Back in February, EA Mobile released NBA Jam [$4.99/Lite] into the App Store for the iPhone and iPod touch. It was based on the well received new version of the long-standing series that hit home consoles late last year, and for the most part made the transition extremely well to iOS. The key missing features were a couple of the less popular game modes and any form of multiplayer, but the core campaign along with all of the hidden bells and whistles remained intact and as fun as ever. Here's a brief synopsis taken from our original review of NBA Jam from February:

The familiar NBA Jam gameplay returns here featuring a relatively rule-free game of 2-on-2 basketball with an emphasis on pulling off insane physics-defying dunks and ridiculous shooting sprees. Besides adhering to a 24 second shot clock and a no goaltending rule, pretty much anything goes in NBA Jam. Any player that makes 3 consecutive shots will then be "on fire" and during this time will make a higher percentage of shots, have unlimited turbo, and be immune to the goaltending rule. If you've played NBA Jam in the past, not a lot has changed here, but that's most likely for the best.

The iOS version of NBA Jam uses a smart control system that works incredibly well. There's a virtual stick for movement, a turbo button in the opposite corner, and based on if you're on offense or defense a button for passing/stealing and another for shooting/blocking. Using your limited turbo meter not only increases your player's speed but also enhances your other moves, like turning a simple steal attempt into a full-blown shove of an opponent. This is cleverly and elegantly handled by holding down turbo and then sliding to one of the other two buttons, which works great in practice.

Today, the game is now available as a native iPad version appropriately titled NBA Jam for iPad [$9.99]. Aside from having graphics that are beautifully formatted for the larger screen of the iPad, it contains everything from the iPhone and iPod touch version including the recently updated player rosters. NBA Jam was already wonderful on the iPhone and iPod touch, and it's just as good if not better on the iPad. The game looks fantastic and crisp on the large screen, and the brilliant control system works just as great as it did before.

One puzzling omission from the original release of the iOS version of NBA Jam was the lack of multiplayer, since NBA Jam has always been a great party game to play with friends. This has thankfully been rectified, as the iPad version has launched with multiplayer and the iPhone and iPod touch versions have just received an update adding a multiplayer mode as well.�Multiplayer is played locally over Bluetooth or WiFi, and can be played with mixed devices, so iPhone or iPod touch owners can get busy against their iPad owning buddies. The multiplayer seems to work well in my limited testing, and while it would be cool to have online multiplayer there's really nothing like taking it to the rack against a friend and being able to trash talk right to their face.

No matter which device you play it on, NBA Jam is a ton of fun on iOS, and I'm really happy to see multiplayer finally make it into the game. Just in case you've been on the fence about NBA Jam, there's a recently released lite version for you to try, and if you already own the iPhone and iPod touch version make sure to grab the latest update to give the new local multiplayer mode a spin.

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If you're an iPhone or iPod touch owner who has been anxiously awaiting Superbrothers: Sword & Sworcery EP since we first saw it at GDC 2010… be mindful of family, friends, and neighbors as a sonic boom is unleashed from your finger from quickly mashing the "download now" button. Joining Sword & Sworcery EP [$4.99] is Sword & Sworcery EP Micro [$2.99], the iPhone-specific version of the game.

On the smaller screen, the game basically plays as described in our original review of the iPad version. There are things to like about both versions of the game. I like the game on the bigger screen of the iPad, but it looks awesome on the retina display. It's easier to share the experience with someone else on the iPad, which doesn't matter much if you're playing by yourself. What I like much more about the iPhone version is that the rotation of the device to sheath and unsheath your sword feels incredibly natural compared to, as stated in the review, like driving a bus.

If you already own the iPad version, you'll be happy to hear that it has since been updated to be universal. If the update isn't showing up for you yet, give it a few. Updates often don't propagate through the App Store as instantly as new apps appearing.

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The developers behind Game Dev Story [$3.99 / Lite] and Hot Springs Story [$3.99] have released another simulation game on the Japanese App Store. It's called, roughly, "Pocket School Story 2," and it looks like a solid follow-up to Hot Springs Story.

In the description for the game on its official web page � and mind you I'm looking through the lens of Google Translate, which is useful for little more than a vague idea of what's going on � Kairosoft says you'll be somehow responsible for the training of students' abilities all the way up to their graduation. Things like love, as well as clubs and activities are mentioned, but I can't say with certainty how these mechanics will be pieced together and form a cohesive whole. Also, it's a good possibility that you'll be in charge of building rooms and such similar to Hot Springs Story.

As for a US or international release… it's hard to tell what Karisoft plans to do. Hot Springs Story made it to the US, and Game Dev Story was a tremendous hit for the developer, though, so at least there's precedent. We'll have to wait and see on this one, but for what it's worth, I've sent out an e-mail.

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Graeme Devine is a hip guy to say the least. You should store his name somewhere in your brain: he was the co-founder of Trilobyte and did a bunch of work on the original The 7th Guest as well as other core titles like the RTS Halo Wars for Ensemble and Doom 3 for id Software. He even worked for Apple for a bit. Now, he's doing his own thing and creating "casual" titles with his actual family.

We last caught up with him at GDC and things seemed good: in addition to speaking to the experiences he had with his Full Deck series, Devine also chatted with us about his idea for an item shop game and a fun little ARG-like title called "Super Unicorn." On his blog, he provided a fresher update on his progress on the latter.

"Well, the cat came out the bag a little with an article in the press. But yes, I'm really excited about this game," he wrote. "I think as much as 7th Guest made something of CD-ROM that opportunity exists and is even stronger on the iPad."

"I've been working on this game for many years, really, in my head. Writing bits down here and there prior to working at Apple and then since leaving having become intent on producing the real thing," he explained. "A game that is like no other, but a game that makes you get up, go places, look, wonder and experience an adventure on your own."

Sounds neat, right? As for how his casual games series are going, Devine seems up on them. They're not making money because they're free, but he is having fun with his family, and hey, that's what counts, right?

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