RedLynx's original DrawRace [$2.99] sucked up a large amount of my time, so when DrawRace 2 [99� / HD] was first announced, I had a small panic attack thinking of the amount of time it would kill in my day. Turns out, the attack was well warranted, because the sequel steps it up in every way imaginable.

The first game introduced us to the mechanic and it hasn't changed much this time around. You draw a line around a track, moving your finger quickly or slowly depending on how fast you want to go during that time, then you watch your car try to follow the line. The only difference is an added turbo button, which helps keep you engaged while you watch.

Like its predecessor, DrawRace 2 is all about momentum, but just like the first game, and even RedLynx's Trials HD, this is more of a puzzle game than a racing one. You draw your lines not for efficiency in distance, but in response to the physics of driving a car. At a fundamental level, it's a math equation wrapped in a casual title. Simply tracing a line on inside of the track won't get you far and you have to reason with the future tense in plotting your path.

Which isn't to say it's not easy to pick up and play, because it is. It's still challenging though, and by the time you reach the Pro and Champion sections of the campaign you'll be wrecking your brain to get things right.

The campaign itself is massive. You'll have 180 different challenges on 36 different tracks to complete, with each race having three separate gold medals to earn depending on how many racers you're up against. New to the mix is a good amount of vehicle variety � each with its own handling style and each suited for the variety of different track types. Many of the tracks don't let you pick which car to use, but the ones that do force you to think about the environment and the track style while making your choice.

There are also several types of multiplayer built in. There is a single device, pass-and-play multiplayer, where you pass your device back and forth among friends. There is also a friend challenge, where you can race on a track and send your friends your time through Game Center to see if they can beat you. Finally, there is a World Championship mode where you'll log your best times and race against ghosts from players around the world. Each time you level up, you advance a tier and go up against better players.

DrawRace 2 also manages to completely change the look and feel of the original. Where the first game felt like a fun, pocket game with a simple look, the sequel rounds out the already full package of content with visual flare that isn't just pretty on the eyes, but adds to the overall experience. The menu screen is cleaner and easier to understand and even the line drawing mechanic is tightened up to better represent what you're doing both visually and aurally. Obviously the track and car graphics have been updated to 3D models and look great.

DrawRace 2 is not without its issues, though. Some might justifiably find the lack of any real feedback disheartening, because, as mentioned before, this is more about the tactics of racing than actually racing. Because of that, there is a dullness that settles in when you're stuck on a track and aren't able to figure out how to complete it. You will get stuck, but the madness that follows will only serve to help you down the line once you figure out what you're doing wrong. It can be frustrating to watch your car drifting out of control and not being able to help it, but it teaches you how to better approach the style of turn in the future.

This isn't a manic, balls-to-the-wall racer, it's a calculated, slow puzzle game. While the mechanic of the original is intact, the rest of the game sees updates in every single category and its absolutely bursting with content and game modes. It quickly moves from a casual distraction to a painfully difficult obsession, so be weary if you think you can play in bursts.

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Back in May, we were quite taken with the crazy trailer for Techno Kitten Adventure [Free], mostly due to it featuring a large man in a horrible cat suit. Techno Kitten Adventure was released last year as an Xbox Live Indie Game, and has a pretty dedicated following. Developer Elite Gudz was in the process of revamping the entire game with shiny new graphics and playable kittens, as well as bringing it on over to the iOS platform.

A couple of weeks later, Techno Kitten Adventure did launch in the App Store, and got a solid stamp of approval from yours truly during our podcast that following week. In fact, that was the first inklings of the now world famous Jared's Kitty Korner portion of our podcast, which makes Techno Kitten Adventure somewhat historically significant.

Then about a month after that, an update was released for Techno Kitten Adventure that added the internet's most famous feline the Nyan Cat as a playable character. Sadly, the powers that be who control everything Nyan Cat related didn't take too kindly to this addition to the game, and shortly thereafter Nyan Cat was removed and replaced with a parody cat that flies backwards and barfs a stream of rainbows. That's a pretty fair trade in my book, to be honest.

Now another brand new update for Techno Kitten Adventure has landed and it adds in another one of the internet's favorite obsessions: bacon. Or less specifically, meat in general. The new Meat Pack comes completely free and offers a brand new song, a new extremely meat themed level, and 3 new playable cats made from various types of meat. It's a lot of meat to be sure, but I know for a fact that's just how Brad Nicholson likes it.

Also, the entire gist of Techno Kitten Adventure is to test your ability to play a cave flyer game with as many obnoxious visual distractions as humanly possible constantly flying in your face. The new meat level takes this to beyond the extreme. Not only is there crazy meat stuffs flying all over the screen at all times, but the entire screen itself is prone to zooming, shaking, and even flipping horizontally so you're all of a sudden moving in the opposite direction. Basically, if you're prone to nausea or vomiting, the meat level might test your will.

When it comes down to the actual gameplay, Techno Kitten Adventure is about as basic as a cave flyer can be. Jetpack Joyride [99�] this is not. But, when you factor in the absolutely bizarre and elating sights and sounds, it's a hard game not to enjoy. Techno Kitten Adventure is my immediate go to game when I know I need a smile or I want to get an annoying dance song stuck in my head. Also, kittens. Who doesn't love kittens, am I right?

Since the game is initially a free score limited version with the ability to upgrade from within the app, the best way to see if Techno Kitten Adventure is the right game for you is just to download it and see, or stop by our forums for more player impressions.

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If you've ever played a puzzle game on iOS, you're probably familiar with the three-star ranking systems that plague the genre. Is plague too harsh a word? Certainly some games benefit from being able to offer a scale of difficulty, especially physics puzzles. But other games use them as a way to reward failure. Sure, you did the puzzle wrong, but you tried, and that's what matters. Here's a participation ribbon. Feel good about yourself.

Whenever I completed a puzzle in Punch A Hole [$0.99] with one or two stars, I felt that patronizing head pat. I might as well have pressed a level skip button (absent here, but also unneeded), because I certainly didn't solve the puzzle correctly. Played for one or two stars, Punch a Hole is a lifeless thing, barely able to hold my interest long enough to punch the necessary holes. Play for three stars and it comes to life, a mind-bending challenge that kept me captivated beyond any distraction while I tried and retried single levels over and over, knowing the solution was just out of my reach.

Players will certainly start in the right mindset � it's virtually impossible to earn fewer than three stars for far too many levels. Punch a Hole holds your hand too tightly while it teaches you the basic mechanics of the game. You play on a top-down billiards table, with the goal of moving colored balls into matching holes. Swipe a ball in the four primary directions and it will travel in that direction until it encounters something, like another ball, the edge of the table or a hole. You can fail by knocking it off the table or into the wrong hole, but you can always tap undo to go back as many steps as you need.

You can also punch holes in the table to stop the ball from moving, which is where the challenge comes in. Each level has a set number of holes you can create for the best ranking, the fewest that can possibly be used to solve the puzzle. When the game's difficulty eventually kicks in it requires large doses of lateral thinking. You'll need to punch a hole here so that you can bounce this ball off of that one, knocking the other over there, and…you get the idea.

Obstacles are introduced as time goes by. Balls of different colors get in each other's way, they bounce off blocks and slide through tubes. You can even paint them. Figuring out how to best use or avoid each obstacle is great fun, and what works in one level will rarely make the next much easier. There are a few epiphanies to be had, though.

Beyond the lack of conviction in ranking players' performance, Punch a Hole stumbles a few times. The difficulty curve is messy: levels are too easy for too long, and even once the challenge ramps up you'll occasional run into levels that are dead simple. The Game Center achievements are a disappointment. All of them can be earned by playing the game normally, except those for completing with three stars. Those ones can be completed by playing the game correctly. I will note, however, that while the art style and interface look overly utilitarian in screenshots, they're pleasantly simple and clean in action.

When Punch a Hole is bad, it's boring. But when it's good, it's frustrating in the best possible way. I feel well-rewarded for working my way through the slow bits when I'm free to experiment in the hardest of the levels. I can't recommend it wholeheartedly, but on the whole I've enjoyed my time with the game. I'll certainly be watching for releases from its developer, Bartosz Ciechanowski, in the future. If you decide to jump in too, let us know what you think in our discussion thread.

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The original Doodle Jump [99�] hit the App Store in early 2009, and before the rise of Angry Birds was the undisputed king of casual gaming. The doodler has been spotted on stage at Lady Gaga concerts, and the game has even been mentioned on sitcoms as well as seen on late night talk shows. Doodle Jump was also amongst the first of the true indie success stories, created entirely by two brothers who went on to enjoy millions of downloads of the game.

The gameplay itself is ridiculously simple, and is controlled entirely by tilting, and jumping from platform to platform. Over time, and through various updates, all sorts of different power-ups, enemies, and graphical skins were also thrown into the mix. Doodle Jump was also one of the first game to feature online leader boards displayed in game by little hash marks along the side as you made your ascent, a feature that is now practically standard in any vertical jumper.

When the iPad was released, we continually quizzed developer Lima Sky for when we'd see a Doodle Jump on the big screen, and were met with responses regarding how they didn't want to just put Doodle Jump on the iPad, they wanted to do something special. Well, it turns out that all that special stuff is going to be part of an upcoming sequel, tentatively titled Doodle Jump 2.

So Doodle Jump for iPad [$2.99] is basically exactly what it sounds like: Doodle Jump on the iPad. Playing the game feels a little different since you can see so much more of the game world, and obviously playing a tilt-based game on the iPad is vastly different from the iPhone. The extra heft of the device makes playing feel a little clunky in comparison, but you quickly get used to it. Also, the directional shooting functionality is a little tricky because of the larger screen, but if you can't get a handle on that it's easy enough to turn off in the options.

If you love Doodle Jump, and want it on your iPad, now you can without needing to run the game with pixel doubling. Doodle Jump is still one of my favorite games, and is undoubtedly a true App Store classic, but after this kind of wait I was really hoping for more on the iPad than a (currently) exclusive race-centric theme for the multiplayer mode.

Regardless, the thought of Doodle Jump 2 has me really excited.

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