For quite a while it had been rumored that Sony Ericsson is getting ready to use the Windows Phone platform for its mobile phones.

However, in a recent interview with The Wall Street Journal, Sony Ericsson CEO Bert Nordberg put rest to the rumors by stating that Windows Phone isn't as good as the Android platform which they're already using.

Bert Nordberg � "At this point I wouldn't feel comfortable investing in a platform that isn't as good as the one that we currently use. Therefore we have remained with Android, but I am quite curious about Windows Phone."

In October 2010, Nordberg had said that Sony Ericsson would look to use Windows Phone for their devices in 2011 and the appearance of a few Sony Ericsson Windows Phone prototypes only ignited the rumors.

He said that 70% of Sony Ericsson sales are from smartphones and their goal is to become solely a smartphone company by mid-2012. He mentioned that they should have taken Apple more seriously and that they no longer are competing with Nokia since theyre mainly concentrating with the smartphone market.

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The big day is finally here. Apple is all set to announce the next generation iPhones today. But we've still got some iPhone 4S news for you before the announcement courtesy of Vodafone Germany.It seems that the cheaper iPhone 4S that is said to be launched with the iPhone 5 will have a 64GB variant. This is the first time an iPhone has stretched beyond the 32GB capacity.

This would lead us to believe that the iPhone 5 will also have a 64GB variant. The iPhone 4S will also be available in 16GB and 32GB versions.

The source also mentions that the iPhone 4S will use the same bumpers that the iPhone 4 uses. So you could say that the design hasn't had any major changes.

Both Black and White variants seem to be available. The site makes no mention of the iPhone 5 which does not necessarily mean that it does not exist but merely that it has a different design.

Perhaps the iPhone 5 will have a unibody construction and will have a silver paint job like the current generation Macbooks.

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Our ratings for games we reviewed in September are now in place, and we now present to you the ones that are on the top of the heap. Each game reviewed receives a 1-5 star rating relative to the other games from that month. Generally, a 3 or higher is considered a "good" rating.

Our final scores are not the product of any traditionally objective measures such as graphics or sound, but simply reflect the games we would most recommend to others. Keep in mind, this listing is comprised of games we reviewed in September, and not necessarily games that were specifically released in September.

5 Stars

Machinarium, $4.99 - [Review] � [Forum Thread] � This game generated a heck of a lot of controversy when it was revealed that it'd only run on the iPad 2 only, which had us more than a little worried about its performance if it requires top-end hardware. It turns out, Machinarium runs fantastically, despite its Adobe Air-based innards. If you've got the hardware, don't miss this remarkably clever adventure.

Another World - 20th Anniversary, $4.99 - [Review] � [Forum Thread] � It's hard to find a game on the App Store with more history behind it than Another World. Touch-based controls (as well as an optional virtual D-pad) along with both original and remastered graphics make for an outstanding port of this classic adventure game.

Tiny Heroes, $1.99 - [Review] � [Forum Thread] � geoDefense and geoDefense Swarm cranked tower defense on the App Store up to 11, and, dare I say it, Tiny Heroes makes a great attempt to crank it to 12. Or, at least, 11 and a half. This fantasy-based tower defense title should not be missed by anyone who even vaguely fancies the genre.

King of Dragon Pass, $9.99 - [Review] � [Forum Thread] � No lie, I've spent more time playing this game than all the other games that we reviewed in September combined. If my exhaustive review wasn't clear enough, here's all you need to know: If you like simulation games, you needed King of Dragon Pass on your iPhone yesterday. I've still got my fingers crossed for an iPad version, but I'm more than happy managing my clan whenever I've got a few seconds to spare on my iPhone.

Monsters Ate My Condo, $0.99 - [Review] � [Forum Thread] � Adult Swim and Pik Pok joined forces to bring us one of the craziest matching games we've ever seen on the App Store. The game requires matching similarly colored floors while appeasing nearby color-coded monsters, each with a more ridiculous super-power than the last. Also, you can score billions if you're good. Billions!

4.5 Stars

Fling a Thing, $0.99 - [Review] � [Forum Thread] � It seems physics-based game that rely on flinging mechanics always work well on iOS devices. Fling a Thing follows this formula, and the addition of a crazy art style, excellent puzzle progression, and, well, things to fling makes it a great little game to have.

Gyro13 � Steam Copter Arcade HD, $0.99 - [Review] � [Forum Thread] � It took way too long, but developers are finally starting to utilize the Unreal Engine in some interesting ways. Gyro13 puts you in charge of a cool looking gyrocopter to rescue miners trapped inside of a shockingly dangerous mine. The graphics and sound are great, and the skill requirement makes completing objectives feel like a major accomplishment.

Where's My Water?, $0.99 - [Review] � [Forum Thread] � This super-fun liquid-centric physics game puts you in the driver seat of helping an alligator take a shower. Sure, it's hard to come up with a more ridiculous premise, but maybe that's part of this game's charm. A wacky scrolling mechanic on some levels is the only thing we have to complain about, otherwise Where's My Water is fabulous.

Orbit1, Free - [Review] � The iPad is home to a ton of awesome single-device multiplayer games, and Orbit1 is one of the finest we've seen so far. Simple controls combined with incredibly fun gameplay make for the perfect game to play with friends while waiting in line, or doing anything else where you're bored and have an iPad as well as four people hanging around.

GoatUp, $1.99 - [Review] � [Forum Thread] � Jeff Minter's Llamasoft is responsible for releasing quite a few great retro-inspired games, and GoatUp is no exception to that. It's an endless climber with a fantastic retro spin, complete with graphics to match. If you've been a fan of Minter's previous works, make sure you don't miss this one.

jAggy Race, $0.99 - [Review] � [Forum Thread] � What do the best kart racers always have? If you answered "TONS of jumps," you are correct. jAggy Race is filled with jumps and all sorts of other aerial stunts to perform in the wide array of tracks it comes loaded with.

Radballs, $0.99 - [Review] � [Forum Thread] � We fell in love with RadBalls inside of the first few seconds of the trailer, and by the time it was over we were ready to yield our first born to its creator. Oh, yeah, the game is fun as hell too. It's a music-centric matching game that even allows you to use your own tracks. Check it out.

1112 episode 03, $4.99 - [Review] � [Forum Thread] � We enjoyed ourselves through the first two episodes of 1112, and the third installment is no different. I'd start with the earlier games first, just so you're playing everything in order. Now… If the developer could start releasing more than one episode a year…

DrawRace 2, $0.99 - [Review] � [Forum Thread] � The original Draw Race was a ton of fun and Draw Race 2 is better in absolutely every way. The line drawing control mechanic is fantastic, and the menu system could potentially fool people into thinking it was a real serious business racing game.


The rest of the game ratings can be seen in their respective rating categories (also found in the sidebar navigation): 5 Stars, 4.5 Stars, 4 Stars, 3.5 Stars, 3 Stars, and 2 Stars.

As always, we expect there will be some debate about relative scores, but keep in mind that everyone's personal ratings may vary based on individual tastes.

For more of our favorite iOS games, check out our "Best iPhone Games" category which includes all of these monthly posts as well as other special compilations of the greatest games the App Store has to offer:

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Free-to-play and I don't get along too well. If it's not the embedded ads turning me off, it's the oddball paid power-ups and the off-kilter balance and experience boosters. In the worst cases, it's the lack of fun because a developer pulled it out �and made it a paid feature to sponge revenue. I'd rather just pay up-front and get the entire experience from the get-go. It saves me time and frustration.

Steambirds: Survival makes F2P an exceedingly easy pill to swallow. It looks sharp, it seems to function just fine on a mechanical level, and its fun without needing to immediately pump money into it. In the early going of our preview build, at least, it appears to have all the functionality and fleshiness of a paid game, minus the paid part. This is what this new-age of free-to-play is supposed to look like, right?

I don't think fans of Steambirds [$1.99 / HD] are going to be disappointed or overjoyed with what's going on in Survival � it's essentially the same game with free-to-play currency bolted on. Just like in the original, it's a turn-based 2D strategy game that revolves positioning the gun-equipped side of your plane in smart firing positions. What makes this particularly engaging is the fact that you need to account for enemy movements before your own. The more enemies, the finer the strategy gets, even though there's all sorts of explosive power-ups that give you a slight edge in confrontations.

It might just be me, but I love this kind of ramped back and dry action experience. I get the same kind of enjoyment from meticulous placement and observation in Survival as I do in a more intellectual puzzle-y type game.

We've been told that Survival has 64 different missions and while that's probably true, the first handful look, feel, and play pretty similar. This is natural issue since�Survival is primarily a wave-based "go get the enemies" type of title and all, but the same-yness makes me wonder where the legs are if it has any at all. I think the core mechanics are good enough to keep people interested in bursts, but beyond that?

You know, maybe the legs are in the currency. As you play, you earn coins that you can then turn and use to unlock new aircraft, recruit AI pilots to join you, and buy new levels. You can, of course, buy these coins with real cash, as well as pay to unlock all the levels in the game and disable its atrocious ads. Considering the prices on this stuff, it appears as though it'll take some time to unlock everything.

Survival is coming pretty soon, so we'll give the full build a good look and probably report back to you on what it has in store. Based on what I'm seeing now, though, Survival seems to be a friendly F2P title that doesn't dole out the fun part in exchange for money, and that is a pretty big deal in my book. Oh! And the game part is pretty hip.

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Oh, snap, we almost missed this one: Kairosoft is in the third day of a "limited time" sale for two of its more recent releases, Grand Prix Story [$1.99] and Pocket Academy [$1.99]. As of right now, you can grab them at $1.99 instead of their usual $3.99 price tag. If you've been holding out on either until their prices took a dive, now's the time to flip a couple of bucks at the simulation gurus at the studio. This is about as low as its prices go, in general.

Grand Prix Story and Pocket Academy are two of the studio's most inventive releases. They adhere to the same basic formula of Game Dev Story [$3.99 / Lite], sure, but they also hit notes that GDS couldn't. Pocket Academy manages to make people important, while Grand Prix stresses team management, iteration, and consistent success from every pore. We recommend both, too.

Oh! And before you leave us � we've got a feeling that this sale is leading into another release this month. Specifically, we wouldn't be surprised if Kairosoft's answer to SimCity cropped up on the US' App Store around the 8th.

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Although Skype might be the leading VoIP service, that doesn't mean that aren't decent competitors on the market. One of those competitors is Tango, and speaking of which, Tango has just introduced some new additions to its service.

In case you don't know, Tango is a cross-platform video calling service for iOS and Android that was launched last year, and now, Tango has more than 23 millions of users in 190 countries all over the world, and in order to expand the number of its users, Tango decided to release a PC version of this popular application. Now people can use Tango on their PC, iPhone, iPod Touch, iPad and hundreds of Android phones and tablets. After downloading the PC client, you'll be greeted with a smartphone-like user interface, and if you already have a Tango app on your phone, you just need to enter your phone number during the account creation process and the app will sync with your mobile app and transfer all of your contacts.

Tango has a lot to offer to its users, and we'll probably see more additions in near future. If you want to try Tango out, you can download it from App Store, Android Market or from the developer's website.

[via Ubergizmo]

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While Apple keynotes themselves are always a lot of fun, I actually almost like the day immediately before the keynote more. Speculation on what's coming reaches a climax, and all you've got to do is wait a day to see who was right and who was wrong. MacRumors provides a rundown of possibilities from the hardware lineup, and subsequent rumors make an iPhone 4S seem even more reasonable as more and more vague leaks of "iPhone 4S" branding appear. Following case leaks and a few other shaky rumors, there hasn't been a very strong indication that the redesigned iPhone 5 is coming at all� At least not yet.

Regardless of what the new iPhone looks like, the addition of the A5 processor should make the iPhone 5 (or 4S) a pocket-sized power-house. Anandtech recently posted a set of benchmarks of mobile GPU's, and the GPU in the iPad 2 is still blowing the doors off the competition:

The rumor mill seems to be in agreement that the "main" feature to be touted at this keynote will be an entire new voice-powered "Assistant." Check out a demo video that MacRumors compiled based on rumors of how it will work:

9to5Mac has an interview with the co-founder of Siri, the company who is believed to be behind this new technology, who has the following to say:

Make no mistake: Apple's 'mainstreaming' Artificial Intelligence in the form of a Virtual Personal Assistant is a groundbreaking event. I'd go so far as to say it is a World-Changing event. Right now a few people dabble in partial AI enabled apps like Google Voice Actions, Vlingo or Nuance Go. Siri was many iterations ahead of these technologies, or at least it was two years ago. This is REAL AI with REAL market use. If the rumors are true, Apple will enable millions upon millions of people to interact with machines with natural language. The PAL will get things done and this is only the tip of the iceberg. We're talking another technology revolution. A new computing paradigm shift.

So here comes the fun part, what do you think is going to come of tomorrow's keynote? A spec-bumped iPhone 4S? A surprise reveal of an entirely new iPhone 5? New iOS 5 features that haven't been revealed yet like Assistant? New iPod touches to coincide with the iPhone launch? Or will something come out of left field like the iPad 3 with Retina Display, or a million other things that could potentially happen that Apple managed to keep a total secret?

Personally, I think the iPhone 4S is happening but I just can't shake the thoughts of the potential redesign. I'm not sure how credible the weird case "leaks" we've seen are, but the rumored redesign appearing in an Apple app I just can't rationalize in any way other than a design like that is coming. What reason could Apple, a company who historically has put immense importance on a refined user experience place that icon in their own apps? It just doesn't make sense!

I guess we'll find out tomorrow, but, in the time being, we can let our speculation run wild� At least for another 24 hours or so.

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Wanna be a baller? I can't help you there, but you might want to take a look at PikPok's Slam Dunk King [Free] for a bit of inspiration. You might have all the coordination and slick moves of a sloth, but if you've got nimble fingers you're most of the way there. And, honestly? You don't need to care a whit about basketball to love this game.

Slam Dunk King is all about the trick shot. Balls are sent your way, and you've got to dunk them like a pro while racking up some crazy combos. Flick them into the net, flick away bombs, and sneak a few tricks in and you'll be well on your way. There are twelve tricks to learn, from the humble Juggle to the Air Gordon, and each will rack up your points. Tie them all together and you'll fly off the charts.

Once a round is up, your score is taken and run through a series of modifiers. How long did you go without dropping a ball, how big were your combos, how cool were your tricks? All of that is taken into account before you get your final score.

There are three ways to play. Time Attack gives you 90 seconds to earn the biggest score you can. Bombs slow you down, but nothing can stop you but the clock. Arcade mode gives you three balls � drop 'em all or let a bomb hit the net and you're done. You can earn balls back with good performance, though. Finally there's Sudden Death, by far the most punishing. One missed ball will end your game. Arcade and Sudden Death can both be unlocked by earning high scores.

Accompanying you on your quest for Slam Dunk coronation is your choice of mascot. Copernicus the robot comes along for free, and when you score enough points you can trigger him to earn bonus points for hitting bombs. There are five others to unlock, each with its own special ability.

To unlock them, and cosmetic upgrades like new courts and balls, you need crowns. Crowns can be earned by playing well. In Time Attack, performing well opens up overtime, where the balls are traded out for bronze, silver and gold crowns. Each one you dunk gives you a bit more currency to work with. You also earn a ranking that can be leveled up as you play. Not only does it give you crowns each time you level, it also increases your score modifiers.

Now, about the whole "free" things � PikPok has been incredibly generous with this freemium model, and I hope it pays off. You can play the whole game, accessing every bit of content for free, without any limits. The only thing you have to put up with is a banner ad in some menu screens, and you can pay to banish it. You can also pay to get more crowns � you earn them fairly slowly while you play, and there are a lot of tempting cosmetic upgrades to use them on. But nothing is locked behind a paywall.

Slam Dunk King masters the frantic, barely-controlled flicking and swiping that makes games like Fruit Ninja so great. Learning to juggle balls, pull off tricks and defend from bombs is a challenge, but the rewards for improvement are great. This game has the makings of a great leaderboard competition on Game Center and OpenFeint, but it's a lot of fun to challenge your own scores too. And it's free, so you really shouldn't miss it. The ball is in your court, and once its yours, you should swing by our discussion thread and let us know what you think.

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If you're constantly disappointed by the knockoffs, cash-ins and "me-toos" of the App Store, then Nicolai Troshinsky's Loop Raccord [$2.99] is the game for you. Best described as a game of video editing, it's strikingly original, much like another iOS game Nicolai designed called UFO on Tape [99�]. On PC, it's been a finalist at the Independent Games Festival and at IndiCade and was featured at the Experimental Gameplay Sessions at GDC. And now it's available on your iPad.

Loop Raccord is all about motion. In playing, you'll queue short video clips so that the motion of one flows into the other � a raccord, by the game's terminology, Spanish for "continuity." In one clip, a letter might be dropped on the ground. In a clip below, a finger will stroke a hairbrush. It's your job to line those motions up so the finger begins its movement the moment the letter hits the ground, creating a chain reaction of sorts. It's strange and slightly cerebral, but also very compelling.

Don't be scared off by the "experimental" label. Loop Raccord is very much a game, one with all the motivational nudges we're used to. Scores and achievements are tracked with Game Center. Multitasking support seems to be missing, however, so beware of closing the game midway.

There are three game modes: Single Loop, Double Loop and Infinite Loop. In Single Loop, you're tasked with creating a single chain of clips flowing from one to another. You're scored on how accurately you can chain the clips, and how many tries it takes you. Double Loop is the same, but pits two local players against each other on either side of the device.

Infinite Loop is a bit different. In creating an endless raccord, you're scored only for the ones you get right on the first try. A high score in Infinite Loop is based off how many of those single swipes you can chain in a row. It's a tense mode, but one that allows you to keep trying for as long as you'd like.

Controlling the clips is quite simple � swipe left to travel backwards through a clip's frames, and right to travel forward. The clip will play from the moment you lift your finger. If you've successfully connected it to its predecessor you'll earn a ranking for accuracy and be able to move to the next. If not, you'll be informed if you're at least close to the correct solution.

The experience isn't without a few hitches. The clips are largely well-chosen, pulled from Archive.org's massive collection. But a few are just a bit too ambiguous, with multiple motions that could fit the requirements. It's best to play Single Loop until you've seen most of the clips, so you're not surprised mid-combo in Infinite Loop. The interface is also a bit confusing, especially when you complete a Single Loop without any feedback to indicate you're done.

Then there's the sound issue. Each clip still contains its audio. As you chain more and more clips the sound layers become increasingly complex until you hear little more than noise. It's a cool effect at first, but it can get seriously stressful. I can't play more than a few minutes with the sound on without getting anxious, so you might find the mute switch needs to be applied liberally.

But that aside, Loop Raccord is a game worth experiencing. I've never played anything like it. In some ways a successful loop feels like a Rube Goldberg machine, where the momentum from one clip launches the next, over and over ad infinitum. But it's a machine built of strange and wonderful video clips. For that alone, I'd recommend taking a look.

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FlipShip [99�/Lite] from ByteSize Games is a 2D dodge and shoot'em-up game, which at first glance seems to resemble a bunch of other titles, like Tilt to Live [$2.99/Lite/HD], Geometry Wars [99�], Hyperlight [$1.99] and Infinity Field [99�/HD].� However, once you start playing it's immediately apparent that FlipShip features some interesting ideas, adding a strategic element which differentiates it nicely from those other games.

In FlipShip, your craft is maneuvered using tilt controls and automatically fires when an enemy is within range, so there's no fire button. Where it differs from your typical shooter is that the color of your spaceship is important, because you can only destroy enemies the same color as yourself. This is reminiscent of the color-based Japanese shoot'em-up Ikaruga from 2001. For example, if your ship is red, you can destroy any red enemies, but you'd better be careful to avoid the blues.� Over time more and more of the different-color enemies appear, making them increasingly difficult to avoid.

At any time you can tap the screen to "flip" the color of your ship. That's right, the title of this game � FlipShip � actually refers to "flipping the color", not flipping the spaceship over. So now, suddenly your spaceship has turned blue. This means you're now hunting the masses of blue enemies which have built up and avoiding the red ones, basically the exact opposite of before.

At this point, things get a little strategic. You could simply keep changing colors, depending on what's close. But, each time you kill a same-color enemy your combo points are increased, and these combos ramp up pretty quickly, so there's a big incentive to remain one color as long as possible to achieve massive combo points. If you play it safe and change colors, your combo point value is immediately reset. Although, if you wait too long you may get trapped by the growing number of different-color enemies and die. Choosing when to flip becomes a key part of this game.

After you've been playing for a while and destroyed masses of same-color enemies to earn an insane combo-point value, you'll probably expect to have a huge score …BUT…� you won't. �You see, your points don't actually count until you "bank" them, by flipping your color.� If you die without flipping color, you lose all your precious combo-points and score nothing.

This creates a constant strategic dilemma � do you keep hunting the same-color enemies to increase your massive combo-score, or do you feel threatened by the growing number of enemies to avoid, and flip color to safely bank the combo points so they're not at risk?� This simple mechanism elevates this game from a regular arcade shooter into a much more strategic affair.

I'm not a huge fan of tilt controls, but after configuring the tilting in the options, it worked perfectly, allowing the craft to precisely dodge and weave around enemies, squeezing through tight gaps to collect power-ups such as slow-motion, bubble-shield, packs of homing missiles and electrical bursts.

There's three spaceships to choose from, each with different speed, weapon range and a unique special ability which is triggered by tapping the power meter once it's filled by destroying enemies.� There's six levels of difficulty, ranging from 'very easy' to 'insane', each with a Game Center leaderboard, although some users report there's little difference between some of the difficulty levels and no need for so many.

Flipship's neon vector-style graphics are not as flashy, exciting and high-energy as Infinity Field, and there's not a huge amount of variety in the gameplay with just one game mode. However, the strategic color flipping concept works really well, the controls are totally responsive and people are enjoying it in our forums.

The next update will make the game Universal and is already with Apple for release shortly, plus there's a free lite version if you're curious. Playing this game may even tell you something about your own character. How confident and greedy are you � will you gamble for the high score, or flip?

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Simply put, Rescue City [Free] is a worthy addition to the line-drawing genre that has long since been dominated by the prowess of Flight Control. Rather than directly mimicking the open-world environment of the flight-landing title, Rescue City succeeds at implementing a more structured approach to vehicle management that not only still requires strategy and management, but also manages to simplify the core gameplay experience. �A tough difficulty curve and a lack of variety in environments are the only significant obstacles that hold Rescue City back.

Rescue City places you in charge of the police, firefighter, and ambulance services for a section of a city. As various incidents pop up, you must dispatch the appropriate emergency services by drawing a route to the location. Each incident has a countdown timer attached to it, and the game ends if you do not respond to the incident in time. In addition, the game also ends if any of your vehicles collide with each other while on the road. �Obviously, the crux of the gameplay becomes effective route management as you will be trying to respond to each incident as fast as possible while preventing any vehicle crashes.

As mentioned above, veterans of Flight Control will feel right at home with the gameplay and control scheme of Rescue City. However, Rescue City has some important gameplay tweaks that lead to a somewhat different experience. For example, the cityscape environment of Rescue City means that your line-drawing escapades will be restricted to the available streets, rather than the unlimited possibilities of sky navigation.

In addition, each service has different dispatch methods and vehicle stats, which add further depth to the game. For example, the ambulance incident begins at the location of need, and your job is to always guide the ambulance back to the hospital. The fire truck, meanwhile, always begins at the station and must be guided to the fire (and is much slower than the other vehicles). The police dispatch is the most interesting element: initial dispatch begins at the police station, but the car can resolve multiple police incidents without needing to return to the station. However, the police car gets its own timer, which must be reset periodically by returning to the station (and yes, the game will end if you don't get your car back in time). The different vehicles are definitely what set Rescue City apart from other line-drawing games, and I think it's a well-done addition to a genre that's characterized as being full of stagnant clones.

Rescue City falters somewhat with its environment variety as well as its tough difficulty curve. Rescue City does do a good job introducing all the core elements in the first few levels, but it seems as if the difficulty gets turned up significantly once the tutorial period is over. Personally, I don't have a problem with the difficulty (in fact, I thought it was a refreshing change of pace), but I imagine that some casual gamers may become quickly frustrated with progression. If you are one of those folks, the easiest way to succeed in Rescue City is to play the mission several times, memorize the locations of the initial emergencies (each level is fixed in that regard), and use the extra time to formulate additional strategies.

One other issue with Rescue City lies in its lack of variety in city settings. The overall game is divided into three cities with different graphic styles. However, within each city, maps get reused several times, which can make the game a bit drab and repetitive. More unique maps within each city would have gone a long way towards fixing this issue. �Also, while Rescue City scores each mission upon completion, it would have been nice if the game provided some sort of ranking system and leaderboard, as this would aid in potential replayability. Currently, once you finish all the missions, you really have no reason to return.

At its heart, even with the nice additions to the gameplay, Rescue City is still a pretty simplistic game (as are most line-drawing titles). As such, gamers looking for a particularly complicated or deep experience probably won't find that here. However, casual gamers looking for a well-done take on the strategic line-drawing game should definitely check out Rescue City � especially since the first fifteen missions are free (the rest of the game can be unlocked as an IAP for $0.99).

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Samsung has launched 3 new phones, Galaxy Y , Wave 3 and the�Omnia W phones in India. The Samsung Galaxy Y runs on Android 2.3 and has 3 inch TFT LCD display and features 832MHz Processor. The Wave 3 runs on Bada 2.0 and has 3.7 inch (800 x 480 pixels) inch Super AMOLED display, 1.4GHz processor and 5 MP Auto focus camera with LED Flash and a VGA video calling camera. The Omnia W runs on Windows Phone 7.5 (Mango) and has 3.7 (800 x 480 pixels) inch Super AMOLED display, 1.4GHz processor and 5 MP Auto focus camera with LED Flash and a VGA video calling camera.

The Samsung Galaxy Y is 11.5mm thick and weighs 97.5 g. It has 3.0 inch QVGA(320�240) TFT LCD touchscreen display, 832MHz Processor, 2 MP camera. It has 160MB Internal memory, 2GB inbox microSD card that is expandable up to 32GB, Music Player with Sound Alive, 3.5mm Ear Jack, Stereo FM Radio with RDS. The connectivity features include 3G, Bluetooth v 3.0, Wi-Fi 802.11 b/g/n, GPS with A-GPS and a 1200 mAh battery. It come with Swype keyboard.

The Samsung Wave 3 is 9.9 mm thick and weighs 122g. It has 4 inch (800 x 480 pixels) AMOLED touch screen display, 1.4GHz Processor, 5 MP Auto focus camera with 702p HD video recording and playback, LED Flash and a secondary VGA camera. It has 3GB internal memory that is expandable up to 32GB with MicroSD, 3.5mm audio Jack and stereo FM Radio with RDS. The connectivity features include 3G, Bluetooth v 3.0, Wi-Fi 802.11 a/b/g/n, A-GPS/Glonass and USB 2.0 and it comes with 1,500mAh battery. It comes with ChatON IM app.

The Samsung Omnia W is 10.9mm thick and weighs 115.3g and has 3.7 (800 x 480 pixels) inch Super AMOLED display. It has 512MB RAM, 8GB Internal Memory that is expandable up to 32GB with MicroSD and comes with 3.5mm audio Jack and FM Radio with RDS. The connectivity features include, 3G, Wi-Fi 802.11 b/g/n, Bluetooth v 2.1, aGPS / Bing Maps, and USB 2.0 and 1500 mAh Li-on battery.

The Samsung Galaxy Y is priced at Rs. 7,830 and it will be available from this week. The Samsung Wave 3 and the Samsung Omnia W are priced at Rs. 19, 600 and Rs 19,990 respectively, and will be available from early November.

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There are all sorts of tablets available on the market, and we're glad to inform you that one of the most popular tablets, Samsung Galaxy Tab, is getting a proper successor called Samsung Galaxy Tab Plus 7.0.

If you liked Samsung Galaxy Tab, than you'll be happy to hear that Samsung has announced the launch of Samsung Galaxy Tab 7.0 Plus. This new tablet from Samsung comes with 1.2GHz dual-core processor, 7-inch WSVGA PLS display. Regarding the display, it supports 1024 x 600 resolution and it doesn't come with Super AMOLED Plus. As for memory, Samsung Galaxy Tab 7.0 Plus comes with 1GB of RAM, 16/32GB of internal memory and with MicroSD slot that can support up to 32GB. In addition, there's a 3-megapixel auto focus rear camera, 2-megapixel front facing camera and a 4,000mAh battery that should provide you with enough working hours. As for the software, there's Android 3.2 Honeycomb with TouchWiz, but also Samsung Apps, Social Hub, Google Mobile Services, Smart Remote, Enterprise Solutions, Adobe Flash, Document Editor and other.

So far, we don't have any information about pricing, but we know that we'll see Samsung Galaxy Tab 7.0 Plus in Indonesia and Austria at the end of October.

[via Ubergizmo]

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