It was back during GDC 2011, during Eric Chahi's Classic Game Postmortem presentation, that we first learned that the French gamemaker would be bringing a 20th Anniversary Edition of his acclaimed classic Another World to iOS with the help of DotEmu, through BulkyPix. A few days back, I interviewed Chahi and shared his thoughts on the coming App Store release and the iOS game scene in general. Since then, I've been playing through the release version of Another World for iOS and wanted to take the opportunity to post an early review of the title so readers know what they've got to look forward to on the game's September 22nd App Store launch day.

Another World (which was also known as Out of this World in certain markets) is a cinematic platform adventure originally released on the Amiga back in 1991. The game tells the story of physicist Lester Chaykin. As is illustrated in the game's introductory sequence, Lester returns to his underground laboratory one stormy night to continue work on a particle acceleration experiment. Shortly after the experiment is underway, a bolt of lightning strikes the laboratory, sending millions of volts into the accelerator and resulting in the freak teleportation of Lester to a far-away alien planet.

After close run-ins with razor slugs and a particularly intimidating muscular beast, Lester is taken prisoner by the humanoid aliens indigenous to the strange world. With help from a friendly, captive alien, Lester endeavors to escape from the underground prison to which he was taken, a feat which proves to be extremely challenging, given the dangerous environments and creatures (and puzzles) that lie ahead.

Reviewing the iOS version of Another World is really a process of reviewing how it has faced translation from the desktop computer of years past to the multitouch devices with which we game, today. It's not so much a task of reviewing the game itself, and that is because, over the years, it has received such consistent exceptionally high ratings from gamers and the media alike. With its rotoscoped polygon-based animation overlying ethereal and stunning backdrop artistry (wrung from a mere 16-color palette), the game was unlike anything anyone had ever seen before. And, crucially, beneath that oh, so pretty face is real platform puzzle challenge. Many gamers, myself included, consider Another World to be one of the best games ever published.

Far from the 320�200 pixel, 16-color screens of the machines for which Another World was originally released are the Retina displays and 10-inch iPads we've come to enjoy. In bringing the game to iOS, the designers have introduced much more striking "HD" graphics that take advantage of our evolved technology and feel fully present-day. For those wanting to relive the more sparse and pixellated visuals of the original, a two-finger swipe down the screen will toggle in the oldschool graphics at any point in the game. All of the original sounds have been re-mastered, as well, for a deeper sensation of audio ambience.

As for screen swiping, it's not just about toggling graphics modes. The iOS version of the game features two different methods of control. The most basic is an on-screen D-pad and action button that can be positioned anywhere on the screen and works about how you'd expect. The developers spent a great deal of time engineering a much nicer method of control, as well. The "Touch" mode was designed to add virtually no clutter to the game screen.�Lester's movements are controlled in this mode by tapping on � or dragging outwards to � the left or right side of the display. A double-tap sends him into a sprint, and sliding up or down initiates a jump or a duck. One difficulty the developers faced in engineering this mode was the number of simultaneous actions that Lester can perform, such as running and jumping. To make this work, once Lester is running, a swipe up the screen will send him into a long jump � there's no need to sustain a touch to keep him in motion. The Touch mode is by far the superior method of control. It's simple and succeeds in making the game feel as if it might have been originally written with a touchscreen in mind.

Getting through Another World is not a cakewalk; it's a difficult and challenging game. To mix this up a bit, the iOS version features three difficulty settings. There's Normal mode, which is easier than the original, with simplified movements that make toe-smashing razor slugs, for instance, a pretty fluid affair. Next is the aptly named Hard mode, which is equivalent to the original game. And then there's Hardcore mode for those veteran gamers that feel pretty proud of themselves for having made it through the original already.

The following video shows the entire intro sequence and a few minutes of early gameplay on an iPad 2 at Normal difficulty. The gameplay sequence has been intentionally diced up a bit to prevent spoiling some of the very early puzzles for those new to the game.

As a gamer who's not too proud to admit to having greatly enjoyed but never actually completed�Another World, I am excited to have the chance to do so on my favorite game platform. I'm definitely more excited, however, for so many new gamers out there have the opportunity to get to know this title in such a well-executed translation. And, that's absolutely what the iOS version is. It is immediately evident that a great deal of time and care went into making this 20th Anniversary Edition of Another World such a beautiful fit for the iOS platform, and I consider it to be one of the absolute App Store must haves.

I encourage anyone wanting to learn more of the game's history and early development details to watch Eric Chahi's GDC 2011 presentation�Classic Game Postmortem: Another World / Out of this World, hosted at the GDC Vault. We will bring an "it's out" reminder when Another World lands on the 22nd at a price of $4.99.

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Whoa, hey, Capcom Mobile is on a roll. After releasing a pretty hefty and free content update to Street Fighter 4: Volt this morning, the publisher has released two new (old) games on the App Store. Starting now, you can re-live some of your old coin-op beat-em-up memories with Final Fight iOS [$.99]. Or, if classic Street Fighter is more your thing, you can also check out three different versions of Street Fighter 2 in�Street Fighter 2 Collection [$3.99].

Final Fight, as you've probably noticed, is carrying a promotional $.99 price tag, which strikes us as pretty appropriate considering you've probably purchased this game in some shape or form a billion times already. This specific version, however, does roll in virtual controls and a finishing move button. Also, if you've got pals with phones, you can connect with one via Bluetooth for co-op action. And before you ask: dibs on Haggar.

In bummer news, Street Fighter II Collection is also shackled by Bluetooth. In much brighter news, it's a heck of a package for fans of the series � it rolls in the original game, Street Fighter II: Championship Edition, and Street Fighter II: Hyper Fighting all in one app. They all appear to be relatively untouched content-wise, but like with Final Fight the notable iOS tweak is an "easy-to-use one button finishing move."

One note: both games require iOS 4.1 (or better) and don't support a lot of older devices. Check the game notes before you go nuts.

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Nokia has released the list of popular Symbian apps in the OVI store in India. These apps are based on the popularity such as download, rating etc. among the users in India. These apps are of different categories like Entertainment, Social, Communication and Games.

List of�Top Symbian Apps in the OVI store

Another mini-cabinet peripheral for the iPad is coming, and the studio responsible for some of the sickest arcade games in the universe is behind the wheel of the project. Earlier this week, Taito unveiled a short promotional video for the InvaderCade. It's basically the iCade, except with seven less buttons, a charging dock, and branded Space Invaders arcade machine art. Who knew there was room for two of these peripherals, no less three, eh?

To get a tad bit more specific, the InvaderCade sports a ball-top joystick and a singular button. It's a bulky 25 x 23 x 25 cm and requires external power, but it boasts a charging dock, speakers, and a headphone jack �- three features the iCade doesn't have. For those of you keeping score, the Atari arcade peripheral has a total of four buttons, no external power, and, somehow, manages to look way sillier than its competition.

Game Set Watch notes that this isn't slated for the West just yet, but it hits in Japan in a matter of weeks � October 11th is the target release date and it'll cost around $200. I hope it comes with a few games and a backscratcher at that price.

[Via TUAW, Game Set Watch]

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Hey, cool! Square Enix is preparing an iOS and an Android port of Final Fantasy Legends: Hikari to Yami no Senshi for release in 2012. From all accounts, Legends is a very traditional RPG in the Final Fantasy vein, but it's also a special one since it's episodic. Legends first graced Japanese mobile phones back in 2010 as an exclusive, similar to how Final Fantasy IV: The After Years was treated before it was re-released on Nintendo's WiiWare and then later re-combined as a compilation on the PSP.

So, what do we know about this particular version? Not much as usual, and that's the running problem with TGS coverage in general � this stuff is coming out fast and dirty and we don't have any native Japanese speakers on staff (we'll update this story if we discover anything is funny). We do, however, have these two images from the Square Enix event where the port was announced. It looks pretty!

Anywho, for you FF freaks out there, rest assured that this particular title borrows a lot from its elders � Active Time Battle, the ever-popular Job System, and all the usual tropes are in this thing. In English, Legend's subtitle translates to something like "Warriors of Light and Darkness," which should give you an indication of what to expect from its story: two small group of youths from the light and dark-side respectively come together to fight and save the world.

As soon as we get more information we'll update this story.

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Nokia has launched their Nokia 100, single SIM and Nokia 101, Dual SIM phones India. These phones were announced in the last week of August.�The Nokia 101 is Nokia's fifth dual SIM phone and it is also the most affordable dual SIM Nokia phone till date. Both these phones run on Nokia's S30�platform.

Both these phones have�1.8 inch�TFT display and is�14.9 mm thick. Other features include�3.5 mm audio jack, FM Radio, 500 phone book and�250 SMS storage options and 800 mAh battery. The Nokia 101 is Dual SIM phone has�103 phon loudspeaker output and comes with�16 GB expandable memory.

Both these phones�come with an attractive offer from Airtel that would provide customers with�100 minutes of free Airtel to Airtel talktime for the first month and�400 national and local SMS free every month. They could also avail this offer the 2nd�month with a minimum recharge.�Both the Nokia 101 and Nokia 100 offer Nokia Life Tools and�Nokia Money that provides�instant access to locally-relevant information on healthcare, education, agriculture and entertainment.

The Nokia 101 comes at a price of Rs.�1, 699 and it would be available in few weeks. The Nokia 100�comes at a price of Rs. 1,399 and it would�be available in starting October.

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Megastunt Mayhem [$2.99 / Free] is an interesting beast to play. Sure, the game is chock full of monster trucks, school busses waiting to be smashed, and a hard rock soundtrack to groove to. But, beneath its tough clichéd exterior is a deep gameplay system with a fun stunt system reminiscent of the classic Tony Hawk series. Whether you're looking for a game that requires timing and precision or just looking to smash stuff, Megastunt Mayhem definitely has something for everybody.

If it's one thing Megastunt Mayhem does well, it's style. From the moment you launch the game, its Monster Truck motif is in your face. There are big cars, big vrooms and quite a bit of destruction. The entire game is also visually appealing on both the iPhone 4 as well as the iPad 2 (although it has a MUCH smoother framerate on the iPad 2). I also enjoy the fact that the paid version of Megastunt is a universal app (although it's important to note that the free version is designed only for the iPhone).

Where Megastunt exceeds beyond the cliché is in its actual gameplay system. Megastunt Mayhem is broken up into a series of objective-based missions along several arenas. Each mission can award up to five stars, which must be collected in order to advance to later missions and locales. The first three stars are always earned by hitting a certain score threshold, while the other two stars are rewards for satisfying various objectives (typically performing a combination of tricks). Each mission is also timed, so you have to act fast if you want to get all the stars. It's a good system that starts out slow as you learn all the ropes, but quickly ramps up. It's also made for quick bursts of play, meaning that this'll be a good game to play on the go when you have a few minutes to kill.

The meat of Megastunt Mayhem is in its trick system. In addition to being able to launch off ramps and destroy cars, Megastunt incorporates a touch-based stunt system that allows you to quickly ramp up the points. Perform several tricks in succession and your combo meter goes up, netting you even more points and cash. I particularly enjoyed the fact that some of Megastunt Mayhem's stunts were actually pretty complicated and required some timing and precision. Stunts range from a simple backflip which has you swiping down on your truck while it's in the air, to the 'Nose Bleed,' a move that requires you to position the nose of your truck towards the ground while swiping left to right creating a horizontal 360 degree shift. Of course, all this is done while being in the air, so it's important to line up your jumps and get a lot of hang time. There's a lot of reflexive action, timing, strategy, and fun.

Adding to the depth of Megastunt Mayhem is an upgrade system that succeeds at keeping you coming back for more game time. After each mission, cash is earned based on your score and satisfaction of objectives. You can then use that cash to repair your vehicle and upgrade one of several attributes (such as armor, nitro and handling), each making your car bigger and better. Once you get a car fully upgraded, you can simply keep using it to score more points and cash or move on to the next car and start again. Obviously, this sort of upgrade system isn't anything new; in fact most racing games worth their salt have a similar system in place. Still, considering that Megastunt Mayhem isn't a racing game, it's nice to see it incorporated competently.

Megastunt Mayhem just seems to get everything right and address most of the standard concerns that you may have about these sorts of games.� Accelerometer and touch screen controls are both built-in, with additional options for modifying the sensitivity of the touch controls or mirroring the tilt controls. In addition, both OpenFeint and Game Center are supported for all your social gaming needs. The trick tutorial is accessible in-game and does a great job explaining each move. Megastunt even includes the all-important option of separating sound volume from music volume, assuring that you will continue to hear your monster truck while listening to your favorite music. Sure, Megastunt Mayhem doesn't particularly innovate in any way, but it does manage to incorporate a variety of attributes from different types of games and tie it all together in a well-done game.

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Square Enix has a billion Final Fantasy XIII spin-offs and a handful of new IPs in the oven set to hit a variety of handheld devices. One of these fresh and clean IPs, a card-based battle game that apparently goes by the name Demon's Score, is coming to iOS and Android in 2012, the mobile arm of the publisher announced at its Tokyo Game Show presentation.

The Machine gods behind Google Translate isn't helping us at the moment, but it appears as though the nitty-gritty given at the event begin and end at the genre and the fact that it'll boast over 50 cards � a feature that means nothing to us at the moment because the game mechanic hasn't been shown. Interestingly, Dengeki mentions that Demon's Score will utilize Unreal Engine 3, so there's that.

On the off-chance that Square shows off Demon's Score at the show, we'll be sure to update this and throw in some footage. As for now, we only have a singular image for you to gawk at. Eyes up, sirs.

[Via Dengeki, Pocket Gamer]

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Have you scoped the latest version notes on Street Fighter 4: Volt [$2.99]? We did this morning and were stoked to see what they had to share. On top of 60 new icons, a "Friend Request" button, and a few tweaks, Capcom has added two new (old) pugilists to the action: fan favorite Fei Long and the uber-powerful brat Yun. With these guys included, the roster has expanded to 22 fighters, but let's be serious, Guile is still the only character that matters.

Oh! And Volt is much cheaper than what it was � until the end of this month, it's $2.99 instead of $6.99. You could buy a, uh, liter of frozen yogurt or a really classy hotdog with those savings!

Anyway, it appears as though Capcom Mobile is committed to updating Volt as much as it did the its first proper mobile Street Fighter game, Street Fighter 4 [$4.99]. If this is indeed the case, you'd probably be better off with Volt in the long-term. Here's our review if you're interested in learning more about the game.

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Getting a tan is easy, especially if you use implants that give you temporary tan, but what if you want to protect yourself from UV rays? If you're not a fan of sunscreen then anti-UV pill might be the right thing for you.



Putting sunscreen on your skin can be a tedious process, but it's the only way to protect yourself from those nasty UV rays. However, scientists are working on a special pill that could protect you from UV rays, and we could see this anti-UV pill in five years' time. Inspiration for this anti-UV pill came from corals and their natural way to protect themselves from harmful UV rays, and scientist will probably try to simulate that process with this anti-UV pill for humans.

Anti-UV pill sounds incredible, but as you see, we probably won't see it anytime soon, especially with all medical concerns and risks. Who knows, maybe someday we won't have to use sunscreen anymore, and we'll completely rely on this pill for UV protection.

[via Ubergizmo]

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As you probably noticed by now, we've covered a lot of news related to Microsoft's upcoming OS, Windows 8, but in case you want to experience Windows 8 on your own, now you have chance to do that for free.

For all Windows users that are anxious to see how Windows 8 works in action, we have some good news. Microsoft has just released an official Windows 8 Developer Preview to the public, and it is available free from Microsoft's website. Now you can try all the new features of Windows 8 on your computer or a tablet, but we have to mention few things related to this version. This is a developer preview, so you'll probably experience some difficulties such as crashing and lack of hardware support. In addition, you won't be able to remove it once you install it, so keep that in mind as well.

We've been waiting for Windows 8 for a long time, and if you're impatient to see how it works, make sure you download Windows 8 Developer Preview from Microsoft's website.

[via Engadget]

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