app store

Bejeweled (iPhone)

Bejeweled (iPhone)PopCap Games offers up a new edition of Bejeweled and a standalone edition of Bejeweled Blitz today for iPhone and iPod touch players. Retiring the previously available Bejeweled 2, Bejeweled Blitz becomes available as a standalone “freemium edition.” Bejeweled Blitz was previously included in Bejeweled 2 and offers a fast-paced, one-minute round of trying to attain the highest score possible. Share your scores on Facebook to challenge friends! The newest edition of Bejeweled offers all-new high resolution retina display support, three game modes and more. Bejeweled is available at a tempting 99 cents. Be prepared to get hooked on these latest shiny editions of the popular match-3 puzzle game.

“With nearly 40 million mobile units sold over the past eight years, Bejeweled is the second best-selling mobile game of all time, behind only Tetris,” noted Giordano Bruno Contestabile, Bejeweled franchise business director at PopCap Games.

Here are the complete details from PopCap Games on the latest Bejeweled and Bejeweled Blitz iOS games, hitting the App Store today:

Bejeweled (iPhone)All-New Bejeweled for iPhone

The all-new Bejeweled for iPhone and iPod touch is the next major installment of PopCap’s flagship franchise on mobile, and will continually evolve with a range of new and exciting features well into the future. Initially, the all-new Bejeweled features popular game modes, eye-popping, enhanced high-res graphics, plus new, optimized gameplay, including:

- New high-res graphics and retina display support

- 3 game modes: Classic, Zen (featuring 6 ambient sound tracks and 6 mantras) and Diamond Mine

- In-game leaderboards to track personal high scores

- User profiles with gameplay statistics and 30 PopCap icons to personalize the experience

- 7 achievement badges with 4 levels each (bronze, silver, gold, platinum),  plus 3 elite badges

- A player ranking system

See more screenshots from Bejeweled for iOS here.

Bejeweled Blitz (iPhone)Bejeweled Blitz Standalone Freemium Edition for iPhone

Marking the first time PopCap has offered a freemium title, the new standalone edition of Bejeweled Blitz for iPhone and iPod touch is an exciting spin-off of the phenomenally popular game mode — available now as a free download with full Facebook integration and cool new content. The freemium edition offers the same riveting 60-second game action, just as in the original Bejeweled Blitz experience, but now adds a number of new features, including:

- An entirely new and irresistible user-interface

- The Daily Spin feature where players try their luck to get bonus coins

- A fun new tutorial system to help get new players moving up the leaderboards as quickly as possible

- Retina display support and more

See more screenshots from Bejeweled Blitz here.

Keep a lookout for these latest Bejeweled games here on the App Store today.

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MumboJumbo

Please introduce yourself and tell us what you do in the video game industry.

Dawn McKenzie, Director of Marketing for MumboJumbo, LLC.  We’re a developer and publisher of casual games, producing hits that include our LUXOR franchise, the 7 Wonders series, and most-recently the Midnight Mysteries games.

What gaming platforms does MumboJumbo develop for? 

Our games are available on the Mac, PC, iPad, iPhone, Nintendo DS, Nintendo Wii, Sony PSP, PS2 and Xbox Live.

MumboJumbo is known as a “Premium Casual Games” developer and publisher. How would you say this distinguishes MumboJumbo’s games from other casual game developers?

We have a real focus on quality and making games that are fun.  Casual games are sometimes pigeon-holed as being quickly developed and thus low on quality artwork or level design.  What sets us apart is that you’ll find a lot of love and care goes into our game concepts, the artwork we create to set the tone for the story, and the meticulous level design that we create to set the pace for the game.  You can see this in all of our games, but our recent title Glowfish really embodies this commitment.  Glowfish has received really great user and critical praise for the artwork and level design, and it’s the perfect example of how a casual game can appeal to a broader audience.  We’ve had great success with the Steam audience since launching there last week with both the PC and Mac version of the game.

GlowFish (iPad)

What kind of puzzle games does MumboJumbo offer, and who would you say is your audience?

We offer a lot of different types of games, from the classic match-3 to the arcade-style marble popper to the hidden object adventure games that have become so popular over the last three years.  We have a broad reach with our games, and the mass appeal is especially evident in our key franchises: LUXOR, 7 Wonders, and Midnight Mysteries.  We first launched LUXOR a little over six years ago, and we still hear from fans ranging in age from 4 to 84!  When we initially launched Midnight Mysteries for the PC, the game struck a chord with the more typical casual games audience, and a slightly more female demographic who enjoys hidden object games.  But, what we found with the second installment, Salem Witch Trials, was that we were able to broaden the audience.  This was really brought about in two ways: 1) We launched it for the iPad almost simultaneously, and 2) We incorporated some really innovative adventure and puzzle elements into the game play.  This not only broadened the appeal for the game to an audience beyond the PC/Mac, but we also were able to pull in fans of adventure style games.  Our audience continues to grow, and we really have seen that with Glowfish recently—we’re pulling in fans of hard core games who are looking for a few hours of Zen-like, quality gaming, and we’re able to satiate that with Glowfish.

Midnight Mysteries: Salem Witch TrialsIs there any platform that you see the greatest growth in gaming?

Obviously, we have seen massive growth of the iOS audience, and we are continuing to support the iPhone and iPad platforms with new titles.  We also have seen a big push to Android by some companies, and I think you’ll continue to see the social/mobile scene grow as the smart phone user base continues to expand.

Please tell us about some of your recent and upcoming releases.

Our most recent release is 7 Wonders: Magical Mystery Tour for the iPad.  The match-3 game took on some elements of resource management in this installment, and we were able to further the franchise and keep it fresh for fans with new wonders, polished gameplay, fun new power-ups, cool locations, and some new whistles like the power-up wheel and the mini games.  The game is going to launch for the PC at Target over the next couple of weeks, and it will come to the digital download space in the coming month.

7 Wonders: Magical Mystery Tour

Our dev team is hard at work on two games right now, one of which is the next installment in Midnight Mysteries.  We hope to announce a new game launch in November, and then we’ll unveil the new Midnight Mysteries shortly thereafter.  They both look fantastic, and our artists are, once again, hitting it out of the park on quality.  The game design team is really stepping it up on both of these—players will be the real winners when all of the design team’s hard work comes to fruition over the next few months.

What are some of MumboJumbo’s most popular game titles?

Midnight Mysteries has been a big win for us since we first launched the franchise in 2009.  We hit the market at exactly the right time—hidden object players were looking for a little more in terms of depth, and the casual players started really gravitating to dark and spooky themes.  The Edgar Allan Poe Conspiracy served both of those audiences well, and we were able to spark the success of a new franchise with the game play introduced in that title.

Of course, we still have amazing success with our cornerstone franchise, LUXOR.  There are still 20,000 LUXOR downloads each day, and we continue to find new ways to bring great content to them.

Luxor 2 (iOS)

How does MumboJumbo bring attention to its games in the very busy and crowded iOS App Store? Any social and community networks, or other forms of advertising?

Usually we launch our titles on PC/Mac first, and we have great digital partners for those launches.  We’re able to have our games distributed through a number of really successful digital download sites, which is the start for us.  It gives us fantastic exposure to casual gamers ahead of our iPad and iPhone launches.  We also nurture a Twitter account, @MumboJumboGames, and two Facebook pages: MumboJumboGames and LUXORGame.  We regularly posted sneak peek content to these accounts and keep our fans in the loop on what’s going on behind the scenes.

On the App Store, we take care to put our best foot forward with compelling screenshots, a great icon, and informative game descriptions—we wrestle with what features to highlight, how to convey all that is cool in a game, and what the game’s icon should look like.

What are some of the challenges in releasing completely new game titles/franchises?

As you mentioned, there’s a lot of noise, but we are able to leverage the MumboJumbo fan base and use our catalog to build up new titles.  Having known, successful games really helps give us the opportunity to launch new titles.

Chainz Galaxy (iPad) from MumboJumboWhat are some of the challenges in releasing a new title in an existing franchise?

Like with anything, you don’t want to break something that works, so we are very careful when we release a new title in a franchise to be sure it doesn’t degrade the brand.  We also want to be sure that we are keeping the franchise fresh.  We don’t want to make changes for change’s sake—we try to add value or improvement with new iterations.  And sequels are a great way for us to incorporate player feedback and explore ideas that we may not have had the opportunity to fully realize in a previous version.

Has MumboJumbo worked on any games that crossed over with an existing brand (for advertising)?

For our Midnight Mysteries series, we have been incorporating writers into our plot lines, which has been a fun way to reach a new audience.  For Devil on the Mississippi, we incorporated Mark Twain and William Shakespeare, both of whom have been prevalent in pop culture during the last year with various books and movies releasing that also touch on their lives.  Our game was a way for us to capitalize on that buzz while exploring two really intriguing characters for this installment.  We tried to stay consistent with the Twain “brand” by doing a lot of historical research and incorporating both well-known and lesser-known facts about him and his life into the fictionalized work that we produced.  It was a fun challenge, and the Twain-angle to the story definitely broadened appeal beyond just Midnight Mysteries fans.

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Thanks to Dawn McKenzie and MumboJumbo for making this interview possible! For more details on MumboJumbo’s game lineup and availability, visit the official website at www.mumbojumbo.com or the iOS App Store here.

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Scribblenauts (iOS)

Scribblenauts REMIXRooster hat and headphone wearing Maxwell arrives on the iOS platform for more fun with creative words and drawing. Warner Bros. Interactive Entertainment, creator 5th Cell and developer Iron Galaxy have released Scribblenauts Remix on the iOS App Store. Scribblenauts Remix debuts on the iOS platform featuring puzzles from the Nintendo DS release of Scribblenauts and Super Scribblenauts as well as a few exclusive iOS levels. Scribblenauts Remix also takes advantage of the new iOS 5 iCloud feature, allowing players to continue their game on any of their iOS devices by syncing their game saves.

Scribblenauts Remix is the perfect game for iPad, iPhone and iPod touch users, as it combines an innovative word game with a fun platformer, bringing words to life,” said Samantha Ryan, Senior Vice President, Production and Development, Warner Bros. Interactive Entertainment. “Players can let their imaginations run wild by solving challenges with objects they’ve created such as a ‘colossal, winged, rainbow car’ or a ‘shy, frost-breathing, robotic hippopotamus,’ and easily share the results with their friends.”

Scribblenauts Remix is now available for $4.99 on the App Store.

Get Scribblenauts Remix for iPhone here:
Scribblenauts Remix - Warner Bros.

Get Scribblenauts Remix for iPad here:
Scribblenauts Remix - Warner Bros.

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TopWare Interactive and developer Reality Pump have announced an iPad 2 update for Two Worlds II: Castle Defense that takes the strategy gameplay to a whole new level. Using “3D-ET technology,” the iPad 2′s camera is able to track the player’s eye movement to change the player’s view in the game itself. Add this new dynamic to gameplay control with the latest update.

TopWare Interactive details the innovative feature:
“Making huge modifications to the strategy game’s engine for the mobile iOS platform, the Eyetracking system allows the player to “look around corners” in a strict sense of words.  All without the annoyance of any extra needed equipment like special glasses. The camera inside the iPad 2 recognizes the position of the viewer and changes the perspective of the game regarding the player’s point of view.”

iPad 2 gamers can try it “eyes-on” by downloading the free demo version of Two Worlds II: Castle Defense here from the App Store, or purchasing the game here at a modest $4.99. Read more details on Two Worlds II: Castle Defense here in a recent review on GamingBits.com.

Source – TopWare Interactive

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Two Worlds II: Castle Defense (iPad)

Two Worlds II: Castle Defense
Available for: iPad, iPhone
(Reviewed on iPad)
From TopWare Interactive
Official website: www.twoworlds2.com

Game Recommendation:

Recommended download!


Two Worlds II: Castle Defense
review

Two Worlds II: Castle Defense is a prequel of sorts to the events of the console and PC action-RPG Two Worlds II. Players will get a little taste of the conflict of the orcs versus Emperor Gandohar’s forces. In Two Worlds II: Castle Defense, players manage Gandohar’s armada. The game is very different from the third-person Two Worlds II, being a defensive strategy game. Do not expect much story here, or any prior experience required of any Two Worlds game. Players familiar with Two Worlds II will definitely appreciate some of the familiar enemies and environments. What Two Worlds II: Castle Defense offers is a fun and accessible tower defense style game, appealing to fans of the strategy genre.

Two Worlds II: Castle Defense (iPad)

Difficulty levels in Two Worlds II: Castle Defense include Easy, Normal and Hard – all of which include five different levels and an Arena. Players must unlock each level in each difficulty mode. In the levels, the player’s army must survive 15 to 20 waves of enemy attacks (or the shorter 5 waves in the Arena). Gold is awarded for surviving each wave as well as for defeating enemies.

Two Worlds II: Castle Defense (iPad)Gameplay controls work nicely with the touch control scheme. Players can place various units on circular spots (spawn points). Tap a spot, then purchase the unit type to drop. Unit types include swordsmen, archers, mages, priests, fire mages, and royal guards. Each unit can be upgraded up to four levels in health and magic or attack ability. Players will need to protect their leader, which can also be upgraded up to four levels. Spells can also be cast on particularly tough enemies, in exchange for gold as well. So players pretty much plant down their units and do not move them, much like a tower defense game. Downed units can be healed or revived at a cost. Units will also revive after time. All these variations call for strategic placement of units on the battlefield, and constant management. Things can get pretty frantic (of course, depending on how much of a challenge your up for).

Two Worlds II: Castle Defense (iPad)

Levels include Forest Camp, Oswaroth (inside castle), Desert Ruins, Catacombs and Cemetery. The Arena provides five different challenges. In the beginning level of Two Worlds II: Castle Defense, attacks come from one side of the gameplay screen. Then the challenge increases when attacks come from two sides at the following level. After that, the playing field also increases in distance so the challenge of managing units steadily ramps up across the larger play area. Arrows on the left and right of the screen will give players a cue as to where the attacks are coming from. A slide of the screen quickly brings the action into view.

Two Worlds II: Castle Defense is a great looking game on the iPad, and features the music as in the console game. Being a fan of the Two Worlds II action-RPG and tower defense games in general, I really enjoyed Two Worlds II: Castle Defense. The overall gameplay length isn’t too long, but players can try to attain higher scores, go for achievements and unlock all difficulty levels. Overall, considering the $4.99 price on the App Store, Two Worlds II: Castle Defense is definitely worth a go! Don’t overlook this enjoyable strategy gameplay fix.

Two Worlds II: Castle Defense (iPad)

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Thanks to TopWare Interactive for making this review possible!

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