Go grab it now, before the weekend ends, and you’ll be back to paying for it!
Posted on 15 January 2010.
Go grab it now, before the weekend ends, and you’ll be back to paying for it!
Posted in News, iPhone & iPod Touch, salesComments (0)
Posted on 11 January 2010.
Though developer FDG Entertainment is not quite done with their upcoming action RPG for the iPhone, Across Age, they are not hesitant to release a new trailer and set of screenshots. Promising over 15 hours of gameplay, real environmental puzzles, and two switchable playable characters, Across Age will be the first RPG of its kind on the iPhone.
We can expect a deep story, high-definition graphics optimized for the iPhone and iPod Touch, a great soundtrack and sound effects, and diverse locations to be included in this approximately 15-hour game. It seems that the iPhone really is stepping up to the plate in the gaming world. No release date has been announced yet, so hopefully this new wave of media can hold you over until we hear something more.
Posted in News, Upcoming iPhone Games, iPhone & iPod TouchComments (1)
Posted on 04 January 2010.
Developer/Publisher: EA
Genre: Arcade
Price: $4.99
Acquired: Review Copy Provided
Verdict: Good for nostalgia but not much else.
Pros: Animations are fun and beautiful
Cons: Not much to the game itself
You know what? There’s something to be said for updating a game to match current generation hardware and software. Not to mention matching gamer expectations. Hence the popular Rebirth series from Konami, or the Remix series from Namco. Each brings the retro nostalgia of games like Castlevania and Dig Dug, Pac Man and Contra to the latest in video gaming hardware, software, and gaming culture.
Dragon’s Lair was born in a unique time. A time when arcades ruled the land, and gaming controls consisted of a joystick and a button or two. A time when the Laser Disc was considered revolutionary, and Don Bluth was at the top of his game as an animator and innovator. I remember seeing Dragon’s Lair for the first time. In my memories, it’s surrounded by a halo of angel-singing joy, for this was a truly high-end graphics video game. Graphics the 8-bit or even 16-bit era games just down the timeline could only hope to look as good as.
The arcade version was a huge cabinet, with a big TV screen in it. It cost TWO quarters to play it. Each wrong turn brought players closer to having to spend another half a dollar to continue to see the adventures of Dirk the Daring on a quest to rescue the Princess Daphne from the evil dragon, Singe. I never knew these characters’ names, except maybe Dirk. I was too busy frantically searching the screen for the telltale flash that indicated which way to push the joystick, or when to swing the sword with a button press. It was thrilling, sweat-inducing frustration of the very best kind. Storyline? No idea. Who cared? It was just amazing to see movie-level animations in a video game. Honest.
Which brings me to my main point – the iPhone version of this game is a faithful port of Dragon’s Lair. Everything is there. It’s the same footage, the same colors. Everything is the same. That’s both the blessing and the curse of the game.
I want a nostalgic trip down memory lane. That’s why I got the game. I want the same angel-hosannas to play in my head when I launch this game. Which, at first, they did. I was lost in the fun of re-experiencing one of my earlier gaming memories. The virtual arrows (in the shape of a D-Pad on the lower right of the screen) light up yellow by default to tell players which way to go. There’s not a lot of choice. Up, down, left, right. That’s it. And a sword button (lower left of the screen) lights up yellow when it’s time to swing the sword. And it’s still tricky. The timing is important. You will see the adventures of Dirk Dying in Dastardly and Hilarious Ways over and over. This is a lot of the fun of the game.
But then. But then.
I got bored. This is not supposed to happen. Without the forced “quick grab another two quarters while you can still continue the game” of the arcade version, this game becomes nothing more that an endless set of QuickTime cut scenes, in current gamer parlance. The story, clearly created for the game by a talented animator, starts to show its seams and worn holes. It’s not very clear what’s going on, or why, and honestly, who cares? The story is not what this game was about, and it still isn’t. Hence the curse.

See, gamers expect a lot more these days. With even an iPhone capable of amazing high-end graphics and animations, this once-ground-breaking example of the latest in the technology from 1983 doesn’t quite hold the charm it once did. We want high end graphics, smooth animations, quality storylines, and interesting game mechanics. Four button presses and an endless line of timing them does not a compelling game make. Modern gamers will see this fairly quickly, thus relegating Dragon’s Lair to the “buy it if you must, but only if you have money to burn” pile of retro games that haven’t been upgraded for modern sensibilities. Honestly, I’d recommend it more if it had a mode where players could just set it on autoplay, and watch the whole thing straight through. $4.99 is at least better than a $9.99 price point, so I won’t get too upset if you go buy it – it IS enjoyable if you’re old like me, or a fan of the history of video gaming. Dirk DOES indeed die entertainingly. What he fails to do, sadly, is do much else.
Posted in Reviews, iPhone & iPod TouchComments (0)
Posted on 18 December 2009.
If you’ve been addicted to Monkeys In Space (the new iPhone game sensation from Streaming Colour Studio) like we have, then you’ll go ape over this new update. Introducing an entirely new level with a blue banana base and a blue baboon to rescue, update 1.1 is free to all current owners of Monkeys In Space: Escape to Banana Base Alpha. It also includes a new achievement with the new level, and an upgrade to the latest and greatest Open Feint leaderboard system. Oh, and if you didn’t get that one unlocking a level achievement that you may not have gotten before. Just sayin. If you don’t own it already, you need to go grab it from the App Store right now.
Posted in News, iPhone & iPod TouchComments (1)
Posted on 21 November 2009.

In what can only be termed a mash up of genres and memes and just general ironic slacker lifestyle and worldview, SpongeDude (by HandPlant Studios) has caught our attention. We’re really not sure why, but something about this game looks appealing. In a scary way. Check the video below and let us know what you think?
See what we mean? It’s like Rolando, Topple and a kid with a crayon all got together in a washing machine with a big bag of ironic awesome and came up with this fever dream. We’ll be reviewing this fairly soon, so keep an eye out right here. In fact, leave a comment and we’ll give you a promo code good for a copy of your VERY OWN. That way, you can come back and comment on the review with KNOWLEDGE, man, knowledge.
Posted in News, giveaways, iPhone & iPod TouchComments (5)
Posted on 15 November 2009.
Game: Smashin’ Punkins
Platform: iPhone and iPod Touch
Developer: Black Hive Media
Price: $.99
Pros: Fun like bubble wrap
Cons: Music kills
Some folks like to carve ‘em, others like to bake ‘em into pies. Developer Black Hive Media hopes that you’ll enjoy Smashin’ Pun’kins, out now for the iPhone and iPod Touch. Think of the game as a mash-up between Whack-A-Mole and a roll of bubble wrap.
The game is played 20 seconds at a time. Your screen is filled with a pumpkin patch that is growing out of control. You have to tap the pumpkins as quickly as possible before they can overtake your digital garden. As you smash your way through the digital pumpkin patch, new gourds will rise up to take their place. There seems to be some strategy involved with the pumpkin replacement. I just haven’t unlocked it yet.
I started out with a one finger approach to holding off the Halloween hoard. When my pianist wife took an interest, she quickly pointed out that drumming multiple fingers across the screen might yield better results.
There’s a lot to like, including unlockable achievements and online leader boards. Speaking of online, you can brag of your scores and achievements via integrated twitter and facebook posting tools. There are also bonus levels to be had for those with fiery fingers.
If there’s one thing I didn’t care for, it’s the music. The constant drone may have you reaching for that carving knife in your best Norman Bates impersonation. Give it a try, but be aware that the volume control is there for a reason. That said, for .99 Smashin’ Pun’kins is a welcome surprise, and will likely have you beating on your iPod well into the first frost.
Posted in Reviews, iPhone & iPod TouchComments (2)
Posted on 08 July 2009.
Developer: Origin8
Genre: Tower Defense
Price: $2.99
Verdict: Extreme fun with hours of replay value.
Pro: The ability to pause the game and speed up the game is a great feature
Cons: Need to be able to remove new player notifications
Following the critically acclaimed Sentinel: Mars Defense, Origin8 has created another masterpiece with Sentinel 2: Earth Defense. The game takes place two months after the failure on Mars. Reinforcements never arrived and all personnel were lost. In preparation for the coming attack, your dropship, Sentinel, has been upgraded with an arsenal of devastating weaponry.

On a platform where tower defense has flourished, Sentinel 2 has taken some progressive steps in the evolution of the tower defense (TD) genre. Some of the new features within this game include the ability to build mobile attack drones, construct boosters that will increase fire rate, boost power to all surrounding offensive units, and it includes the upgraded sentinel weapon system I will call “Special Weapons”. As you can see from the below screen capture, there are four different Special Weapons from which to choose. As one progresses through waves of attacks, harvesting drones will be gaining vital resources to fuel these weapons. The more your drones can gather the faster you will be able to launch one of the four Special Weapons.

The monetary arrangement that is implemented in Sentinel 2 is similar to the vast array of other TD games. As the player destroys the aliens through waves of attacks, money is acquired based on the level of the attacking alien wave. With these funds one can construct a variety of weapons, i.e., turrets, grenade launchers, slowing pulse towers, electrical towers, and boosters. The player can also purchase repair drones that repair the gates if it takes damage from the attacks.

I have played many TD games before, and the format is much the same. You setup towers, wait for the next wave, and then build new towers or upgrade existing ones. However, Sentinel 2 provides a little more challenge than one might expect. For example, one of the alien waves when hit by the slowing pulse tower is teleported away from the attack. This allows it to bypass any of the defenses the player may have in place assuming the player has not built up defenses further down the line.
Sentinel 2 has definitely given me the most exhilerating experience I have ever had in a TD game. When lying in bed with closed eyes, you can feel and hear the humming of the booster generators going off and turrets firing at a break neck pace. You sense the smell of gunpowder and dust flying through the air as a grenade explodes in the trenches. With aliens charging at you, as a last defense, you use a singular shock tower blasting beams of electricity over your head. Your hair is now standing on end. The alien explodes and there you are alone but ready for the next wave.
The previous campaign on Mars was a failure. The colonies fell to ruthless creatures. Are you going to let them take over earth without a fight? Prepare your sentinel and dig in for the long haul, because you aren’t going anywhere soon.

Posted in Reviews, iPhone & iPod TouchComments (2)
Posted on 30 June 2009.
I can honestly say I do not remember the last time I had so much fun with an iPhone game. Reminiscent of the classic Descent series, AirMaster 3D hits a home run. Once the game is started it is obvious that this is not an ordinary 3D flight genre. From the wonderful true3D flight to the amazing control interaction, AirMaster 3D provides nonstop action from start to finish.
The essence of this game is that the gamer is humanity’s only hope against the aliens. The main objective of this game is for the gamer to make his/her way to the alien home world, destroying everything in their path across five planets. There is so much variety when it comes to the different levels within the game, whether it be soaring down the snowy mountain side or charging through a molten volcano spewing with lava. There is something for everyone in this beautifully designed game.
AirMaster 3D has the best executed use of the accelerometer and on-screen controls I have encountered on the iPhone. In addition, having the ability to calibrate the controls adds to the amazing flexibility of this game. The programmer of this game integrated the on-screen controls extremely well by utilizing the integrated multi-touch feature of the Iphone, allowing one to throttle with the left hand while firing with the right hand simultaneously. Even with the lack of ambient music, the audio is not out of place. From the humming of the engines, to the “pew pew pew” of the lasers any gamer will be right at home. The exquisite execution of these features gives this game a very rich experience and a well rounded feel.
Another great feature of this game is what I like to call the “killbox”. One will notice from the picture below that the enemy has a yellow box around them. The HUD will provide this box around multiple targets and allow for precise aiming and tracking of the enemy. The advanced weapon tracking of the ship will allow one to lock onto a target even if off centered a few meters.
On the whole, AirMaster 3D brings back the classic good vs. evil, green vs. red that is in the heart of any true gamer. Once one enters this game he/she will be enthralled with the 360 degrees pure adrenalin from the massive army’s that await at every level. So fellow gamer are you willing to sacrifice everything you have and dedicate yourself to the ultimate destruction of the alien masses, destroying turrets, U.F.O’s, tanks, and ground base radar stations. If so in the end you will be able to call yourself The AirMaster.
Posted in Reviews, iPhone & iPod TouchComments (3)
Posted on 25 May 2009.
Apple yesterday rounded off a big week of game releases with another eagerly anticipated title, the action RPG ‘Zenonia’.

Zenonia is a port of the Gameevil’s mobile title. The game is an RPG with a surprising amount of depth, and also some interesting ideas not seen in other iPhone RPGs, such as a day/night clock, movement speed affected by the weight of items carried and of course, the compulsory leveling system.
On release, the developers said:
“We’re thrilled to launch ZENONIA on the Apple App Store. The revolutionary iPhone and iPod touch have allowed us to develop a unique version of this game and we are certain fans will love the engaging gameplay and captivating fantasy world we’ve created.”
The game is said to contain over 40 hours gameplay, making it well worth you $5.99. Initial reviews are very positive, saying that it is perhaps the best RPG on the iPhone. Stay tuned to The Portable Gamer for a future review.
Posted in News, iPhone & iPod TouchComments (0)
Posted on 01 February 2009.
Released January 21, 2009
Publisher: THQ Games
Verdict: Try It
At first glance, de Blob appears to be yet another simple labyrinth style, accelerometer-enabled puzzler, but the diverse sampling of unique gameplay mechanics sprinkled atop such a classic puzzler make for an enjoyable experience that’s more akin to latter games of the Tony Hawk franchise.
While neither of de Blob’s game modes will have you skating around town jumping over statues or grinding park benches, whether you decide to join the revolution and follow the story or jump straight into the action in the free splash game mode, you’ll find yourself maneuvering a chromatic katamari damacy-esque blob through cities, parks, and alley ways, careening into every last object, all the while picking up side missions that will have you racing revolutionaries, eradicating enemy INKT agents, and painting buildings a vibrant array of colors.
The colors in de Blob are vibrant and varied and while you’re able collect only a few, de Blob allows you to create colors by combining any of the primaries: red, blue, and yellow. Throughout each level you’ll find blobs of the three aforementioned colors of paint which are absorbed by your character when rolled over. Any proceeding buildings you come into contact with will then be painted that color until you run into them with another color, or no color at all (which will remove any previously painted color from the building). This gets interesting when you’re asked to quickly paint several buildings a more complex color such as orange. You’ve got to quickly find a red blob, followed by a yellow blob (or vice versa), then hurriedly paint the buildings before times runs out.
de Blob’s music is just as bright and colorful as it’s visuals and gives off a generally happy go lucky feel. The game also makes great use of both the iPhones touch screen and accelerometer offering two different control schemes: tilt control or tap to move (although when using the tilt control you still have the option of tapping a point on the screen to move your blob in that direction).
de Blob manages to put a new spin on an old classic and add a bit of its own flavor. Although I felt like the gamplay became a little repetitive and wasn’t extremely challenging, I could imagine de Blob’s 16 levels and array of side missions keeping someone busy for several hours, specially if they decide to try for 100% completion on every level. This probably isn’t for the avid gamer, but for a casual or younger gamer, it could be just the right fit.
Posted in Reviews, iPhone & iPod TouchComments (0)
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