In this week's episode of the TouchArcade Show, the cast and crew manage to stay on the topic of "new games" for quite awhile. Never you fear, though, because somehow, someway, conversations about message board rage, shed repair, the look of constipation, podcast production, and other random subjects crop up. Oh! And we also dig into more next-next-next generation console tin-foil hat talk. You know you love it.

Anyway, to give us a listen via streaming or direct download, click on the link just below. We're also available on iTunes and Zune Marketplace, and we encourage all of you to subscribe to us in those places.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-012.mp3, 39MB

As you'll notice, listener Aarni threw us some official Kitty Korner music because he's awesome. Everyone should thank him for his sacrifice! Also, while we're on the subject of e-mail deliveries, we're still on the search for great e-mails to feature on the show. If you've got a comment or dating advice, send us a mail at podcast@toucharcade.com

Now, for the show notes:

GAMES

JARED'S KITTY KORNER

  • Sushi Cat [$.99]

FRONT PAGE

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

After what seemed like an eternity of waiting as we followed the iControlPad's development, we finally got our hands on one not too long ago. We mentioned a few issues that we had with the device which mostly were due to the way the current iControlPad firmware handled sending controls to the iPhone compared to how the iCade works. (This was all detailed in the previous article.) However, one of the strong suits of the iControlPad is that it seems to have an infinitely updatable firmware, and the developers behind the device recently released an update to make the iControlPad behave a lot more like the iCade� Potentially alleviating most of the issues we had with the device's functionality.

To get the firmware update, head on over to the support section of the iControlPad site and follow the instructions. Alternatively, if you prefer watching a tutorial video to reading, the guys behind the iControlPad have got you covered on that front too:

Once you've got your iControlPad all flashed to the new firmware, it should behave just like a iCade and allow you to use the iControlPad when playing the various iCade-enabled games. This new firmware option might also quicken adoption of the device, as now developers can focus on one standard across both the iControlPad and the iCade instead needing to deal with one or the other (or both).

In light of this update news, they've dropped the price of the device to $49.99 for TouchArcade readers. To get in on this deal, order through this link. This special pricing will be good until Monday, at which point it will return to its normal price of $74.99.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Retro visuals have become such a staple they're beginning to feel like they're modern again, but Shaun Inman's The Last Rocket [$2.99] proves it's not just about the look, it's about the entire aesthetic of the game, from the simple and easy to pick up gameplay to the sounds coming out it � retro is a design principle, not just a pair of pixilated pants.

You play as a rocket � the last one, actually, in case the title didn't clue you in � as you attempt to help an onboard computer collect gears and escape a ship before it tumbles into a star. The story doesn't seem particularly important, but you'll get different endings depending on how you complete it, and although you're playing a mechanical rocket there is a whole lot of charm packed into that orange tube that will make you sympathize with its goal.

The Last Rocket has a lot in common with�VVVVVV, where the primary control is restricted to the ability to flip from the ceiling to the floor, giving you no means to jump in a contemporary fashion. Control is handled by a single tap to jump, and another to change direction, then an occasional swipe to choose a direction or to walk. While the mechanics of�The Last Rocket and even some of the puzzle design will look familiar to any masochist who's chosen to subject themselves to the excellent, but brutally challenging VVVVVV, the game isn't so much as a copy as it is playing with the same principles. If VVVVVV was a fetishistic iteration of Commodore 64 classics, The Last Rocket is the cousin inspired by the mechanic, but unflinching in the way it forges a different path.

That's partially because The Last Rocket is optimized for play on iOS, which as we all have come to know, means the puzzles take place on a single screen and you can pick up items along the way to boost your score. Where this game differs is where it decides not to help you out along the way. You can't replay any of the 64 levels, which are spread across eight different stages, and you have to continue on if you've missed a gear here or there. Punishing? Yes, but it falls in line with everything that The Last Rocket has going for it.

Each stage comes with its own gimmick. At first, it's just learning the controls, but as you move on you'll run into spikes, flames, moving platforms, disintegrating walls, hidden rooms and more. The bulk of the early levels tend to operate on one of two principles, either a puzzle or timing based screen. The later levels, especially in the seventh and eighth stages, work with both, where you need to be quick fingered and quick thinking � which is to say, you'll often find yourself cursing at the game. Thankfully, it's almost always your own fault as the controls, as simple as they are, work well.

The level design is worth noting for its ability to frustrate and teach you at the same time. While most of the early levels are geared toward teaching the mechanics, the game does a good job of introducing its elements slowly and largely without text. If you are having trouble, you can jump over to one of the computers at the beginning of the stage to get a tip. As for the frustrating parts, they'll usually leave you cursing by the end, but they're never so impossible you'll want to quit forever � just for a few minutes.

As mentioned above, The Last Rocket comes packed with a clearly visible, easy to recognize 8-bit look, and the sound follows suit. The music works well at both drumming up nostalgia and fitting the mood, and if you find yourself particularly fond of any part of it you can play the soundtrack through the menu screen at any time.

What The Last Rocket does best is challenge both your reaction time and your brain. It's not easy and it makes no concessions to modern ideas like level or stage selection, but it does offer a challenge you likely won't be able to keep yourself away from for long. It's well worth the price tag and you'll find yourself so empathetic for the rocket's goals that you'll push yourself to finish it no matter how hard it gets.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

GeoSocials, location based Social networking game for iPhone was launched last month in US, and later it was launched in�UK, Canada & Mexico. This game is now available in India for iPhone and for Android devices worldwide. The main aim of the game is to use GPS and hunt the treasure in the map added by the other players in your�neighborhood,�play a fun challenge and accumulate points.

Features of the GeoSocials App for Android and iPhone

  • Get�instructions�on how to play this game before starting
  • View your treasures and awards in the dashboard
  • Find friends in your neighborhood or anywhere from the map
  • Fun game format challenges you to find and hide treasures
  • Local�leaderboard�and global leaderboard for worldwide competition
  • It includes accelerometer, voice activation and gestures
  • Option to share your wins with others on Facebook and Twitter

Here is a�quick intro about the Game

Download the GeoSocials game for the Android (requires Adobe AIR) for the Android devices that run Android 2.2 from the Android Market and for iPhone that run iOS 3.2 and above from the Apple iTunes Store for free.

Related Posts with Thumbnails




Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

My gut says the chances aren't great, but Braid developer Jonathan Blow's next game, The Witness, might end up on the iPad or iPhone. Blow just wrapped up a few press demonstrations for the estimated 2 million dollar downloadable and gave the media some things to chew on about the platforms of its forthcoming 2012 launch.

Right now, the game is slated for release on PC and "one console," Blow said to Gamasutra. He added, "others later." The fact that he hasn't nailed down another platform is telling; I'm guessing he's looking for a Microsoft or Sony to give him an exclusive, but Blow also also isn't betting the farm on this.

Before speaking to the platforms, Blow told Gamasutra that there wasn't a need to sign a contract with any publisher. "If the goal is to make that $2 million, not only is that kind of a safe target, but because the game's 3D and whatnot, I'm pretty sure we could make that back just off Steam and the iPad safely. Like, it's not even a gamble to say that," he said in the interview.

From what little I've seen and heard of The Witness so far, it doesn't seem like a touch-based version would do the title any sort of injustice. It's a 3D puzzle game with, from what I understand, no action or otherwise trying elements. Different people are walking away with different takes on the game, but almost everyone is in agreement that�The Witness is an inspired take on games like�Myst or�Riven. It boasts a similar open-world and some degree of non-linearity. The Blow twist is its clear logic, progression, and puzzles.

But the question if it will indeed come to the iPad or other iOS devices is going to remain open for some time. I'm guessing that someone will swoop in, grab an exclusive, and that'll be all she wrote for a year or so. We'll see… in 2013.

[Via Gamasutra, Giant Bomb, and Joystiq]

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Google+ has been released for a while now, and according to the reports, this social network had 18 million users in July, but most Google+ users don't have all of their friends on Google+, so Google has decided to make inviting friends a bit simpler than before.

As you know, current Google+ invite system requires that you add the email address of the person that you're going to add, and since you probably don't have email addresses of all the people that you wish to add, this can become a bit of problem, but luckily, Google has a solution for you. Now in order to invite your friends, you don't need their email address, you can simply generate a link by clicking the invite friends button and share that link with your friend, it's simple as that.

Since Google+ is still currently in its trial stage, you have only 150 available invites, but Google thinks this should be enough to get most of your friends on Google+, at least temporarily.

[via Ubergizmo]

Related Posts with Thumbnails



Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

From the Wii, to the DS, to Kinect, to iOS, developers continue to leverage non-traditional input methods to create gesture based gameplay. So far, their efforts have been met with varying success. For every pile of flailing shovelware or visionary title in the genre that just didn't pass muster, there's an Okami or Max and the Magic Marker out there to restore balance to the Force. The concept works.

Art Penguin [.99] takes the concept of drawing objects on the screen that then materialize in the game, and merges it with the tried-and-true auto-runner gameplay that iOS gamers are only too familiar with. A surprisingly smooth experience, the game offers the tension of twitch gesture input and a surprising amount of depth. As is wont to happen in game design, the title's strengths also are the source of its greatest shortcomings. That being said, there are more than enough reasons to give this game a spin.

In Art Penguin, the goal is to complete levels by drawing objects that help the aforementioned penguin (who sports an adorable pompadour) to circumvent or destroy obstacles. While you can influence the rate of speed by tilting in one direction or another, the penguin is continually moving forward. As such, the two challenges of the game are to first select the right items to draw and then to execute the gestures before the poor little guy waddles headlong into the Grim Reaper's arms.

The drawing controls are responsive and precise, which is important when looking at the variety of gesture the game features. You can draw 16 different objects, from items as simple as planks and ramps to more complex gestures that summon springboards, plants, and rainstorms. Each object is useful for navigating specific environmental hazards or for removing gang-banger enemy penguins and other baddies from the screen. Having such a variety of tools at your disposal makes the game challenging and fresh throughout.

The problem here comes in the form of the auto-running mechanic. Even when tilting to slow the penguin to its minimum speed, the game provides very little time to see obstacles, assess the proper object, and then input the gesture in time. While this is not a major issue in the first few levels, as the difficulty ramps you'll be rapidly pushed into trial and error territory where you must know what is coming in order to survive rather than simply reacting to what the game is showing you.

This is truly a shame, because the exploration, experimentation and twitchy fun of the early game devolves over time into having to memorize entire levels in order to succeed. Games like Max and the Magic Marker circumvent this issue by pausing the gameplay while you draw, but Art Penguin can't afford that luxury without sacrificing the auto-running mechanic that provides the game its sole challenge.

The art and production values here are surprisingly sharp; this is one pretty prinny. The characters and environments are colorful and expressive, and the music will consistently push your happy sunshine buttons. The user interface is intuitive and minimal, leaving the needed real estate open on the screen for gesture input. A handy guidebook icon is always on the screen for when you need to pull up a list of available gestures.

Art Penguin weighs in as a strong effort in a genre that is often poorly executed. It's certainly worth the $.99 download, and if the memorization factor doesn't rub you the wrong way (it wasn't an issue for some in the forums) you can drop an additional $.99 on IAP to unlock all the levels from the get-go. I certainly had my issues with the game, but the technical execution, precise controls, cohesive and fun production elements, depth, and variety of gestures make this one impossible for me not to recommend.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Technical hiccups and control issues kept us from delivering a glowing review for Fenix Fire Games' visually stunning fast-paced platformer, Roboto [$2.99]. In a new update, these issues have presumably stabilized the touch-and-go experience users have been grumbling about.

Version 1.0.1 brings about, foremost, important visual optimizations, as well as graphical effects and camera options for people with older devices. It also packs in nebulous bug fixes. I suspect that the new aforementioned toggles in the Options menu are exactly what users with older devices will need in order to run the game sans the frame rate hitches and critical crashes.

While the tremendously bad virtual stick in Roboto has yet to be addressed, Fenix has added a choice in the Options menu with this new update. Now, you'll be able to use the L/R or the joystick for navigation. Neat! I wonder what's next? C'mon iControlPad support!

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

If you're an iPhone owner then you're probably waiting for iOS 5 with anticipation since it's going to have many new features, and one of these features is going to be speech-to-text feature.



Apple hasn't revealed much about features that we're going to see in iOS 5, but according to the latest news, it appears that Apple is working on integrating Nuance's text-to-speech features into iOS 5. So far, only information about this feature is a screenshot leaked that clearly shows the presence of a microphone button on iPhone's virtual keyboard. Pressing this button will show you an even larger microphone, which means that your speech will be recognized and transferred from speech to text. As for the accuracy of this feature, reports say that it works pretty well, but we'll have to wait and see for ourselves.

This feature is a welcome addition, but we have to wonder how it will handle different types of accents when iOS 5 finally becomes available.

[via Ubergizmo]

Related Posts with Thumbnails



Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Here's some news that just seems crazy, until you stop and think about just how great the soundtrack of Sword & Sworcery [$4.99 Universal / $2.99] actually is. For reference, we absolutely loved the accompanying music as mentioned in our review, and the soundtrack has since become a staple in my iTunes library. I suppose it only makes sense that an album as great as this gets sampled, but it does seem a little surreal that Lil Wayne would be pulling music from iOS games. I wonder if he's a Sworcery fan?

Anyway, here's the original song by Jim Guthrie entitled "The Cloud":

And here's the making of Lil Wayne's "She Will". Keep in mind this is an explicit rap song, so it includes some language that you might potentially find offensive or inappropriate if you're at work or have kids nearby:

Alternatively, you can listen to the full version of the song here.

Crazy stuff, right? The sampling seems pretty unmistakable. Either way, if you'd like to sample the Sword & Sworcery soundtrack in your upcoming rap single, you can either download it from Bandcamp where it's available in tons of different formats, or you can head on over to iTunes.

Also, if you haven't yet, you really need to play Sword & Sworcery. Superbrothers and Capybara Games can now say that the same is so good it's getting sampled, a claim I'm not sure anyone else in the iOS world can make.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

The hardest thing about reviewing Pigs in Trees [99c / HD] is deciding which part to praise first, because there's just so many things I like about it. Launching the app leads into a delightful animated trailer which introduces the family of pigs who reside in a tree and the woodpeckers, who (obviously) like to peck on wood.� Did you spot the tension there? (Hint: They both want the tree.) This game from PAN Vision and Tactile Entertainment represents a role reversal from Angry Birds [99c / Lite] as the pigs are the good guys and the aggressive birds are the nasty villains.

Pigs in Trees will easily draw comparisons to Flight Control [99c] or Harbor Master [$1.99], since you use your finger to draw the flight path for a vehicle, from a top-down 2D perspective. In this game, the piggy fighter-pilot is trying to eliminate the noisy incoming woodpeckers, before they reach the pigs tree-nest. One of the thread users described the line drawing controls as "smooth as silk" and that sums up my impression too. It's a pleasure to draw swooping lines and have the plane follow the path, while shooting at the tree-craving woodpeckers. The controls are spot on.

The combo system is clever, because once you lock onto a bird, by terminating your flight path on it, any secondary kills along the way earn combo points. Your combo is highest if you kill the strongest enemy last, which encourages you to choose both your target and approach carefully. Also, although the targeted bird remains targeted even though it's moving, the surrounding birds can move away from your line, so you need to swipe in front of the surrounding birds, as you head towards the target, for maximum accuracy and points. Or, just play casually.

The power-ups are cool as well. When a power-up icon appears, you tap it so it moves into your power-up slots at the bottom of the screen. You can then activate the power-up, when you choose, by tapping that slot, or save it till the end of the level, to refund for extra points. The power-ups include plane repairs, speed bursts and dynamite, but I won't give away the rest of them, as they're fun to reveal, although some are shown in the gameplay trailer:

The woodpeckers have a few tricks too. They come in different varieties, each with different sizes and strengths. Some can only be attacked from the front or back, while others must be approached from the side. There's little birds that drop bombs and others with a shield stuck on their beak! Pigs in Trees does an outstanding job of explaining the various enemies and power-up's by displaying a tutorial message when they first appear, at which point you can scroll back through all the earlier hints, if you need a reminder.

There's currently three campaigns (Summer, Fall and the snow-covered Winter campaign) with the Spring levels "coming soon."� That's a total of 45 levels. The campaigns are locked initially and become available once you earn enough medals, based on your scores in each level. Game center provides rankings and 26 achievements.

So let's see: The controls are excellent, the graphics are cute, the sounds great, the game-play is constantly engaging and interesting and it's� super enjoyable to play. The only negatives are that it's not universal and, like many games, the iPad version is more expensive, which is a common practice so there's no point dwelling on that.

Pigs in Trees only has one mode, based on a simple concept, but this drawing arcade game is so well delivered, that it deserves to be successful. We're already looking forward to the Spring levels.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

The Apple rumor scene is always on fire with speculation of all sorts, but two things of note popped up on the rumor mill that pertain to iOS gamers. First off, lately reports have been flowing in that the Taiwan Semiconductor Manufacturing Company (TSMC) have started a trial run to produce Apple's next generation processor. The A6 is suspected to be revealed in the second quarter of 2012 at the earliest, with a possible inclusion in the next generation iPad.

Specifics on what kind of technology will be included in the A6 is still understandably vague, but it's said to utilize both the 28-nanometer construction process as well as 3D stacking technologies among other high-tech features. Other than that, it's safe to assume the A6 will follow in the footsteps of the A4 to A5 evolution in that it will be faster, have more graphical muscle, and use less power.

In other news, we've suspected that we'll see the new iPhone and iPod touch in the next few months as Apple aligns the release of the iPhone with their previous iPod-centric media events. Currently, the rumor mill is fairly certain that this event will fall on September 7th, which fits well in line with events of previous years which have also been held in early September. It also isn't that much of a stretch to think that iOS 5 will launch at or around the same time as this event.

If you've been looking to upgrade your iOS device, it's probably best to wait at least until early September to see what happens. I'd put my bets on Apple announcing a new iPhone and iPod touch at this event, and have them be available in short order. But, if you need an iOS device now, the iPhone 4 still is a solid device, and a 32GB iPod touch refurb for $179 seems like a great deal.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

While NyxQuest [99�/Lite/HD/HD Lite] may be new to iOS platforms, it is not a new game. Chillingo's greek-themed platformer has already been praised in its WiiWare incarnation, and it's also been available for PC and Mac via Steam since late last year. The question we have been mulling around since the game first popped up for discussion on our forums was an obvious one: Would we get a beautiful translation of the game for our portable devices, or would it merely end up being a shabby port?

For those of you unfamiliar with the game, you take on the role of Nyx, a winged woman who has come to earth to seek out Icarus, a mortal man who used to spend his every moment by her side. A terrible spat between the gods down on earth has left things in a bit of a shambles, and it's up to Nyx to find her way around and figure out what has happened to Icarus.

If you played the atmospheric WiiWare launch title Lost Winds, you will certainly think of it at least once while playing this game. Also a sidescroller with a distinctive look, NyxQuest will have you moving back and forth and flying your way through beautiful levels in search of your friend. Movement is simple and controlled by sparely placed buttons � all you need is a forward and backwards arrow to move and a button to jump (or if you hold it down, you can float). The simplicity is lovely, and I found myself quickly immersed as I lost myself in the music and the puzzles that stood in my path.

No greek-themed game would be complete without encounters with the gods, and NyxQuest is no exception. As Nyx progresses, she will be granted new powers that will allow her to progress by dudes you may have heard of (like Zeus. You know, that guy). Soon you'll be moving blocks thanks to his almighty gift, and the puzzle solving becomes slightly more complex. Luckily, there are many checkpoints in each level, and you never have that classic retro-flavored frustration of being returned to the very beginning of the level to do it all over again.

NyxQuest provides a decent level of challenge, but I never found myself agonizing over any of the puzzles, so I wouldn't call it a head scratcher. In fact, its actually a relaxing gameplay experience thanks to an absolutely gorgeous world rendered to perfection and a memorable musical score that really lends to the game's dreamy feel. My only complaint is that I wished that the game was longer. The addition of new skills as you progress helps to freshen the gameplay and keep you going. Twelve stages are available, and by collecting a series of the Gods' relics, you can unlock a thirteenth. That seems like a lot of levels when I type it, though … maybe I'm just being greedy because it's a great game.

For the price, this is one hell of an adventure, and the gameplay experience is just about as refined as can be. Players in our forums seem to be digging it as well, so pull on your winged sandals and get in there. You need to track down this Icarus guy before the Gods get any angrier, and heaven known we don't want to incur any more of their wrath!

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

If you're an online gamer that utilizes TeamSpeak to communicate to your guild, clan, tribe, improv group, or whatever else you might be doing that requires voice communication, here's some awesome news: An official TeamSpeak [$4.99] client has hit the App Store. The down side, if you'd even call it that, is it only works with TeamSpeak 3, giving you even more reason to upgrade to the new TeamSpeak software if you haven't already.

Being an official app, it sure doesn't seem to skimp on features. Not only is it universal, but it also sports all the functionally you need to use it as your main TeamSpeak client. It's got multi-server connectivity, both push to talk as well as voice activation. There's even support for common admin functions, contact management, and text messaging.

If your online Dungeons & Dragons group uses Ventrilo, there still isn't a great option for iOS devices. There's VentBL [99�] which will help you manage your server, but you won't actually be able to use any of the voice functionality.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

One of our favorite iOS puzzle games would have to be Big Pixel Studio's Land-a Panda [99�/Lite/HD/HD Lite], released last March. If you remember the cannon shooting sections from the Donkey Kong Country series, and can picture an entire game developed around that idea with tons of levels and a sugary sweet art style, then you have a good idea of what to expect from Land-a Panda.

We really liked the game in our review, and although it contained plenty of levels initially, even more were added in an update last May, increasing the panda-launching fun even further. Now, the adorable panda couple of Yang Guang and Tian Tian are flipping down their shades, making witty puns, and heading to Miami in a newly released update. Yeeeeaaaahhhhhhhhhhh!

In this new update, which I'm dubbing LAP: Miami, you get another set of 20 levels to play through that include new elements like exploding cannons, dangerous moving cat blocks, and various special items. There are also a few new Game Center achievements as well as a new leaderboard for the Miami levels. Also, there is a new 99� IAP option to unlock all the levels, which you can just do naturally by progressing in the game but is a nice alternative if you're feeling lazy.

If you like puzzle games and haven't yet checked out Land-a Panda, it's worth the one or two dollar investment. Gamers in our forums have been loving the game since its release, and with the latest update there's now even more to love. Plus, there's a space for another new world to come in a future update, which we'll surely keep our eyes out for.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Vodafone has announced Vodafone Race to Fame contest for its Indian customers. There are 2 different challenges Vodafone Race to Fame- Life in the fast lane and Vodafone Drive into the Big League.

The 4 winners (2 consumers and 2 global enterprise customers) of the Vodafone Race to Fame- Life in the fast lane challenge will get an opportunity to spend the weekend with the Vodafone McLaren Mercedes (VMM) team during the motor racing event that would be held at Noida on 28th to 30th October 2011.

The Vodafone Drive into the Big League challenge is for small & medium enterprises (SME's) and the winners would have their company logo in the VMM cars that will race at the motor racing event in India.

The entries for the contest would be accepted from the 3rd week of August 2011. The shortlisted contestants should take part in Go-Karting challenges at select 6 cities in India and they would also undergo other competitive activities.

The registration would be open soon on the Vodafone site for the Vodafone customers and Global enterprise customers, where they could register for these challenges.

Related Posts with Thumbnails




Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

I don't often reflect on why I want to progress in a game. The journey is usually enough � tell me that the hero wants the MacGuffin, and I will do what it takes to get him to it, no questions asked. Not so with Loopycube's Pickpawcket [$0.99]. Our stealthy feline protagonist wants to reclaim the classic paintings stolen from the cat art show, and dammit, so do I.

Not that the journey isn't fun � its stealth action puzzles are quite entertaining. But the paintings awarded by completing each of the game's 60 levels are a great motivator. Loopycube painstakingly recreated 60 classic paintings, one for each level, and then filled them with cats. Impressionist cats, dadaist cats, renaissance cats, pop art cats: you name it, and it's probably in there. The paintings range from neat � I'm particularly fond of The Kitty Night, a rendition of Van Gogh's The Starry Night � to disturbing, like the anthropomorphic take on Alphonse Mucha's "Dance." How do you put a game down when the next level holds a reward like that?

To earn your reward (conveniently wallpaper-sized on iPhone), you'll need to sneak a cat burglar into a guarded gallery, snatch the painting, and get out. Guard dogs are arrayed to stop you, and entering their field of vision means an instant level reset. Luckily, these dogs are pretty much blind. This is a puzzle game, not Metal Gear. You can see their range of vision at all times � all you have to do is stay out.

This is, of course, easier said than done. There are three type of guard dogs (schnauzers, bulldogs and pugs), and they each have their own pattern of movement and range of vision. In a given level you're likely to encounter several dogs, each following a set patrol route. Memorizing those patrols will get you through most of the early levels.

As you make your way from the Metrodogitan to the Doggenheim, Pickpawcket introduces more complex puzzles. The dogs get lasers, walls and doors, and the cat gets dog disguises, televisions and other distractions. These allow you to complete the levels with a bit of finesse � while following patrols relies on rote memorization, knowing when to trigger a television takes timing and precision. At around the game's midway point it also introduces stuns, and gives you three per level. You're better rewarded if you can do without them, but providing the option allows the game to get much more complex without leaving players too stuck.

It was in these later levels that the game's controls started to fail me at times. Pickpawcket offers two control methods. You can tap and hold to move, or you can turn on a virtual joystick. I found the joystick control abysmal, but some portion of players may prefer it. The tap control, on the other hand, is quite good � but there's no way to avoid occasionally having your finger block your view. Once you reach a certain point in the game, what you can't see definitely can kill you.

But that's a small inconvenience in a large, fun game. Pickpawcket succeeds where it counts, with challenging gameplay that rarely dips into frustration. When it does, knowing that something interesting (or hilarious) awaits you at the end of the level will keep you pressing onward. Check it out, and post your impressions in our discussion thread.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials


The Mobile Number Portability (MNP) was launched across India on 20th January this year. According to COAI report published this March, Vodafone was on top spot in the MNP, followed by Idea Cellular. Now, Idea overtook Vodafone with the net addition of 800 thousand subscribers, while Vodafone moved to the second place with the net addition of 700 thousand.

Idea Cellular gained 1.9 million subscribers and lost 10.8 million subscribers with the net porting percentage of 0.87%. Vodafone gained 21.8 million customers and lost 14.7 million customers with the net porting percentage of 0.50%. Bharti Airtel maintains the 3rd place by gaining 23.3 million customers and losing 16.7 million customers and has a net porting percentage of 0.38.

Reliance is still at the bottom with the 1.6 million subscribers porting out. BSNL has lost�500 thousand subscribers, and the�main reason of the�subscribers�porting out from BSNL�have been reported to be network / coverage issues and �tariff issues.

Table showing subscriber porting after MNP (as on 30.6.2011)

Source : Medianama

Related Posts with Thumbnails




Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials


There are just few more days for the Independence Day. To get into the�Independence�day spirit here are some apps and themes for your Nokia phones available on the OVI store.

Independence Day apps and themes for Nokia phones

These themes are for Symbian

nokia n9 uk price

When the Nokia N9 was announced during CommunicAsia we stumbled upon a list of countries which would get the device,� many countries including UK, USA and India were missing from that list. Now Nokia has confirmed to some publications that the device wont be coming to UK or US. Now couple of leading online retailers in the UK � MobileFun and Expansys are taking pre-orders for the device.

MobileFun is quoting 519.95 GBP for the device (inc. VAT) for the 16GB SIM-Free version of the N9 and Expansys is yet to disclose the price.The N9 is powered by the MeeGo operating system and sports an excellent design. While the N9 might not appeal to the average mobile phone user, tech savvy consumers were pretty pumped up about the N9.� I'm not sure if anyone would buy the N9 at such a price tag.

In countries where the device will be available the actual price might be close to our estimates. But in other markets where online retailers are going to be importing the device from outside , the price of the device is certainly going to come at a premium.There is so clear release date as of now but it might eventually ship in 2011.

Who want's to buy the N9 ?

Related Posts with Thumbnails




Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

At first glance, Candy Boy [99c / HD] by Colorbox looks like a regular one-screen platform game � and to some extent it is. You control Casper, who runs, jumps and long-jumps around the level, climbing over blocks, collecting three coins and trying not to fall into water or holes. And in later levels there's enemies to avoid. Yup, that certainly sounds like a platform game. But, at its core, Candy Boy is actually a puzzle game, based on completing match-3 puzzles . There's no standard rectangular match-3 game-board though, as the blocks are often distributed around the platform level.

Here's how it works:� Casper walks around carrying a colored block of candy above his head, which he can drop anywhere on the level. If he places the candy next to two other candy blocks of the same color, they disappear. In many match-3 games the goal is to achieve a certain number of matches, or to move objects to the bottom, but here the goal is to destroy three "hateful worms" which have invaded Candy Boy's sugary homeland. The worms are colored too, and hide amongst the blocks, so by matching them with candy of the same color, you destroy them. They are stylized square worms, with wide open mouths!

To make things tricky, candy blocks can't be moved once dropped, so some thought is necessary to ensure your candy is placed wisely. Also, you receive a set number of blocks to solve the puzzle and have no control over the order they're released, which adds to the mental challenge. Sometimes the blocks must all be used in exactly the right places, so one mistake and you have to restart the level. However, the upcoming block colors are displayed at the top of the screen as a hint, much like how�Tetris displays pending blocks before they appear so you know what's coming.

Candy Boy delivers a whopping 100 levels across 4 worlds, with Game Center / OpenFeint integration for rankings and 13 achievements. This will provide hours of game-play, although it would be nice if the achievements had more rewarding titles than "Achievement 1" up to "Achievement 13". If you get stuck you can skip ahead to the next level by exiting from the pause menu, although a certain number of coins is required to unlock each world. The first few levels are extremely simplistic, involving only a few blocks as you learn, but then the difficulty curve slowly increases, as the candy blocks pile on top of each other.

The controls are alright, but not perfect. There's buttons for left, right, jump and drop block. Climbing over the piles of blocks works perfectly fine, but when jumping up to small ledges or moving platforms, it's frustrating to fall multiple times where I wouldn't normally. And I'm blaming the controls and specifically, the jump button. Fortunately this doesn't happen too often.

If you're specifically looking for a regular platform game, this one's probably not for you. This is not a side-scrolling game and the emphasis is mostly on the puzzles. Try something like League of Evil [99c / Lite],�Mos Speedrun [$1.99 / Lite] or Max and the Magic Marker [99c / Lite] (and there's plenty more great regular IOS platformers out there, some of which are mentioned in this thread). But, if you love match-3 puzzles then this cute and colorful cross-genre platform / puzzle game may tickle your fancy. This may not be the first game to mix these genres, but it's always wonderful to see creative experimentation in the AppStore.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Micromax A70 is a entry level Android Phone from handset maker Micromax who is well known primarily for its Dual SIM devices. The company had a big advert today in a leading newspaper Times of India pictured above which pokes fun at the iPhone and at the same time conveys the message to the prospective buyer. No one can deny the fact that the iPhone has become the benchmark for any Touchscreen phone. But the iPhone still� remains expensive with the cheapest offering available only at Rs.19,990 and Micromax seems to be cashing in on that.

Interestingly the A70 seems to be powered by a Qualcomm Snapdragon processor which finds a place in other popular Android handsets made by HTC , LG and Sony Ericsson. It's surprising to see how the company manages to offer this phone at Rs.7999 MRP.Sadly the design looks a lot like the Google Nexus One.We have not tested this phone , so we cannot comment if the phone is worth a buy but a bold move by Micromax for sure. The Android price war has just begun and we might see Apple getting into the affordable phone segment with the rumoured iPhone Nano.

Related Posts with Thumbnails




Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials


MTS has launched new Onam offers for voice and data customers in the Kerala. This offer includes free on net local calls with the MTS handset, double talk time on recharges and free data for MTS MBlaze users.

The MTS customers should buy MTS colour handset worth just Rs 599 to avail the voice offer that comes with MTS to MTS local calls for a year and double talk time on Top ups that include Rs. 10, Rs 20, Rs 30 and Rs 50 for a year.

To avail the Data offers customers need to buy a new MTS MBlaze connection, and recharge it with Rs. 398 to get FREE 4GB data that is valid for a month and after the first month customers can recharge for Rs. 398 and get 1GB data that is valid for 30 days.

Related Posts with Thumbnails




Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials