Most of us would be trying to get our hands on the new Samsung Galaxy S II and the ones who have got it are taking good care of it and enjoying themselves. But the people behind this video seem to be enjoying themselves as well but by testing the Samsung Galaxy S II through a series of drops.

The are 2 videos captured to demonstrate a case made for the Samsung Galaxy S II. The videos show the Korean version of the Galaxy S II in action along with the case.

The case is called Attention K and is made by K Jacklyn. The case seems to have some other cool features:

  • Earpiece, Camera and Speaker Slot
  • Kickstand Functionality
  • Doubles as a Wallet
  • Available in 4 Different Colours-Black, Brown, Pink and Red

But the main feature is the amount of protection it provides. The video shows the Galaxy S II being dropped from different levels of a building and still surviving the drops and working perfectly. If the video is to be believed, that's one hell of a case. Watch the videos to see what we're talking about. BTW if you see the second video you will notice that the Korean version of the Galaxy S II has an antenna.

via | source

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In Catch the Candy [99� / HD], the new game from BulkyPix and FedoIT, you play a fuzzy little fellow trying reach your one true love: a shiny piece of candy. While a bit reminiscent of Cut the Rope's Om Nom in looks and desires, our anonymous protagonist doesn't have nearly as many resources helping him out. You won't find yourself manipulating strings or bubbles or anything like that � this little guy can only use his tongue.

This limitation leads to some great one-touch gameplay. Your tongue is more like a grappling hook. Tap on something, and your tongue will fly out to it and stick to it or nudge it (depending on the surface type). Early on, it's easy to use these talents to reach the candy. Tap the ground and you'll drag yourself along. Tap an overhead beam and you'll swing into the air. Tap the candy once you can reach it, and it'll come straight to you.

Sounds easy enough, but Catch the Candy doesn't take long to get complicated. You'll need to move objects around, climb sheer cliffs, swim underwater and do all sorts of crazy stunts to get to your precious candy. This can lead to some frustrating situations where you just can't get your tongue to latch onto the right thing, but there's a quick level restart and even a level skip if you get stuck.

That leads me to Catch the Candy's big flaw. Your goal is to get to the candy in the fewest taps possible, but nothing really pushes you to conserve your taps. There are Open Feint/Game Center achievements for finishing the game with the fewest total taps possible (and opposing achievements for using huge amounts of them). But you can ignore those and tap hundreds of times each level if you're having a rough time. This is a game that desperately needs a star system to rate your performance.

It's a shame, too, because otherwise Catch the Candy is a lot of fun. There are frustrating levels � you try climbing over a sheer wall using only your tongue � but most of the current levels are great. Some are even delightful. I'd rather not give any surprises away, but in later levels you'll find yourself playing whole other games� with your tongue. Even the more mundane levels often have entertaining backdrops. I never expected to climb Mount Doom tongue-first, but there you have it.

If the achievements are enough to motivate you to keep your taps low, Catch the Candy has plenty of replayability. There are 53 levels currently, and BulkyPix has also said more are on the way. I definitely haven't had enough of some of the mechanics we get to see in later levels, so I can't wait to see what they come up with next.

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If you didn't quite get your fill of wandering around in an empty game world powered by the Unreal Engine in Epic Citadel [Free], you're in luck. Codenrama just released Castlerama [Free], a remarkably similar tech demo that allows you to walk around and similarly look at just what the Unreal Engine is capable of on iOS devices.

Per the YouTube description of the above video, it seems like the developers are running into similar issues as the Dream:Scape developer last month with the memory limitations of older devices:

While developing Castlerama, we had to face the fact that newer devices such as iPhone4s and iPad2s are very different from their predecessors, iPhone3GSs and iPads, in that the former have twice as much memory. In order to have the app run on all devices, we had to compromise quite a bit, pushing the old devices to their limits (risking crash if other applications are left running) while keeping the new devices well behind their capabilities. In the future we believe we will have to develop two versions for each application.

Castlerama looks awesome, and if what they've released is a "compromise" to work with older devices, I seriously can't wait to see what the iPhone 4 and iPad 2 exclusive build is capable of. If you've got some spare time today and want to see another demonstration of the Unreal Engine, give Castlerama a try.

I'm still waiting for some major Unreal Engine-powered game releases, but I suppose tech demos are a good first start.

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