Category Archives: universal
‘Stair Dismount Universal’ Update – 2 New Levels and DLC Character Pack
‘Stair Dismount Universal’ Update – 2 New Levels and DLC Character Pack is a post from: Best Iphone Apps Review Website
The folks at Secret Exit, who are responsible for bringing us the incredible Zen Bound and Zen Bound 2, have just released a content update to their delightful ragdoll physics game Stair Dismount Universal [99¢/Lite]. If you aren't familiar with the title, the first Stair Dismount essentially spawned the inflict-pain-on-a-ragdoll genre on the PC back in 2002. Since then a number of other games on the iPhone have utilized a similar idea, but none have achieved the polish and technical complexity of Secret Exit's offering on this platform. Gameplay involves pushing a nondescript dummy named Mr. Dismount down a set of stairs, with your score being based on how much pain you can inflict on the poor fellow. It's a satisfying feeling, and has an undeniable "zen-like" appeal as you try to top your previous high score.
Stair Dismount has been updated a number of times since it's release last November, adding new levels and online leaderboards via OpenFeint. A couple of months back, the game was updated to be a universal app, with special enhancements for when running on the iPad. Today's update adds two more brand new levels, bringing the total number to 12, as well as iOS4 support including fast app switching. More significant, however, is the addition of 3 new characters available for 99¢ as an in-app purchase. Besides Mr. Dismount who is an averaged size person, the new characters are Mr. Reach who is incredibly tall and lanky, Mr. Heft who is short and stalky with a huge belly, and Mr. Stalwart who is basically the shape of a gorilla.


These new characters are a ton of fun to use, and actually change the gameplay pretty significantly. Mr. Heft crashes hard while falling down the stairs due to his portly stature, Mr. Reach uses his length to hit many points of the level, and Mr. Stalwart has all sorts of odd behavior due to his stubby legs, long arms, and incredibly top-heavy build. They can all be had for one 99¢ in-app purchase, and really breathe new life into this already entertaining game.
Due to the ability to save snapshots of each dismount, it seems every time I play the game I get at least one hilarious photo of one of the characters in some kind of precarious position, which has been fun to share amongst other players in the game's forum thread. If you find yourself with some funny photos of your own, upload them to our forums for others to appreciate and comment on. And if you already own Stair Dismount Universal, make sure you grab the latest update for the 2 new free levels and new IAP character pack.
‘Canabalt’ Goes Universal and Looks Great on the iPad
Geometry Wars: Touch Goes Universal; iPhone Version of Zen Bound 2 On Its Way
Geometry Wars: Touch Goes Universal; iPhone Version of Zen Bound 2 On Its Way is a post from: Best Iphone Apps Review Website
Activision’s Geometry Wars: Touch and Secret Exit’s Zen Bound 2 were standouts in the iPad’s launch lineup, each offering polished experiences that left iPhone and iPod Touch owners seething with jealousy.
Well, seethe no more. An iPhone version of Zen Bound 2 is currently in development, and Activision has updated Geometry Wars: Touch with support for the iPhone and iPod Touch.
Geometry Wars: Touch is now available as a universal binary, so if you’ve already purchased the previously iPad-exclusive version, you may now play it on any other iDevices you may own. The game’s price has also dropped to $4.99, making a purchase all the more tempting for anyone wowed by the initial iPad release.
Secret Exit notes that Zen Bound 2 is currently being retooled to be compatible with the iPhone and iPod Touch. iPhone 3GS and third-generation iPod Touch devices will see the benefit of added visual effects, though the game will also be fully playable on older hardware.
Secret Exit has not yet revealed whether iPhone compatibility will arrive as a universal binary or as a separate app. A release date for the iPhone version of Zen Bound 2 has not yet been announced.
iGoMoku HD Pro Review
iGoMoku HD Pro Review is a post from: Best Iphone Apps Review Website
Price: $2.99
Version Reviewed: 1.8
Device Reviewed On: iPad
Graphics / Sound Rating: 3 out of 5 stars
Game Controls Rating: 4 out of 5 stars
Gameplay Rating: 4.25 out of 5 stars
Replay Value Rating: 4.25 out of 5 stars
Overall Rating: 3.88 out of 5 stars
Have you ever tried to play Go? Once upon a time I decided I was going to undertake learning the national board game of Japan, so I bought a Go board and attempted to read the instructions. Then, I put the board, pieces and instructions back in the box, placed the box on a shelf and never dared make the attempt again.
I’m still looking for an app that effectively teaches Go to a complete novice like myself (suggestions welcome if you know of a good one), but until then I’m satisfied to play the infinitely less complex variant of Go known as Go Moku. The object of Go Moku is much simpler than traditional Go. You have to get five of your stones in a row, horizontally, diagonally or vertically while simultaneously stymying your opponent’s attempts to do the same. If you’ve played the westernized version of Go Moku, Pente, you should be familiar with this mechanic (although Go Moku lacks Pente’s rules for capturing an opponent’s pieces). iGoMoku HD Pro (whew! Pretty long title) provides an effective, challenging version of this game with a wide variety of AI opponents.
Don’t expect to be overwhelmed by the game’s graphics or sounds. Both are adequate to the task, but utilitarian in nature. The graphics are straightforward – a simple gridded wooden board and black or white stones. You can vary this somewhat with three other visual themes (including ti-tac-toe, soccer/basketball and water drops) but I prefer to stick with tradition. Sounds are likewise spartan. There is no music, nor the ability to play music from your iTunes library during gameplay. Sound effects are limited to the sound of placing your stones on the board and either a boo or cheer when you lose or win, respectively.
The real beauty of iGoMoku HD Pro lies in its simplicity and its very skilled AI. You can certainly play against a human opponent, but the AI has proven to be quite challenging thus far. There are five levels of AI opponents, ranging from Rookie to Grand Master, so even if you can’t get another person to play against you, you should have no trouble at all finding a suitable challenge.
While there are no flourishes to really make the game stand out in a crowd, iGoMoku HD Pro is highly recommended if you enjoy strategy board games. Add to that the fact that the game is $2.99 and universal for both iPad and iPhone, and it’s clear it’s a go-to (pun, unfortunately, intended) app.
[ iGoMoku HD Pro Review is a post from 148Apps ]
‘Carcassonne’ Review — As Good As It Gets On The App Store?
‘Carcassonne’ Review — As Good As It Gets On The App Store? is a post from: Best Iphone Apps Review Website
Admittedly, I have shied away from board games on the iPhone; very few of them offering the accessibility and multi-player fun of dusting off an old classic and sitting around a coffee table with friends. Even still, I had never heard of the award-winning German tile-based board game named after a world heritage listed French castle prior to our preview last month. But that's all water under the bridge now, as Carcassonne [App Store] is definitely hot right now and set to rocket up the App Store charts.
For those apparently hiding under the same rock as I have been; Carcassonne is a board game played with 71 tiles, artistically depicting fortified structures, fields, cloisters and roads (these being the key elements of the game). Tiles are randomly drawn and played on the table in turn by each player, of which there are up to 5 players at once, and placed next to each other so that each landmark aligns perfectly. Points are awarded by placing one of your limited tokens, your 'Meeples', on an element of the tile you've just played; be it road, structure or field. Points are scored both during the game and at the end, with completed city structures awarding bonus points.
Carcassonne has undoubtedly raised the bar high for spit and polish. Every menu, game screen or tutorial is painted in gorgeous wooden hues as a tribute to its hand-crafted, table-top origins. The tutorials themselves comprise both fully-voiced demonstrations and a thoughtfully illustrated game manual which does wonders to explain the initially abstract scoring system.
Carcassonne isn't a difficult game to grasp, but it does have an extraordinary amount of depth. Advanced considerations such as where to play your farmer Meeples (which aren't retrievable after placing them) so that they are in the largest field possible supplying the most completed structures (thus scoring points) will often prove the difference between a game otherwise left largely to luck of the draw.
These strategies especially come to the fore in heated games of four or five players, where you have to contend with multiple playing personalities– be they aggressive players who will continually try to block or steal your developments, or the passive contender silently building a formidable point-massing fortress in a forgotten corner of the board. Carcassonne accommodates this fantastic multiplayer gameplay from every conceivable angle. Impressively, you can have a taste of multiplayer on your own, with a local mode able to add up to 4 computer-controlled opponents of 8 varying difficulty levels from easy to evil.
The real fun though comes from matching wits (and trading blows) with real people. The aforementioned local mode also allows for 5 Pass-and-Play players to be added, or for WiFi or Bluetooth devices to join your game too. Internet games (over both 3G and WiFi) on the other hand can be quickly arranged between two people through the "Quick Game" option, where the game will search for an available contender. Fair warning though, these games are timed to keep the pace flowing, so leaving the game for prolonged periods will award the game to your opponent instead.
The bulk of your multiplayer though will be spent by creating games with friends. Your friends list can be added to by having Carcassonne send an email link to friends, providing them with a link that when opened on their iPhones which appends you to their in-game friends list. Herein lies our only rub with Carcassonne. We're not sure why the developers chose this method of connecting friends, as it forces you from the game for no justifiable reason and just feels clunky against the backdrop of an otherwise flawless interface. A system where you can invite and add friends from within the game would be far better, particularly for those who may not use the email application on their iOS devices.
Internet games between friends are otherwise painless to setup, with a wax-sealed invitation received by all friends, after which they can opt to refuse the invite, or wait until the game leader commences the game. We say the bulk of multiplayer will be played like this, as utilising the friends list has a distinct advantage over quick play mode: gameplay becomes completely asynchronous and the quick game timer is dispensed with.
The developers have also included ELO rankings for added bragging rights. Your ELO rating goes up and down when you win and lose internet matches, depending on the relative skill level of your opponent. It's a terrific addition that is even further improved by the high score tables pitting your friends against each other.
There is still one important gameplay mode to cover: the newly added Solitaire mode. Solitaire mode has a completely different scoring system, where you start off with 1000 points and each tile added reduces that score. The objective is to complete set targets which increasingly get harder as you complete them. You start the game having to build a 2-tile road and 2-tile structure, and as each is completed their tile number increases by 1. You are rewarded for keeping your playing field as compact as possible, with penalties imposed for expanding its borders. Every order of tiles in Solitaire is also recorded and fixed with a unique code (craftily, the name of the town), which you can share with your friends so they can attempt the exact same challenge. Unfortunately, friend challenges are processed via email, and though not a huge deal, does detract from the game's magic (particularly as you have to remember your friends' email addresses each time).
Carcassonne is a shining example of how to do a board game right on the iPhone. The developers have promised continued support which will see a universal iPad update coming later this year and In-App DLC for what we hope is most of the nearly 20 expansion packs available for the original game– some of which allegedly turn the gameplay on its head entirely. Carcassonne is wholeheartedly recommended to board game veterans and newcomers alike.
Impressions are flowing in thick and fast from our forum readers, who also seem overwhelmingly enamored by Carcassonne. For iPad users, a free universal update will come later and it has been reported that Carcassonne in its current state scales extremely well.
App Store Link: Carcassonne, $4.99. (Introductory Sale Price)
Documents To Go Universal Update Released
Ubisoft Launches 99-Cent Prince of Persia Retro for iPhone and iPad
Ubisoft Launches 99-Cent Prince of Persia Retro for iPhone and iPad is a post from: Best Iphone Apps Review Website
Ubisoft has released Prince of Persia Retro ($0.99), a port of Jordan Mechner’s landmark PC action-platformer. The game is available as a universal app, optimized for the iPhone, iPod Touch, and iPad platforms.
Prince of Persia Retro adapts the 1992 Macintosh version of Prince of Persia to Apple’s touch screen devices. Players use a set of on-screen directional buttons to control the prince; tapping anywhere else on the screen serves as an “action” button for slow steps, hanging off of ledges, and sword attacks.
Prince of Persia Retro includes all levels and content from the original game. Given that Prince of Persia is notorious for its high difficulty level, though, I have to wonder how well it plays on a touch screen. Perhaps its low initial price point serves to offset the inevitable player frustration. This is just pure speculation on my part, though!
Stair Dismount Now Available For All
Shanghai Mahjong for iPad On Sale
Shanghai Mahjong for iPad On Sale is a post from: Best Iphone Apps Review Website
I’ll admit, we’ve been a little slow with the iPad apps since the launch here on 148Apps. And that is mainly by plan. First, there are just 1/80th of the users of the iPad as their are for the iPhone / iPod Touch. Second, there are still way fewer new iPad apps coming out than there are iPhone apps. And finally, there’s you, our loyal readers. You come here for iPhone and iPod Touch app info. While there is some crossover to the iPad — probably way more than 1/80th of you have iPads, it’s still a much smaller audience. So we’ve been slow to introduce iPad reviews and only occasionally post iPad specific news.
Don’t get me wrong — I love my iPad. Since I got it I probably spend more time per day using it than I do my iPhone. Could be the newness, but I think it’s just a more compelling device. And the future is very bright for it.
That’s a pretty long and off topic introduction to this app. It’s one of my favorite iPad games so far and I think it’s about time I share it with you. One of the things that really makes it shine is the human interaction with the game, full screen touch, is so natural. There’s no virtual d-pad to feel awkward using, it’s full screen touch and it works great in the iPad.
Shanghai Mahjong from MobileAge, if you don’t know, has been around forever. The iPhone version, if I’m not mistaken, was available on the App Store at the launch in July, 2008. The app has been updated and improved many times since then. When the iPad came around, they updated the app again to make it a Universal app — meaning that the same app is optimized for the iPhone and the iPad. A very customer friendly decision.
This mahjong game has over 200 different layouts to choose from, bunches of tile sets, and as many backgrounds as you wish as you can import them from your device Photos.
Quite honestly, if you enjoy the game of Mahjong even a little bit, you’d be nuts not to buy this game today while it’s on sale for $0.99. It’s the best mahjong available for the iPad or the iPhone and you get both versions in one purchase for less than a buck. No in-app purchase, nothing, it’s all there for $0.99.

+ Universal App – Designed for iPhone and iPad
Released: 2008-07-11 :: Category: Games / Board
[ Shanghai Mahjong for iPad On Sale is a post from 148Apps ]
A List of Universal Games for iPad and iPhone
A List of Universal Games for iPad and iPhone is a post from: Best Iphone Apps Review Website
During the iPad rush, some developers have made a conscious decision to provide "Universal" support to their existing games. These games will run in native resolution on both the iPad and iPhone/iPod Touch. So, you simply buy it once, and use the same copy on both devices. The added advantage is that for anyone who has already purchased these games, the Universal updates are free.
Here are some notable universal titles that we've covered in the past:
- Strategery ($1.99) – See our Review, this simple strategy game generated a pretty dedicated following. The iPad screen can cause for some massive map sizes.
- Air Hockey ($0.99) – One of the iPhone staples – Air Hockey. Now available as a free upgrade to your iPad.
- Isotope ($1.99) – See our Review. A really wonderful dual-stick space shooter that we loved on the iPhone. Unfortunately, the first universal version doesn't seem to work properly on the iPad yet. Again, we expect these issues will be addressed quickly once developers get iPads in hand.
- Parcel Panic ($0.99) – See our Review. A Crazy Taxi-like driving/delivery game that's been updated for iPad.
- Metal Gear Solid Touch ($7.99) – See our Review. We actually weren't that happy with the game on launch, but it's worth the free upgrade to check out on the iPad if you already own it.
- 10 Pin Shuffle ($3.99) – A nice combination of bowling and shufflepuck which feels nice on the big screen.
- Parachute Panic HD ($1.99) – See our Review. A fun and frantic casual game where you guide parachuters to safety.
- Chopper, $2.99 – A side scrolling helicopter game where you need to rescue people and take out enemy targets.
IUGO
- Zombie Attack! Second Wave XL ($3.99) – A different take on tower defense.
- Cliffed XL ($1.99) – See our Review. A delightful take on "falldown".
- Implode XL – A fun demolition game where you take out buildings with precisely placed charges.
Igloo Games
- Igloo Games Arcade ($6.99) – This one's actually a bit of anomaly on the App Store, as it's a Universal game that's not an update to an existing title. Instead, Igloo Games has taken all of it's iPhone titles (Dizzy Bee, Dizzy Bee 2, Bed Bugs, Flipside) and packaged them together into one universal package.
iPad App Prices — what can we expect? We ask the app developers.
iPad App Prices — what can we expect? We ask the app developers. is a post from: Best Iphone Apps Review Website
There has been very little information available about what we can expect to see for iPad app prices and their method of publishing. With the increased size of the screen, many are calling for greatly increased prices noting that the iPad is more like a laptop computer than it is a mobile device. Others believe that since the operating system and development environment are pretty much duplicates of the iPhone that app prices will fall in a similar range. We did a quick survey of some developers to see what their plans are for how they are going to release their iPad apps and what we can expect in iPad app prices.
In addition to the price question, how will applications be released? Apple has made available to developers two different ways to create applications for the iPad. In addition there are various forms of those two methods developers are looking to use as well.
Univeral or HD/XL?
The first method of iPad app creation is to create a unique application, an app with a new name and a unique bundle id. These iPad only apps, while they may share the same functions of their iPhone versions, will be unique and require customers to purchase the iPad version even if they have already purchased the iPhone version. We will also likely see some applications as iPad only that are unique to the iPad in that they just wouldn’t work on the iPhone with a small screen.
The second method to create an iPad application is to release what is designated by Apple as a Universal build app. These are apps that work both on the iPhone and the iPad. The apps have functionality built in that will recognize if they are running on an iPad and show the proper iPad controls and display full screen on the device. For the customer, this is the obvious preference. If you have already bought the iPhone version, the iPad version is just an update away, at no additional cost.
In our survey of developers, a slight majority (52%) indicated that they will be developing Universal builds for their iPad applications over iPad specific (48%) versions.
Since Apple has indicated that Universal builds that are updates to existing apps should not yet be submitted to the App Store, this leaves the developer of universal builds at a little bit of a disadvantage as it’s likely they will not be available for the device launch on 4/3.
Read on for more results of our developer survey, and have your say in our consumer survey.
Another interesting aspect is how will users respond to iPad only versions. We finicky users like stuff for free! While most recognize the developers right to increase revenue by creating iPad only versions, once user compare those apps to universal builds, there will be an outcry from users. It’s to be expected, even if it’s not justified.
There are good reasons for the developer for creating iPad only versions. These reasons are very difficult to relay to the user though. In our survey, Jiva DeVoe gave some great reasons for creating iPad only versions:
“#1. File size. My iPhone app is already 75MB… I can’t justify the additional weight of the iPad art assets.#2. I think the code will be less complex having a split version. Less “if(iPad)
” type code. That sounds tricky to debug. I’ll share code between them, but I won’t do one release for both platforms. #3. I really want to take advantage of the iPad platform, and with a seperate version, I’ll be less tempted to make it just ‘Good enough’ by leaving an iPhone-specific thing in there.”
-Jiva DeVoe
While from a developer standpoint, these all seem like great reasons to create iPad specific versions. But try explaining that to the user, a much more difficult task. Developer David Frampton, creator of Chopper sees it differently:
“Universal makes sense for a 3D game like Chopper 2, as there is very little extra content on offer, aside from a few higher resolution textures. Also, for me this is an easy port, and one I had always anticipated. So there is no reason to charge customers twice for essentially the same product. There will probably be a small increase in app size as a result, but this isn’t a major concern for me.”
-David Frampton
And developer Mike Piontek weighs in on the customer side.
“I don’t want my existing customers to have to buy a new app just to use it on their iPad. I also think that dealing with separate versions of a bunch of apps is going to be a hassle, so I hope universal apps are more common.
That said, I really wish I could charge a small upgrade fee for existing users. It’s a lot of work to build an iPad compatible version, and customers with multiple devices will put more strain on my servers. While I could take advantage of In App Purchase in some way, I really wish Apple would just give us the option of charging a small upgrade fee. Not being able to do that is the only thing that’s made me consider doing a separate version.”
-Mike Piontek
The option of using in-app purchase to unlock iPad only features is an interesting one and one that might be a good compromise to allow users to maintain a single application while compensating developers for the time it takes to enhance an app to take advantage of the iPad features.
The expense for creating the iPad version of most applications will be considerable. Non-3D games will be even more expensive to upsize to the new iPad dimensions. While most agree that the user should foot the bill for these updates as it is the consumer that is getting the extra benefit, that communication will be very difficult.
James Brown, the developer of Ancient Frog will be splitting the difference:
“The current iPhone version will be upgraded to be native iPad / iPhone, but there will also be a separate iPad-only version. “
-James Brown
Pricing
The next big issue is pricing. How will pricing of iPad apps come out? Will developers of Universal apps increase their prices?
For developers of Universal apps, the majority (56%) will keep the prices the same as their current iPhone-only apps. Only 10% of the respondents indicated that prices will likely go up with the addition if iPad optimized features.
There really is no consensus on iPad only applications. The largest percentage of responses to the survey (42%) said that they were currently uncertain of what their pricing would be in relation to iPhone app prices. The second largest group (32%) indicated that their prices would match iPhone app prices though. 13% indicated the prices would be about 1.5x the cost of iPhone applications and 11% indicated double the price.
While we don’t know much about game pricing for the iPad yet, we do have a couple indications on the application front. Apple has already stated that they will be releasing the three iWork applications for the iPad priced at $9.99 each. Effectively this will be setting the bar for applications of similar functionality and scope.
But one developer is apparently going well beyond that price point. OmniGroup, developer of many great Mac desktop applications announced recently that they were going full-bore into the iPad marketplace and developing all of their core applications for the iPad. AppAdvice have uncovered that their first application, OmniGraffle has already been approved for sale in the App Store. This iPad only application carries a hefty price tag of $49.99. A risky price point that could see application prices rise for the iPad, if successful.
We tried to contact Omni Group for verification of this, but at the time of publication they had not responded.
Release Day Quickly Approaching
When the app store first launched, there were over 500 applications and games on it, ready for the app hungry consumers. When the iPad App Store launches, it will be a different world and there are a few things to consider. Developers saw the impact of being in the App Store on day one had to the iPhone apps that were available. Lots of consumers with new devices means that they will be looking for applications to try on their new devices. This could translate to lots of sales.
When the iPhone App Store launched, there were already devices available that developers could test on. Currently very few developers have even touched an iPad. Apple preferring to keep them under lock and key and only release a few to larger developers. This leaves the developers to let Apple test their applications on the iPad to make sure they work. But Apple can’t test them to make sure they function correctly. So the vast majority of iPad applications released on day one will be untested on the device by their developers. And we can expect lots of quick updates immediately following the initial release.
There are also a lot more developers signed up for the iPhone/iPad SDK program than there were before the iPhone App Store launch. This could indicate more people readying applications for the iPad launch.
Some developers, to be part of the rush to the iPad App Store, are releasing iPad only versions to take advantage of the launch. It’s a good marketing opportunity. Be there when it launches and the fervor is at it’s height. We’ll see if that decision is a good one by what consumers response to iPad only versions of applications they already have on the iPhone is.
How many apps will we see on release day? There’s no way to know for sure since we don’t have access to the list of applications until the iPad App Store is launched on 4/3. We really have no idea how many iPad apps we will see released on the first day. But my guess is we will see a fair number more than the 500 that the iPhone launched with. While some developers of Universal apps will wait until 4/3 to submit their application, we will see lots of Universal apps go live the week following the launch.
Let’s Hear From You
What do you think, the consumer? We want to hear your feedback. Take this quick little survey and let us know what you want to see with iPad apps (universal / unique), pricing, etc.
[ iPad App Prices — what can we expect? We ask the app developers. is a post from 148Apps ]
Universal Releases Guitar Sim Six-String
Universal Releases Guitar Sim Six-String is a post from: Best Iphone Apps Review Website
Universal Music Group has launched Six-String ($4.99), an interactive guitar application that allows users to match chords and strum along with a selection of licensed music tracks.
Promising “the most realistic guitar experience yet,” Six-String scores players based on accuracy and timing. The game includes Plus+ Network functionality, and features leaderboards sorted by region and song.
The following six tracks are included in the core application:
- Bon Jovi – “You Give Love A Bad Name”
- Tom Petty – “Runnin’ Down A Dream”
- Peter Frampton – “Show Me The Way”
- Fall Out Boy – “Thnks Fr Th Mmrs”
- Scorpions – “Raised on Rock”
- Orianthi – “According To You”
Universal also offers a selection of 99-cent downloadable tracks featuring artists such as Angels & Airwaves, Beck, Dashboard Confessional, Kaiser Chiefs, Maroon 5, No Doubt, Papa Roach, Peter Frampton, Rise Against, Robert Palmer, and Sum 41.
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