On this week's TouchArcade Show, we spend a good chunk of the introductory phase of the show talking about the latest and hottest ... in console games. But immediately after my Skyrim outburst and our shared Modern Warfare 3 discussion, we DO dig into iOS. Jurassic Park: The Game leads the foray. Games like Minecraft: Pocket Edition and Space Tripper, as well as news stories including Apple's decision to pull Texas Hold'Em round out the rest of one of our rocking-est podcasts yet.

If you'd like to give us a listen (and you should) hit one of the links below to stream or direct download. If you'd like to subscribe, definitely do so via iTunes or, hey, even Zune. Options, you have them!

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-026.mp3, 38MB

Show notes just below, and please, if you have the time, throw us a question! We're open to whatever. The e-mail is podcast@toucharcade.com

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I had expected to hear my geriatric iPhone 3GS to croon its swan song when I loaded up Minecraft: Pocket Edition [$6.99] for the first time. It didn't. To my surprise, Mojang's inaugural iOS title actually got along swimmingly with my hardware. Was it a sign of good things to come? Perhaps. Deeply pleased with this turn of events, I went ahead and generated my first world.

And that's when the disappointments started rolling through the door. To be fair, I don't blame Mojang. If anything, they've done a rather masterful job at porting their world-famous IP onto the platform. Nonetheless, there's only so much you can do around technical constraints. Regardless of how you slice, the truth of the matter is that Minecraft just doesn't work here (not yet, anyway). To paraphrase the Genie from Disney's Aladdin, phenomenal cosmic power and itty-bitty living spaces do not mix.

Minecraft's familiar sense of scale is all but missing in Minecraft - Pocket Edition. Everything is forever frozen in a state of unnatural daylight. There is no day and night, no sunsets to behold, nothing to reinforce the feeling that we're in a world of our own. Instead, what we have is something that feels more akin to an open-air museum, a place to exhibit your mastery of multi-colored blocks. But even then, it's hard to be deeply impressed with a Big Daddy replica that someone has built when you find yourself running about in circles, struggling to take in every detail. Again, this has nothing to do with Mojang; small screens are small. You might as well complain that winter is cold.

Once you've grown acclimatized to the controls (it's your standard D-pad sort of thing), building is relatively easy. Blocks are placed by tapping the screen and removed by holding a finger over the cube. It's about as simple as it gets. Granted, you'll probably find yourself doing a lot of the latter. It could just be my lack of finesse but I found it a bit of a challenge to get the blocks exactly where I wanted them to go.

Asides from that, there's not much else to Minecraft: Pocket Edition. Building is everything. The game gives you an unlimited supply of blocks (there are about thirty or so to choose from) to play with. It also features cross-platform multiplayer. Don't get too excited. You won't be able to interface with your home server. For the time being, you'll only be able to sojourn to worlds built on the iOS and the Android.

Seriously, though. I could just be spoiled. I want my creepers. I want my skeletons. I want the ability to craft items. I want to be able to mine, damn it. Minecraft: Pocket Edition doesn't feel like Minecraft. It feels like something else entirely, something that may well be the point. And, for one reason or another, that just doesn't sit too well with me.

But if you're willing to take it for what it is and want nothing more than the ability to engineer pixelated utopias while you're on the go, Minecraft: Pocket Edition isn't exactly a lost cause. The developers appear to have a number of updates lined up. Minecraft: Pocket Edition could potentially be an awesome thing someday. Until that day comes, though, it is best purchased by the curious, the affluent and the hardcore fan.

TouchArcade Rating:


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NimbleBit's Tiny Tower [Free] had an update land moments ago that among other things, addresses one of the more valid complaints I've seen about the game in that (previously) aside from building up your tower and keeping your store stocked there wasn't much purpose to the game. That's totally valid, as for some, the drive to simply make your tower taller isn't enough. That's where the new missions system comes in. Check it out:

Now the game has actual objectives which encourage you to have a wide variety of floors so you can stock up items to satisfy the mission requirements. You even get some free Tower Bux for your efforts. In addition, stock can be gifted in between friends, so you don't even need to have those floors in your tower to complete missions if you've got friends willing to send you some stock. Or, stock can be traded between players just for fun.

Some new UI tweaks have been added as well, to make floors with dream jobbers on them easier to spot. And, of course, it wouldn't be a Tiny Tower update without new floors and costumes.



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Making opera and ballet seem fun and accessible must be an uphill battle. There's no shortage of people with preconceptions about the arts, and most of those preconceptions are about how opera houses may be great places to take a nap. But if The Show Must Go On [$0.99] is any indication, the Royal Opera House has what it takes to make opera interesting to any crowd -- or at least, to put it into the hands of those that can.

In this case, that's Hide & Seek and Big Pixel Studios. They've come together to make a sweet and compelling mini-game compilation about the life backstage at the opera house.

Apparently, life backstage at the opera house is crazy. As stage manager, your job is to put out every (proverbial) fire that crops up, and they are everywhere. The performers can't dress themselves without your help, the sets are falling apart, the music has gone flying, the props are all mixed up and the lights are just barely running. It's all you can do to keep the whole thing from falling apart.

So off you run, from department to department, saving the day. Each department has its own mini-game. Managing costumes takes a good memory and good reflexes -- you're shown costumes, and then you lead the corresponding performer around the room, dodging falling clothes until you find the pieces you need, then repeating. Props are pure memory. You're shown the dollies they ought to be on, and once you've memorized them you're put on a timer to place them correctly. More and more props are added as you progress.

Preparing the sets requires a neat little stacking game with elements of physics puzzles, especially as they grow more difficult and your stacks grow ever more precarious. Managing music is a bit like Canabalt -- you race over rooftops collecting music, dodging chimneys and trying not to fall down any holes. And the lights... managing the lights is a difficult task. You can see the paths your performers will take across the stage, and its your job to light their way without wasting any precious power. It requires precise timing and no small amount of multitasking.

These mini-games are wrapped in an absolutely darling opera simulation. There are four shows in Performance mode -- The Marriage of Figaro, Swan Lake, Carmen and The Nutcracker -- and each has its own little tale of disaster to cope with. At the end of each you're treated to a short performance of the show, which succeeds or fails relative to your success in the mini-games. I have to admit that while I wanted to see the shows succeed, there was a (large) part of me that wanted to play again just to see how badly they could fail.

Once you work your way through the performances, you can pay to unlock Score Attack modes for each of the mini-games. The costume score attack mode is included, but the other four are a dollar a piece. I do have a small quibble with this, as the app description really doesn't make the need for these purchases clear, but I bit the bullet so you don't have to. It's fun to play endless versions of the mini-games, but the real charm is in the aforementioned Performance mode.

Another question stands out, though: why so little music? The included songs are provided by EMI, but there are only a few of them. Given that the one of the purposes of this game has to be to raise awareness for the Royal Opera House (and to sell a few albums to boot), shouldn't it be brimming with music? This is a missed opportunity, and it smells a bit like a licensing snafu from here.

Otherwise, The Show Must Go On is thoroughly impressive. The art is cute and welcoming and the games are fun, with quite a range of difficulty levels. The music that is included is, of course, great. There's even a broad selection of Game Center/OpenFeint achievements and leaderboards to extend your playtime. I'm not sure it will create any new opera fans, but it certainly shows that there's more to opera than meets the eye, especially when you approach it with a light heart and good cheer.

TouchArcade Rating:


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Over this past summer, Bungie had everybody guessing as to just what exactly they were up to by trademarking both the "Crimson" and "Bungie Aerospace" monikers. In late August, we learned that Crimson was actually Crimson: Steam Pirates [Free], a new strategy game developed by Harebrained Schemes in conjunction with Bungie. Bungie Aerospace would actually be the name used for publishing the title on the App Store, and we would assume, future titles as well.

With that mystery finally solved, Crimson: Steam Pirates launched for the iPad on September 1st. It turned out to be a pretty decent strategy game too, if not a bit too linear in its progression. It came with a very generous 8 levels as part of the free download, with an additional 8 levels in a Chapter 2 expansion available as an in-app purchase.

Yesterday, Bungie Aerospace launched Crimson: Steam Pirates for iPhone [99�], a smaller-sized version of the iPad game. The game appears to be identical to the one on the iPad, but the pricing is structured a bit differently. It's 99� for the initial download, but it includes both the original Chapter 1 levels and the expansion Chapter 2 levels for the price, which is half of what it initially cost on the iPad. Additionally, a brand new Chapter 3 has launched with the iPhone version, and can be purchased from within the app for another 99�. Chapter 3 is now available within the iPad version too, also priced at 99�.

If you are sans iPad and have been interested in Crimson: Steam Pirates, or you're just looking to have a more portable version for your iPhone or iPod touch, then now is a good time to check out the newly released�Crimson: Steam Pirates for iPhone.



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I think it's fair to say by now that KlickTock is a master of creating tiny slices of gaming. Three of the four iOS games the developer has produced have been delightfully tiny experiences that squeak in under two minutes -- Super Search 60 [Free / $0.99], Doodle Find [Free / $0.99] and now ZONR [Free] all clock in at 60-90 seconds per play session. But while the older two are both simple (if charming) hidden object games, ZONR is something more interesting. It's also free, and (spoiler alert) by the end of this review I'll be telling you to download it, so you might as well get a head start.

Here's how you play ZONR: You look at a square made of pieces that bear a passing resemblance to tetriminos. You decide in a split second which of those pieces is the largest. You tap it, and then you do it over again with a new square. You keep doing that for 90 seconds, and you're scored along the way. Dead simple, but when you tie in this game's bright, cheery art and a soundtrack by Disasterpeace, you've got something special in your hands.

I'm a new fan of Disasterpeace, having just fallen in love with a few of his songs from the upcoming non-iOS title Fez. But you might also recognize his work from the soundtracks of Puzzle Agent, Drawn to Life, or Bonk: Brink of Extinction. He's fantastic at conveying moods with retro-sounding chiptunes, and in ZONR, that mood is abject happiness.

As you play ZONR, the sounds play back with cheery notes that fit beautifully with the music. So each time you correctly choose the largest piece, you're rewarded, and each time you miss you're punished with a discordant note. The screen shakes, flashing red, and worse - your multiplier falls. This is one of those arcade games, the ones that let you build up incredible scores by playing perfectly, but that will grab that score back as soon as you make a mistake.

Precision isn't enough, though. As you play, that 90 second time limit counts down. So you're pressed to find the biggest piece over and over as the pieces get smaller and smaller, and you need to do it perfectly and quickly. It's a challenge.

And that challenge is fun to rise to, frankly. As you improve, you earn Game Center achievements, but more importantly you unlock new skins. Not only do the skins change up the look of the game, they also raise the difficulty. It can be challenging to trust your spatial judgement when you've got the standard bright, colorful art to work with. But change everything to black and white or different shades of blue and things get much harder.

There are eight skins to unlock in various ways. Some are rewards for high scores, some for earning high enough combos, and some for playing enough games. You can flick through them by swiping around the menu screen. One can be bought for $0.99, and that purchase also rids the game of its single banner ad, which is otherwise present whenever you're not playing. Another is unlocked if you have Doodle Find on your system (which is a darling game on its own, and well worth a free download).

Ultimately, ZONR is a simple game. It's a fun way to test your reaction speed, and it does a great job of motivating players to keep pushing their high scores forward. But the slick interface, colorful art and cheerful soundtrack boost it beyond the confines of its gameplay, making it a great choice to pull out whenever you have a good 90 seconds to kill. If you like it, share your thoughts in our discussion thread -- and swing by Bandcamp, where you can grab the soundtrack at any price you'd like to pay.

TouchArcade Rating:


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Using a single device as a universal controller is great, especially if you have tools such as VooMote One that can turn your iOS device into universal remote controller. On the other hand, Android users didn't have the ability to turn their devices into remote controllers, until now.

Griffin Beacon Universal Remote Control is designed for Android users, and it is comprised of a hardware device and special software for your Android device. The hardware device connects to your tablet or smartphone using Bluetooth, and converts and transfers your input to your home theatre. As for the compatibility, this app is compatible with 200 000 devices, so there's a good chance that your device will work with Griffin Beacon Universal Remote Control.

Griffin Beacon Universal Remote Control is great if you want to use your Android tablet or smartphone as a universal remote controller, and as for the price, Griffin Beacon Universal Remote Control is priced at $69.99, and it is available for order from Griffin's website.

[via Ubergizmo]

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We've seen all sorts of unusual vehicles over the years, but we have never seen something like this before. Today we have a special type of motorbike, and what makes this bike different from the others is its unusual looks.


Moto Undone is a motorcycle designed by Joey Ruiter, and unlike other motorcycles that we see every day, Moto Undone has no fancy paint, overpowered motors, and instead, this motorbike can turn "invisible". Due to its minimalistic design and reflective sheets of metal that cover the shell of Moto Undone, it might appear that the driver is riding on an invisible bike. As for technical specs, Moto Undone is powered by 1000W 48V electric hub motor, and its motor can keep this bike powered for 90 miles or about 3 hours.

Moto Undone looks bit uncomfortable, but on the other hand, that doesn't really matter as long as you can drive the "invisible" bike, right? Sadly, Moto Undone isn't available for purchase.

[via OhGizmo]

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