On this week's episode of The TouchArcade Show bonus edition, we speak with Vlambeer's Rami Ismail about his studio's forthcoming iOS port of Super Crate Box and what it took to put the twitch-y, unforgiving game on the platform. We also get into the Radical Fishing controversy and chat a little bit about what's next from the studio. Spoiler: a lot of stuff is in the works.

If you'd like to listen, give us a download just below. Heck, you can even stream the audio straight from your browser! If you'd like to receive these podcasts, as well as our regular Friday show the second we can release them, please subscribe to us on iTunes or Zune.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-015.mp3, 14MB

We've got a great line-up of bonus podcasts on the way, so definitely stay tuned. Also, we'll be back this Friday with another regular episode of The TouchArcade Show. If you'd like to get in touch, do so at podcast@toucharcade.com. You're the greatest! Keep listening.

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Back in May, we showed you the first render image of HTC Holiday which is going to hit AT&T anytime soon and it seems that Holiday will be AT&T new flagship Android device. Later, we saw the Holiday on Craiglist and the device was good looking but it looks a lot like an EVO 4G or HD7. Our friends over at BGR got their hands on some leaked images of the Holiday and this time HTC Sense UI 3.0 is running on it. It will be AT&T first ever 4G LTE device and the device is tested somewhere around Dallas-Texas area and got an amazing download speed of�29Mbps, which is way faster than Verizon 4G network. Probably the reason of the fast speed is that AT&T 4G network is not available for public use at the moment and the station isn't busy at all, so this could be the reason but still you can expect a high speed internet from AT&T soon.

The phone comes with a 4.5-Inch touchscreen qHD display, Android 2.3.4 with Sense UI topping, 1.2 GHz dual-core processor, 8 MP camera with LED flash and also there is a front-facing camera, and more will be revealed soon by AT&T. That's all we know about the Holiday so far and hopefully AT&T will be launching it soon, maybe during the same period when they will launch the iPhone 5. So folks, are you planning to pick Holiday or iPhone 5 from AT&T? Drop your thoughts in the comment box below.

Source: BGR

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Love it or hate it, Mountain Sheep's Minigore [99� / HD] has left an undeniable mark in TouchArcade forum history. The thread in our upcoming games forum is still among the most popular threads of all time, and as Minigore's cult status grew, the pre-release excitement reached never before seen levels. It's even spawned some potentially cringe-worthy memes such as the "Minigore dog" to the right here. Whether a fairly simple, although admittedly dripping with character, dual stick shooter actually lived up to the "pre-launch hype" was debated for years after the game was initially released� And likely still will be debated in the comments of this very article.

After a series of updates and a iPad version, Mountain Sheep announced the upcoming Minigore Zombies earlier today. Details are vague, and the only hints come from developer Timo Vihola's thread on our forums.

The features mentioned so far include tons of zombies, and even 15 zombie bosses. Enemies will be a little smarter, with attack patterns. In addition to more firepower and pickups, objects not have collision detection so you can do things like bounce grenades off walls. It'll launch as a universal app, and Egoraptor is even making a return for more voice work.

Also, curiously enough, the teaser image specifically makes mention that Minigore Zombies is for iOS 5. Equip your tin foil hat and this could mean a few different things: First off, they could just be targeting iOS 5 because it potentially means better graphics since they don't need to worry about older devices. Alternatively, Mountain Sheep could be using some cool iOS 5 specific features, with some kind of next-generation Game Center integration seeming the most likely if that's the case.

What will actually be included? Well, we'll just have to wait and see.

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Airtel has launched their 3G services in�Tripura. Airtel 3G services are now available in 50 plus towns across India. Airtel 3G services would be available�for customers in Agartala starting midnight on 6th September 2011.

Other than the high-speed internet on the move, Airtel 3G also offers Mobile TV,�International video calling, Video streaming and much more.

Press release below

Agartala, 6th September 2011: Bharti Airtel, a leading global telecommunications company�with operations in 19 countries across Asia and Africa, today announced the availability of its 3G�services in the North Eastern State of Tripura. With this, more than 53 Lakh plus Airtel mobile�customers across the North East will now be able to experience the Airtel 3G advantage and enjoy�a host of innovative service capabilities including fast mobile internet access, Mobile TV, video�calling, video streaming and social networking � at anytime, from anywhere. Airtel 3G services will�be available for customers in Agartala starting midnight on 6th September 2011. Airtel also offers�high speed USB data cards that provide customers with 3G access on laptops.

Commenting on this much awaited launch, Mr. George Mathen, CEO � NESA, Bharti Airtel�said, "Having successfully launched Airtel 3G services in 50 plus towns across India, we today�have over 3 million customers enjoying the Airtel 3G advantage and are delighted to extend this�incredible experience to our customers in Agartala � the city of palaces and temples. Given the�increasing propensity of customers in Tripura towards using accessing more and more information�through mobile internet, we are confident that 3G will emerge as a game changer that will redefine�the way our customers access data services to stay closer to their passion for art, music and other�forms of entertainment".

The launch of Airtel 3G gives customers the power to enjoy multimedia services, high speed mobile�broadband, videos on phone, live TV, video calls and much more � all at speeds never experienced�before. Airtel 3G mobile customers in the country will now be able to leverage Airtel internet on�3G to make international video calls and interact face-to-face with their loved ones and colleagues�living abroad � instantly sharing experiences and information.

Airtel 3G customers can enjoy the benefits of 3G speeds on the device of their choice � be it their�mobile handsets, tablets and on laptops connecting using the Airtel high speed USB data cards.

Airtel provides its customers with timely updates and alerts on their data usage � helping them�control their expenditure on 3G and enjoy a seamless experience. The company has also introduced�a first of its kind 'internet usage calculator' available online to help customers analyse their current�internet data usage and choose an Airtel 3G plan accordingly.

To know more or join Airtel 3G services � customers can visit www.airtel.in/Airtel3G/ or call�12134 (toll free) or SMS '3G HELP' to 121.


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Scientists from France have been busy recently, recently they have discovered a tooth treatment gel that stimulates regrowth of your teeth. This means that there's no more need for you to visit the dentist and to deal with drills and fillings.



As for this gel, it is made out of natural chemical that is found in human body, and it has already been tested on mice with success. According to the results, cavities in teeth fill themselves after a month because peptide MSH that is used in gel encourages bone regeneration.

This gel sounds amazing, but so far, it's in early testing stage, and it will take years and a lot of testing before we see it being used by humans. Until then, we'll just have to rely on dentists to fill our teeth cavities.

[via Engadget]

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You probably know that on-screen keyboards aren't ergonomical as actual physical keyboards, but in addition to the ergonomical problems, on-screen keyboards are also slower than regular keyboards because you can't rest your hands on them, and you have to check every key before you press it. Luckily, there's a solution called LiquidKeyboard.


Christian Sax and Hannes Lau from the University of Technology Sydney have developed a new type of on-screen keyboard called LiquidKeyboard. Unlike other on-screen keyboards, LiquidKeyboard adapts to the position of your hands and fingers, so your hands won't feel uncomfortable while using it. The best thing about LiquidKeyboard is that all keys adjust to the position of your fingers, so you won't have to check twice before pressing a certain key, meaning that you could type as fast as you would type on a regular computer keyboard.

LiquidKeyboard is designed for all users that are used to the standard physical keyboard, and if you have a tablet, LiquidKeyboard will be perfect for you. LiquidKeyboard was revealed recently at the Tech23 conference in Sydney, but so far, it's only a concept, but we can't wait to see it in action on our tablets.

[via Ubergizmo]

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Last month we posted news that DotEmu would soon be bringing retro classic Rod Land: A Fairy Tale [link] to the App Store as the fifth game in their Jaleco series. The game has just been released and we've got a closer look to share.

Originally released to the arcade in 1990,�Rod Land is a colorful platformer that challenges you to help a fairy rescue her mother who has been trapped in a tower by an evil force that's building a mobile fortress with which to wreak havoc upon the land. Gameplay involves clearing each screen of baddies using your magic wand (or rod), collecting bonus items along the way for points. Your wand captures an enemy in a magic field that merely stuns them if released, or can be used to destroy them by bashing them to and fro against the ground, resulting in a power-up that can be used against other enemies. You also have the ability to place one ladder (only one at any time) on the platforms to help access different areas. A level is complete when all enemies have been wiped out, but you'll want to collect every bonus item along the way, in order to get the max three-star rating for any level.

As mentioned in our earlier preview, I had no experience with the original Rod Land two decades ago, so I grabbed the Amiga version and spent some time with it � several hours, it turned into… The game is a whole lot of fun and really draws you in. The various arrangements of the platforms and enemies roaming about them makes for some challenging timing puzzles that have you spending quite some time perfecting each level in order to get those three stars, which is an added feature of the iOS version. Another difference between the arcade and Amiga versions and the iOS release is the use of a virtual D-pad with two action buttons, which is, of course, never as nice as a physical stick, but at least the control positions can be adjusted. Support for the iCade / iControlPad would be a nice update addition.

Rod Land features 60 levels in all, with three different game endings. There is a Story mode which is progressive play, unlocking level after level, while a Survival mode gives you just five lives and straight play from beginning to end. Game Center, OpenFeint, and Facebook are integrated, with scoreboards and trophies to unlock along the way.

Rod Land for iOS is a universal application (for iPod and iPhone) and runs the original arcade game under modified emulation and is localized in�English, French, Italian, German and Spanish. It's the fifth release in what will ultimately be the 17-game Jaleco series of arcade conversions. The game follows�Avenging Spirit [link],�Earth Defense Force [link],�64th Street: A Detective Story [link] and�P-47: The Phantom Fighter [link] into the App Store (and in celebration of its release, the existing Jaleco titles are on sale for $0.99).

See the arcade version of Rod Land in action:

While the lovely pixel art graphics and bouncy '90s soundtrack are retro, and no mistake, the unique platform gameplay is anything but dusty and faded and should appeal to the typical platform gamer, not just those dreamy-eyed sorts longing for yesteryear. The only real negative to speak of is the virtual D-pad, which is hard to get around in retro titles such as this, but it's been implemented here as well as anywhere. Earlier versions of Rod Land were well reviewed and the game has gathered a dedicated following, and with good reason. I urge readers to have a look at this enjoyable title.

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Need help finding your way around Dead Island? There's an official app for that. The new FPS zombie action game from the developers of Call of Juarez, Techland, is launching at brick and mortar this morning alongside a novel App Store companion app that'll help you navigate the game's sprawling and complex open world. The Universal, $2.99 app is the result of a group effort between BradyGames and game publisher Deep Silver.

In addition to providing basic navigation support, the Official Dead Island Map App [$2.99] also shows off locations to all the hidden items in the game, as well as allows you to keep track of what you've collected. For whatever reason, it also boasts music from the game.

The thing it's missing is true connectivity � the app and your saved game don't talk to each other, which leaves all the record-keeping up to you. Still, this is a really cool idea and I hope more publishers invest in these kinds of companion pieces moving forward. I mean, imagine having apps that keep micro-game elements in your pocket, or keep track of multiplayer stats, or you know, even allow you to plan out your next in-game visitation. There are tons of viable possibilities.

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9 to 5 Mac is reporting that GameStop, the US-based video game retailer famed for its glut of "used" goods, is set to begin carrying the iPhone, the iPod Touch, and the iPad in all of its storefronts soon. The company has been testing the tablet and other iDevice waters in at least 20 stores since earlier this summer, while its online arm has been been�advertising trade-ins of used iOS devices � including old scroll-wheel iPods � for a good clip, so this decision isn't totally out of left field. Company president Tony Bartel has also�stated in the past that a nationwide roll-out of the initiative was set to happen in 2011.

9 to 5 was hearing these tidings from various sources coming from the company's recent function in Las Vegas, Nevada where this announcement was supposedly made. No information regarding timing, trade-in values, or how it'll handle the sell of used iPhones � which you know, are phones � has slipped out, unfortunately.

To my knowledge, only the messier, much uglier cousins to GameStop like Play N' Trade accept and sell pre-owned iOS devices on a universal level. Provided this report is accurate, this�initiative�will put GameStop in some… special company.

At this point, I'm more interested in what this actually signals. Will we start seeing "game" download cards for App Store titles in the store? Pre-order bonuses or incentives? A section dedicated to our favorite platform? I don't know, but I guess time will tell.

[Via 9 to 5 Mac]

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Perhaps we can all agree on something: bird games are getting a little old. I know there were a couple really popular bird games at one point or another, but certain developers have been wielding birds, pigs and rolling hills like they're some sort of winning game talisman. It's cool, guys. We like other animals too.

I'll make an exception from this little tirade for Booyah's Early Bird ($0.99 / HD). Yeah, it stars a (completely adorable) bird. And sure, it may occasionally give you flashbacks to other games with avian stars. But given the game's classic Disneyesque art and solid swipe-controlled platforming, I'd feel like a bit of a monster for telling this little birdie to fly on by.

We all know that the early bird gets the worm, and it's truer here than anywhere. Through deserts, meadows and icy peaks, you'll guide this cheerful bluebird to his morning meal. The worm is easy to find, all nestled away beneath a clearly marked target, but reaching him can be a challenge � the early bird can't fly very well. To get him from A to B, you'll need to give him a shove with carefully aimed swipes. Quick swipes lead to little hops, and he'll fly his heart out for a long swipe. You'll only have a handful in each level, so conservation is key.

This control method is a bit of a mixed bag. Swiping isn't a precision art, but that's not often a problem. Most of the time you'll have no problem flitting your way over the platforms and through the wind gusts of most levels. Some levels are a bigger pain, requiring you to swipe extremely carefully if you want to get your little bird caught up in all the necessary bouncing, dodging and gusting. With no way to track your previous shots, retrying a tricky level can be a nightmare of trial and error.

Early Bird uses a three-star ranking system to track your progress, basing your end result for each level on a combination of factors. There are the points you earn in the level for things like collecting bugs and landing precisely. Then there are the points you're awarded for finishing with remaining swipes. Finally, a time bonus is added to the rest to come up with your final star rank. I'll take that over the more literal alternative of earning stars for collecting stars � at least this way, replays require some experimentation.

Lush, cheery cartoon art and music are Early Bird's best features, and you'll get to enjoy them over the course of 72 levels. If you're still hooked, there are plenty of Game Center/OpenFeint achievements to satisfy your inner completionist. Personally, though, the game never rose to the heights of compulsion. I'm satisfied with my time with Early Bird, and it's more than just another also-ran bird game. I just don't know if we'll see it soaring up the charts for long.

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The eagle-eyed gamers over at Technabob have noticed an interesting little tidbit of information given with the latest update description to Atari's Greatest Hits [Free]. Along with the typical bullet points of optimizations and improvements was a line declaring the game's compatibility with the "official Atari Arcade � Duo Powered joystick". Say what? Thankfully, Atari doesn't leave us hanging with just a cryptic hint and actually provides a link to a product page for said joystick, along with the following promo image:

As you can see, this Atari branded arcade stick is an idea similar to the iCade, which we're huge fans of and has been seeing increased support since release, but is a much more minimalistic design. This appears to make it more practical for portable use as well as more conducive to operating with an iPad in landscape mode, which the iCade isn't designed for but can still pull off somewhat sloppily with some iPad leaning trickery. Technabob also ventures to guess that the streamlined design will lead to a lower price point than the $99 dollar iCade, though pricing and release date haven't yet been announced.

One more question is whether the Atari Arcade joystick will function via Bluetooth like the iCade and iControlPad peripherals do, or whether it will somehow connect directly to the proprietary dock connector on the device. Currently, all there is to do is sit back and wait for the Discovery Bay Games website to update the product page for the Atari Arcade joystick with additional info, which we'll most certainly be keeping our eyes out for.

[Via Technabob]

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Don't ask me how this is even a possibility, but before I got my hands on Food Chain [Free], I had never played a single moment of Tetris Attack. Not even a second. Which is basically a crime, since I do love Tetris, but I guess I was sleeping under a rock at the time or something.

Anyway, after I went back and got schooled on what Tetris Attack actually was, I got down to playing Food Chain so it could see how well they used the same formula. For those of you who have never played either title, both are puzzle games that share a few common mechanics: falling block puzzles, and the ability to only move them in two directions. Unlike a puzzler that allows you to scoot blocks up and down, Food Chain will only allow them to be moved side to side to make combos of three or more matching pieces.

Food Chain's story mode will pit you against six different opponents, each with varying levels of difficulty. For each of their fights, your puzzles will have their own type of food, so at least you get a change of scenery as you go from one baddie to the next. In the actual match, you'll see your opponent in the bottom right of the screen, and you even get a peek at his board so you can see what you're doing to it as you make matches and score combos. Controls are accurate here, and you should be able to swipe your way through each level with no problems.

I wasn't crazy about the dialogue each of these bosses spit at you before the levels started, but hey, you didn't come here for the world's finest banter, right? The levels themselves are fun to play and a bit of a challenge for beginners, although I don't think a Tetris Attack master would get much out of it (ahem). Since I didn't have experience with this style of puzzler before this, I found later bosses to be a real challenge and was forced to improve my game to beat them, which made the overall experience of playing Food Chain that much more enjoyable.

Once you knock out Story Mode, you can also check out a timed mode and a multiplayer, which gives the game plenty of replay value. Considering it's free in the first place, you're kind of getting a deal there. It's also Game Center compatible, and considering how I couldn't stop replaying the levels to try to beat certain bosses, I feel sure people will get a lot out of checking out each other's high scores.

There's something about Food Chain that's a little rough around the edges, but that doesn't keep it from being fun. The restricted movement gives it a twist that makes it more challenging than average puzzlers, and I found myself going back again and again when I had a tough time beating the bosses in Story Mode rather than giving up. I suspect that puzzle fans will get a lot of fun out of this one … not to mention, free is free!

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Back in the Summer of 2009, Flight Control [99�/Lite/HD] had just sparked off the line drawing craze in the App Store. But before the market was completely flooded with "me too" clones that brought nothing new to the formula, Imangi Studios had released Harbor Master [Free/HD], a line drawing game very similar to Flight Control but with its own unique twists.

Obviously, the premise in Harbor Master differed by having the player direct boats into docks rather than planes onto landing strips, but it went a bit deeper than that. Boats that were destined for particular docks came in various sizes and speeds, and you'd need to wait for the ship to unload its cargo before directing it out of the dock to make room for a new ship. This small change added a whole new level of strategy and frantic gameplay, and Harbor Master has remained a favorite in the line drawing genre around the TouchArcade headquarters since its release.

Over the past couple of years, Harbor Master has received a good amount of update love from the developers, adding in Retina Display graphics, a separate iPad version, Game Center integration, and a novel rewind feature that let you back things up if you made a mistake.

Now, for the first time ever, the price of Harbor Master has dropped to free for the day. If you've somehow managed never to pick up the title yet, now is your chance to jump on it for zero dollars. There's also the iPad version Harbor Master HD which has always been initially free and is supported with additional premium features through in-app purchase. No matter which version you end up with, make sure not to miss out on one of the best line drawing games in the App Store during this limited free promotion of Harbor Master.

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One of my most favorite puzzle games that I played while growing up was Lemmings. Sure, there were plenty of games before that required thinking and coordination, but there was something about being in charge of a group of characters and having to lead them across maps of perilous obstacles that I loved.

BridgeTheGap [$0.99], a pirate-themed puzzle game, attempts to recreate a portion of the classic Lemmings formula while infusing it with even more strategy and precision than its spiritual predecessor. While BridgeTheGap certainly brings some good ideas to the mix through its bridge building mechanics, atrocious controls and poor execution prevent it from being little more than a subpar puzzler.

Your mission in BridgeTheGap is simple: a group of pirates need to get from one end of the level to the other. In your way are a variety of gaping chasms that require bridges to be built over them. The only tools you have at your disposal to build said bridges are barrels, which act as your weights, and bamboo rods, which allow your pirate buddies to cross those gaps. In addition, littered throughout each level are gold coins which can be collected by your pirate crew and typically require more complicated bridges in order to reach them. As you get towards later levels, you will also encounter 'natives' which will attack your pirate companions unless you take them out first with your pistols.

BridgeTheGap can be separated into two different phases. In the building phase, you have twenty building supplies (either rods or barrels) to work with. Once you feel you have a legitimate path to the end goal, you activate the movement phase which has your pirates start moving forward indiscriminately (a la Lemmings). The only commands you can give them are to jump or shoot their pistol. Otherwise, they're going to keep moving forward. I would have really preferred the option to continue building during the movement phase, as it would allow players to make on the fly adjustments and possibly bring more excitement to the overall game.

Initially, levels are extremely easy to get through. However, they quickly become harder and more complicated, especially if you're trying to get to the gold coins. Considering that those gold coins are necessary in order to unlock future levels, you quickly learn that they're less of an optional quest and more of something you have to take into consideration if you want to be able to play through the whole game.

Overall, BridgeTheGap manages to create a decent bridge building game. The later levels require some pretty complicated designs in order to collect all the coins. Thankfully, there's an adequate tutorial, along with some instructional screens showing some recommended bridge designs (although I hate the fact that you can't access these designs in-game). There's definitely a feeling of accomplishment once you manage to get all your pirates safely across all obstacles in a level.

Unfortunately, what little enjoyment BridgeTheGap provides is outweighed by a multitude of design blunders throughout the game. First off is the use of a virtual gamepad for moving about the level during the build phase. I would have much rather have seen a two-finger scroll or some other multi-touch gesture, as the virtual pad definitely gets in the way when you're trying to do some precise bridge placement. Relatedly, the button placements during the build phase just seem to get in the way of the action. I can't count how many times I was trying to place a bridge and then I accidentally hit the 'Ready' button in the bottom corner. Since there's no confirmation dialog, my pirates would just start moving and I'd have no choice but to reset the entire level and try again, which becomes increasingly annoying due to load times that really shouldn't exist in a game like this.

There are also a few other annoying minor issues, such as the main menu being a blob of selection choices without much organization and the fact that the game won't even automatically reset once all your pirates are physically unable to reach the finish line.

These design issues are really a shame, considering how much potential the underlying game actually has. Unfortunately, in its current state, I can't recommend BridgeTheGap for anyone other than the most diehard of puzzle fans that are willing to look past all the problems. For everyone else, it's best you steer clear.

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