‘Fruit Ninja’ Version 1.4 Update Brings Online Multiplayer Through Game Center

‘Fruit Ninja’ Version 1.4 Update Brings Online Multiplayer Through Game Center is a post from: Best Iphone Apps Review Website

Today developer Halfbrick Studios unleashed the newest update to its wildly popular fruit slicing game Fruit Ninja [99¢]. In version 1.4 a brand new multiplayer mode allows you to square off against players online using Apple's Game Center. Upon starting a game, a new option for multiplayer can be chosen which takes you to the Game Center online lobby. From here you can choose to start a new game which will match you up with a random player or you can pick a friend from your Game Center friend list to send them out a request to join a game. As with other Game Center online multiplayer games, matching up is simple, quick, and basically lag-free.

The Fruit Ninja multiplayer mode is also really simple to understand. A series of fruits are tossed up just like they are in a normal game. All of the fruit either have a red, white, or blue border. The blue fruit are your own, and you will gain points including bonuses for combos by slicing them. The red fruit are your opponent's, and if you accidentally slice them it will deduct points from your score. The white fruit are fair game for either party and if you can slice them before your opponent does you'll earn some bonus points for your score. Multiplayer rounds last for one minute, and whoever has the highest score at the end wins. When the round is over you're taken to a post-game lobby where you can choose to rematch against the same opponent or quit back to the menu. It really is very simple but also a tremendous amount of fun. Things get hectic with so much fruit flying around and trying to slice your own while avoiding your opponents.

The Game Center online multiplayer is pretty much all that is in the Fruit Ninja version 1.4 update, but Halfbrick is planning on bringing even more new features soon. Leaderboards and achievements will be added for Game Center, and according to one of the devs in our forums so will post-game lobby voice chat. Halfbrick also hints that the long-awaited "banana mode" is nearing completion and should be made available in the near future. Another interesting point is that the new Game Center functionality runs in tandem with the existing OpenFeint integration. So upon starting the game you'll get a welcome pop-up from each service, and all of the OpenFeint options are still available from the menu just as they were before. Conceivably, you could disable one or the other and just use a single social service, but the online multiplayer only works with Game Center enabled.

At any rate, this new update to Fruit Ninja is a ton of fun, and I've been pleasantly surprised with how well Game Center multiplayer works and how much it can add to a game. If you own a copy of Fruit Ninja for your iPhone, make sure and grab this latest update and head over to the Game Center username trading thread in our forums to add some friends to your list and partake in some competitive online fruit slicing.

App Store Link: Fruit Ninja, $0.99


ZenProphets – ZenNews

ZenProphets – ZenNews is a post from: Best Iphone Apps Review Website

ZenNews in a simple yet powerful, beatifully designed news reader app for iPhone and iPod Touch. If you are tired of those news readers with the same bleak appearance, same old features or developers that focus on features you couldn’t care less about, you will love this app! ZenNews is under active development and the features come from the users (from You!). Even as you are reading this, a new version is on it’s way so join the ZenProphets community by sending your feature suggestions through the application or via www.zenprophets.com. Come experience the future with us!


A Mighty Eagle is Set to Debut in ‘Angry Birds’ as In-App Purchase

A Mighty Eagle is Set to Debut in ‘Angry Birds’ as In-App Purchase is a post from: Best Iphone Apps Review Website

If you've taken even a cursory glance at the top paid apps charts in the last six months, then you've no doubt noticed a game called Angry Birds at or around the #1 position. The venerable physics puzzler has you launching birds into precariously built structures in order to collapse them onto the pigs that dwell inside. Angry Birds practically needs no introduction, as between the lite and paid versions it has been downloaded more than 11 million times since debuting on the App Store last December. It has also been one of the most well supported games following release, as Angry Birds has received a number of free content updates during its lifespan adding tons of new levels and new functionality.

During this successful run and its many content updates, Angry Birds has always steadfastly remained at 99¢. Plenty of gamers including ourselves have commented that Angry Birds is simply the best value for the money on the App Store. That's all well and good for the players, but how does developer Rovio expect to continue to offer high quality updates to Angry Birds with an inevitable decline in the charts looming and while maintaining the game's 99¢ price point? The answer is the Mighty Eagle. The Mighty Eagle will be a special bird that you can call upon to instantly complete a level that you might be stuck on. You will be able to buy a can of sardines via in-app purchase and use those to lure the Mighty Eagle into a level and crush those pesky pigs on your behalf.

This video doesn't demonstrate any in-game footage of the Mighty Eagle in action, but serves as more of a teaser and is pretty funny in its own right:

In-app purchases have been met with both positive and negative criticism from gamers before, but seeing as Angry Birds offers a tremendous amount of gameplay for your dollar I can't see too many people being upset with another avenue to give Rovio some more money for their efforts. Some concerns have risen about players being able to buy their way onto leaderboards by abusing this IAP, but the Mighty Eagle function is limited to prevent this. Once a player uses one to pass a level, they aren't allowed to use another one until they have gone back and beaten the level they skipped on their own. If anything, it just offers a way for people who get overly frustrated being stuck at a certain point in the game to progress and then give the level a shot later on.

Pricing and a release date for the Mighty Eagle haven't been confirmed, but we'll keep you posted as we learn more about this latest direction for Angry Birds as well as the long awaited Game Center update to the game.

App Store Links:
    Angry Birds, $0.99
    Angry Birds Lite, Free
    Angry Birds HD, $4.99 (iPad Only)


Exclusive Hands-On with Upcoming ‘GravBot’ from Team Phobic

Exclusive Hands-On with Upcoming ‘GravBot’ from Team Phobic is a post from: Best Iphone Apps Review Website

A few weeks ago we showed a new trailer for an upcoming gravity-based puzzle platforming game called GravBot from Team Phobic. They have since sent us a near-final build of the game, and after completing nearly all of it, I'm thoroughly impressed with just about everything that GravBot has to offer. Team Phobic has already proven that they know how to bring cute, colorful graphics and excellent level designs with Bounce On [$1.99/Lite] and Bounce On 2 [$3.99/Lite], and those skills have translated well into the creation of GravBot. The levels start out simple enough and ease you into the different elements in the game, but as you progress GravBot will really test your puzzle solving skills and force you to look at each level from every angle.

In GravBot, you'll play as a tiny robot who must collect all of the batteries on each perilous level. In order to accomplish this, you can spin the entire level either 90 degrees left or right or entirely upside down to change the direction of gravity. Your robot can travel left and right on its single tire, and will fall towards whichever way happens to be down at the time. Levels are filled with hazards like spikes, enemies, and lasers which will kill instantly if not avoided. The batteries can be tricky to get to, and a color-coded system of trapdoors, elevators, and various other obstacles will need to be triggered by switching a lever or pushing blocks onto buttons – all in the name of snagging every last battery on a given level.

While just completing each level is sufficiently challenging and fun, the real hook to GravBot is trying to obtain gold medals for each one. The game keeps track of how many times you switched gravity to complete a level, with bronze/silver/gold medals awarded for using it efficiently. What is really satisfying is when you figure out a way to win gold using fewer gravity switches than is required. Due to the physics engine in the game, you can sometimes make it to a hard to reach area without changing the gravity and instead gliding through the air or just barely catching the edge of a platform and hanging on. These types of moves can be risky however, and if you don't pull one off just right you can easily fall to your death. If you do happen to beat a level using a ridiculously low number of gravity switches, you will be immortalized in leaderboard form thanks to the Plus+ network, and there are a number of achievements to obtain as well.

GravBot looks and sounds absolutely great, with Retina Display enhanced graphics and catchy music and sound effects. I especially love the little blips and bloops that your robot will spout out during the game, and he has a ton of personality for essentially being a TV set with a wheel. GravBot has already been submitted and Team Phobic is shooting for a September 30th release. The game will be free to download and comes with 12 levels, with two additional 20 level packs available as in-app purchase for 99¢ apiece. The 12 free levels aren't terribly difficult and serve mostly to get you familiar with the game, but the additional level packs contain some seriously challenging stuff that should keep you busy for quite a while. Make sure to head over to the upcoming thread in our forums to check out more about GravBot, and we'll take another look at the game when it hits the App Store later this month.


PSA: Game Center Friends List Seems to be Capped at 500

PSA: Game Center Friends List Seems to be Capped at 500 is a post from: Best Iphone Apps Review Website

Over the weekend quite a few people have been coming to the realization that Game Center only seems to allow for 500 friends. Per TiPb and a few tweets, once you reach 500 total friends in Game Center the only way to add more friends is to delete an existing friend. While I suspect this won't be an issue for close to 99% of the people who use Game Center, our 4.1 update post, Project-79's absolutely fantastic thread listing all Game Center games, and the actual Game Center usename thread are packed with people trading friend requests.

If you've been going hog wild adding anyone and everyone, you might want to slow down so you don't need to go through your friends list purging people when you've got other people to add later. It's hard to say if Apple will ever increase this limit or not, as it was likely put in place to reduce lag while using Game Center. In comparison, both OpenFeint and Plus+ don't seem to have any kind of limitation on the amount of friends you have, but having massive friends lists in both services has caused problems for me in the past in some games.


Manomio Submits ‘C64′ Update with BASIC (re)Enabled

Manomio Submits ‘C64′ Update with BASIC (re)Enabled is a post from: Best Iphone Apps Review Website

An App Store favorite of our readers who relish the retro is surely Manomio's Commodore 64 [link], the C64 emulation system / game store that does a great job of putting an expanding list of 8-bit classics right in our pockets. We first got wind of Manomio's emulation effort in June of last year, when it was submitted to Apple and rejected, as it was determined to be in violation of the iPhone SDK agreement.

Then said Apple,

Thank you for submitting C64 1.0 to the App Store. We've reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement; "3.3.2 An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s)."

It was the system's included BASIC interpreter that was the sticking point for Apple, it turned out. Manomio disabled (and then removed, as it was deemed necessary) the BASIC interpreter and the app finally found its place in the store, and in Apple's good graces.

Last Thursday, Apple made significant changes to the iOS SDK agreement, relaxing restrictions on development tools used to create iOS applications. One of the areas of the SDK agreement affected was section 3.3.2, the specific part of the agreement that Apple determined Manomio had violated with the initial releases of C64. Upon hearing this news, Manomio CTO Stuart Carnie was quick to read over the new Apple document and found the following, updated section 3.3.2.

3.3.2 An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple’s built-in WebKit framework.

As can be seen in the new language, interpreted code is now acceptable under certain circumstances. In light of this fortunate turn of events, the developer has put together an updated version of C64 (v2.0) with BASIC enabled. Wanting Apple to be fully aware of his re-inclusion of the BASIC interpreter, Carnie extensively underscored his changes in the Reviewer Notes section of the submission form and additionally sent a courtesy e-mail to Apple on the issue. Since then, the developer and Apple have had further correspondence regarding the update and the response so far is positive. Apple will, understandably, spend additional time reviewing the application, but Carnie says he remains cautiously optimistic.

If Apple does end up rejecting the update, Manomio's plans are to remove the BASIC interpreter, but leave in place the other enhancement that this update brings, Carnie tells us. Those other enhancements include:

  • FIX – fix crash when attempting to use the "Download All" feature and many games are queue
  • FIX – Add additional controls to Hunter's Moon
  • FIX – iPad landscape view is no longer partially off the screen
  • NEW – Upgraded to OpenFeint 2.6.1 (includes time-scoped leader boards)
  • NEW – iOS 4.1 tested
  • NEW – New "Always use keyboard" option to access additional in-game features

Apple's recent update to the SDK agreement gives developers of all manner of apps more flexibility, but is a particular boon to developers of retro system emulators and games. We've got our fingers crossed that C64 with BASIC enabled is given the nod by Apple and that other developers are inspired to bring others classic systems and games to our favorite mobile device family.

App Store Link: Commodore 64, $4.99


Hands-On with Upcoming ‘Sonic 4: Episode 1′ – This is What We’ve All Been Waiting For

Hands-On with Upcoming ‘Sonic 4: Episode 1′ – This is What We’ve All Been Waiting For is a post from: Best Iphone Apps Review Website

Yesterday during Sega's iPhone Games Day, easily the most impressive and fun game that I had a chance to play was Sonic 4. It finally feels like the Sonic game that we've all been wanting for the past 15 years, with no gimmicks, unnecessary characters or outlandish stories. Just pure 2D side-scrolling Sonic goodness, with heaps of Blast Processing. We previewed Sonic 4 during E3 in June, where we had a chance to play an early version of the game. Yesterday at Sega I was shown a nearly complete build of the game that included the previously unannounced Labyrinth Zone, two exclusive iPhone levels, and the special Chaos Emerald bonus stages.

The best thing about Sonic 4 is that it's incredibly simple to play, to the point of almost rendering the virtual controls a non-issue. I say almost because it still can be tricky playing a platformer without tactile feedback, but with only an analog stick and one button to worry about it certainly simplifies matters. Sonic 4 plays similarly to the original trilogy where you can run down hills and roll through loops or perform a spin dash by crouching and mashing the button to build up speed, but one significant new maneuver has been added to Sonic's repertoire. After performing a jump, you can hit jump in mid-air and execute a homing attack that will send Sonic spinning into nearby enemies or interactive objects which get target locked automatically. This adds an interesting dynamic to the game and makes it far more playable on the touch screen, as you don't have to be quite as precise when trying to defeat enemies.

Previously, Sega has shown off the first area of Sonic 4 called Splash Hill Zone. This zone is reminiscent of the beginning stage in earlier Sonic the Hedgehog games, with bright blue skies, green grass, and plenty of loops and hills. Yesterday they revealed Labyrinth Zone, which is also akin to levels from the old Sonic games. It's an underground cavern area with moving platforms, boulders falling from the roof, and underwater portions. This is also where one of the iPhone exclusive levels is based, called Lost Labyrinth Zone. This level has Sonic riding in a mine cart that is controlled by tilting the device while negotiating maze-like caverns. Sonic 4 deviates from the linear level progression of the originals, and once you've completed the initial Splash Hill Zone all three areas in each of the four zones are made available to play in any order. The catch is that you will not be able to play the fourth boss area for each zone until you've completed the previous three.

Another returning feature from the classic Sonic games is the addition of bonus levels. If you complete an area with at least 50 rings in your possession, you'll have a chance to jump into a gigantic spinning ring at the end which will take you to a special stage and give you an opportunity to earn a Chaos Emerald. These stages are re-imagined versions of the ones from Sonic 1, and if you remember those stages you'll understand just how well suited they are for tilt control. Whereas you controlled Sonic himself as the stage spun around you in the originals, in this iPhone version you'll actually be controlling the stage by tilting and twisting the device while trying to get a stationary Sonic to the Chaos Emerald in the middle. Collecting a total of 7 Chaos Emeralds and completing the game will yield an alternate cliffhanger ending that will hint at things to come in Sonic 4: Episode 2.

Yes, Sonic 4 will be an episodic release. Sega couldn't comment on how many episodes will make up the entire experience, but have assured me that there is a definitive end to Sonic 4 and they won't just be releasing a new episode whenever they feel like adding a new set of levels. Sonic 4 is also looking quite stunning visually, and will be nearly identical to the console versions save for the 2 exclusive iPhone levels and tilt controls. Remarkably, the game runs at an incredibly smooth rate, and I didn't experience even one hiccup during my time with the game. Also of interesting note is that Sonic 4, the long awaited spiritual sequel to the classic original trilogy that fans have been clamoring for for years, will not be appearing on either the Nintendo DS or Sony PSP. While this may have Marcus in a huff, it shows just how committed Sega is to this platform and its fans.

This hands-on video from our E3 preview in June demonstrates Sonic 4 in action:

I can hardly describe just how much I enjoyed Sonic 4, and I cannot wait for the final version to be released. Sega won't pin down anything more exact than “sometime this Fall” but the game was looking mostly complete and hopefully it won't be too much longer before we can all finally play Sonic 4: Episode 1.


Screenshots of Upcoming ‘The Sims 3: Ambitions’ and ‘EA Sports MMA’

Screenshots of Upcoming ‘The Sims 3: Ambitions’ and ‘EA Sports MMA’ is a post from: Best Iphone Apps Review Website

Earlier today EA Mobile posted some screenshots from two of their previously announced upcoming iOS games on their Facebook page. Based on the little bit that is shown, it seems that fans of the previous iPhone versions of The Sims games will be getting a new iteration of that series called The Sims 3: Ambitions. For the more violence-prone audience, EA Sports MMA will bring the competitive sport of mixed martial arts to the touch screen. Click on any of the images below to get a larger view.


The Sims 3: Ambitions – This newest Sims game looks to include all of the same customization and social interaction that you've come to know from the series, but with an added focus on fulfilling your particular character's passions and turning them into paying professions. In the PC version of Ambitions, you could become a firefighter and would have to put out hazardous fires and rescue other Sims from burning buildings, along with the more mundane tasks like properly maintaining your equipment. There were also more creative jobs like a tattoo artist or stylist that let you actually change the look of your fellow Sims. Other cool additions will be the ability to raise children and build and customize your own living spaces.

It remains to be seen what exactly will be in the iPhone edition of The Sims 3: Ambitions, but based on these screens chances are it will be similar to its PC counterpart. An exact release date hasn't been given aside from Summer 2010, and with Summer just about to be over we might very well be seeing the game released in the coming weeks. Until then you can join in the discussion going in our upcoming games forum for The Sims 3: Ambitions.


EA Sports MMA – While this title was announced way back at E3 in June, there still isn't a whole lot of information about it. What we do know is that EA Sports MMA will be a mixed martial arts fighting game similar to the popular UFC, but without actually being affiliated or licensed by the UFC.  Still, if you follow the sport of MMA you should recognize some of the fighters in EA Sports MMA like Randy Couture and Fedor Emelianenko who are shown in the screenshots below. It also appears that you will be able to customize and train your fighter.

Again, a firm release date hasn't been set for EA Sports MMA, but we would venture to guess that it can't be too far off since screens are being posted on Facebook. What we're really interested to see is how the game will actually control with the touch screen, and how much depth there will be in regards to different moves and holds. We'll let you know if we hear anything more about EA Sports MMA, and in the meantime head on over to the upcoming game thread to talk about the game in our forums.