums and add this to your TouchArcade [Free] app Watch List as we'll no doubt have more on League of Evil 3 in the near future.

Hands-On With 'Quadropus Rampage' - Depth-defying, Hilarious Action

Thursday, May 9th, 2013

imageThe folks over at Butterscotch Shenanigans may be relatively new to the iOS scene, but  they've already made some waves with their offerings. Known for quirky humor and bright, silly visuals, I was introduced to their crazy world with Towelfight 2, a game that we enjoyed. Recently, I had the opportunity to check out a build of their upcoming game, Quadropus Rampage which looks to continue the developer's amusing style in a different setting.

Where Towelfight 2 was a set adventure in similar vein to classic top-down Zelda titles, Quadropus takes the same action-oriented gameplay but puts it in a different setting entirely. Dubbed a 'Rogue-like platforming action RPG' by the devs, there's a lot of different elements at play in Quadropus that come together for a pretty fusion of genres.

Players start every run with a level 1 Quadropus at the entrance of a dungeon in search of baddies to kill. Dungeons are comprised of randomized rooms filled with enemies, pitfalls and an exit to the next depth (i.e. room/level). Thus, the goal becomes to kill all the enemies while avoiding the chasms, and move towards the exit to the next level. Killing enemies reward orbs (which act as currency), experience, which levels up your Quadropus, and new weapons and power-ups. Interestingly, falling off the ledges instantly take you to the next depth, but at a significant health penalty.

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While it's theoretically possibly to avoid killing enemies and simply look for the exits, it doesn't seem recommended as you miss out on essential experience and possible power-up and weapon drops. This is especially important as deeper levels contain stronger enemies which will easily mow you down if you're weak. In true rogue-like fashion, players move from depth to depth until they eventually succumb, with the next run starting at the top with a beginning level character. However, Quadropus Rampage features two different systems for improving your Quadropus between runs.

The first, simply called Upgrade, uses the orb currency to upgrade a variety of attributes that persist between runs. Examples include attack, critical damage, and special move improvements. It's a relatively standard system and, when combined with the leveling system, doesn't seem to offer many surprises.

The second system, known as Masteries, are a collection of achievements that award special skills upon completing them. Skill examples include earning more orbs when defeating bosses, unleashing a damage-causing explosion when leveling up, or gaining health whenever moving down a depth. If achievement hunting for skill-ups doesn't suit your fancy, Rampage also has a premium currency known as doubloons which can be bought and used to bypass the achievement portion of Masteries (they can also be used to revive your Quadropus and continue a run).

While the game is still in flux (for example, the tutorial mode hasn't wasn't in), I'm really liking what I see with Quadropus Rampage. The game's rogue-like nature, which includes randomized weapons and an amusing naming system, adds to a game that seems to have a lot more depth than one might originally see. In addition, the IAP system, at least as currently implemented, doesn't feel onerous. Finally, as was the case with Towelfight 2, Quadropus is simply funny and share the unique humor of other B-Scotch games.

Quadropus Rampage is slated to come out in the next month and we'll certainly keep an eye out for it upon release.

'Crazy Monster Bowling' is Arcade-style Bowling with Crazy Monsters

Wednesday, May 8th, 2013

monsterbowlingiconSometimes taking a sport and axing out pretty much any sort of realism is the key to making a fun arcade version of said sport. With Crazy Monster Bowling, as you can probably guess just by the title, this is about as far from simulation bowling as you can get.

It features many, many, many different kinds of monsters which act as the bowling balls in the game. You'll hurtle your monster ball down one of many different kinds of lanes, typically in an environment that's filled with many objects and hazards that you'd never find on the pristinely polished lanes of a normal bowling alley.

Playing is super simple. Just swipe to send your monster ball down the lane, and continue using swipes as it rolls to steer, speed up, or slow down. There's 3 stars positioned along the lane which you'll want to collect to maximize your score, and once you reach the end you'll smack into 10 "pin" monsters in an effort to knock them all down.

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There's only 5 "frames" during each game, and you only throw your ball once per frame. So if you fail to knock all the monsters down don't expect to pick up the slack by getting a spare.

Those aren't negative things, though. In fact it's the oversimplification of the bowling mechanics which I'm finding the most fun about Crazy Monster Bowling. It's a very arcade-y experience. Just flick your ball, steer it a bit, avoid (or aim for) the crazy obstacles, and smash into a bunch of monsters as hard as you can. It's surprisingly awesome.

Also, in case it wasn't obvious with my overuse of the word many, a key element in Crazy Monster Bowling is variety. There are tons of monsters and a decent amount of lanes to slowly unlock using coins earned during play (or bought with IAP, naturally). So far the unlock prices seem to be pretty reasonable compared to what I've been earning through just normal play, and in addition to the free version of the game there is a paid version which starts you off with a very generous amount of 50k coins.

I sort of rolled my eyes when I first saw Crazy Monster Bowling as the App Store is littered with cutesy, shallow games and this looked like yet another. But in the hour or so I've been playing the game I've been eating those initial impressions and having a blast doing so. There's something very satisfying about the wacky bowling and it's oddly fun collecting and naming all the little monster variants.

And hey, it's free to check out, so cruise by the forums for some discussion and Watch List this bad boy in your TouchArcade [Free] app to get an alert when you can try it for yourself later tonight.

International App Store Links:

Crazy Monster Bowling, Free (Universal)
Crazy Monster Bowling - PRO, $2.99 (Universal)

TA Plays: 'Tetris Blitz' - EA Goes Free to Play With This Classic Block Stacker

Wednesday, May 8th, 2013

mzl.kxbahnwa.175x175-75Heard about Tetris Blitz yet? In a nutshell, it's an arcade take on the title that has you dropping blocks and creating lines in a two-minute rush to get the sickest of sick scores. As you can imagine, it's flashier than regular Tetris. Provided you've got the coin to buy them, you can deploy power-ups that jumble, explode, or even remove blocks. And if you're making lines fast enough, you can activate a frenzy mode that, basically, turns most of the board into TNT. It's sorta like Bejeweled Blitz, except with Tetris. Simple enough.

Tetris Blitz hit the Canadian App Store today as part of seems to be a soft launch for the game. Eli and I took a look at it, mainly because we've been hearing a lot of junk about its free-to-play-ness.

As you'll see, it's loaded with ads, as well as those weird "take a survey" or "sign up for such and such" opportunities. You can also buy the game's currency for real money, and if you're feeling froggy, buy a couple of spins on the game's slot machine mechanic, which hands out random power-ups and coin allotments.

Surprisingly, Blitz isn't as aggressive as we though it would be. The game doesn't beat you over the head about what you can buy, at least. But, some of the power-ups do give players better pieces, which could certainly up their score pretty artificially.

One thing for sure, though: this game actually plays pretty good as far as Tetris games on iPhone and iPads, go. A neat prediction mechanic outlines where you can drop a piece, so all you have to do is tap instead of endlessly rotate your piece and follow it down. It's a neat touch. Also, there's the whole Tetris thing: this game, despite how old it is, continues to hold up as a great puzzle game.

Blitz should be out in the coming weeks. We'll keep our eyes on changes, as there will presumably be a few during this launch phase. Check out our video if you want to see it in action, by the way.

International App Store Link: Tetris Blitz, Free

Be Quick or Be Lunch in Arcade Puzzler 'Tasty Tadpoles'

Wednesday, May 8th, 2013

tadpoleiconIn the jungle, only the strong survive. I guess that's true in ponds, too. In Tasty Tadpoles, the first solo iOS release from developer Mark White, strength doesn't mean being bigger or stronger, but rather being faster and more clever than your enemies. If you aren't, you'll find your cute little tadpole becoming nothing more than an afternoon snack.

The goal in Tasty Tadpoles is to collect 3 stars and make it to the exit without getting eaten. Tap anywhere on the screen and your tadpole will zip right to that spot. You'll need to collect the first star before revealing the location of the second, and then collect that one to reveal the location of the third.

With various kinds of enemies swimming around, there's almost a puzzle-like aspect to Tasty Tadpoles as you decide the best path and timing to take to collect all the stars, as well as make it to the exit safely. Different kinds of enemies have different attacks, and some special items, like a protective bubble, will need to be utilized to be successful.

One thing worth mentioning is that Tasty Tadpoles is a GameSalad game. That used to mean an instant skip from me, but really GameSalad has come a long way the past year or two, and some developers are able to utilize the tool extremely well. In terms of visuals, sound, and presentation, you wouldn't even know that Tasty Tadpoles is a GameSalad game. Everything is top-notch.

However, the one thing that is driving me nuts is the loading. GameSalad loads often and slowly. On some of the later, trickier levels you'll be dying incessantly as you try to figure out the right solution. Having to wait for the game to load for a few seconds every time you retry wears thin quickly. It's a minor annoyance, but I could definitely do without it.

Other than that, though, Tasty Tadpoles seems like a cute arcade-puzzler. The beginning levels are kind of a breeze, but it ramps up nicely in terms of difficulty as you go, and a few of the later levels have been rather tricky. It'll be launching later tonight for a buck, so check the early impressions in the forums for more and add it to your Watch List in the TouchArcade [Free] app to get an alert when it releases.

International App Store Link: Tasty Tadpoles, 99¢ (Universal)


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