Ipod Tagged Articles RSS Feed | GameSkinny.com Ipod RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network "Minion Rush" Tricks and Tips https://www.gameskinny.com/caft7/minion-rush-tricks-and-tips https://www.gameskinny.com/caft7/minion-rush-tricks-and-tips Fri, 12 Jul 2013 09:17:58 -0400 Courtney Gamache

As most people know, the new movie Despicable Me: 2 came out. In the spirit of the good movie, I decided to download the App on my iPod, Minion Rush.  Realizing that it's an endless run game, I figured it would be pretty straight forward, but boy was I wrong. Researching a few tips and tricks helped me gain more bananas in the game, and I hope it helps you too.

A few tricks and guidelines about the game that I didn't know would be hitting the other minions along the way, and connecting through Facebook. I've always tried to keep Facebook and Games seperate, but the tip to connect definitely helped to collect coins. One feature I haven't encountered yet is the fluffy unicorn. After reading the tips I'll be on the lookout for it, since it leads to a mini-game.

One of the final tips I should have expected was patience. Although this game is an endless run, avoiding obstacles is the goal and sometimes having to time it perfectly right and not jump the gun is the way to go. The tip for patience goes along way.

Connecting With Kids: Can Gaming Really Bring a Family Closer Together? https://www.gameskinny.com/xlnc2/connecting-with-kids-can-gaming-really-bring-a-family-closer-together https://www.gameskinny.com/xlnc2/connecting-with-kids-can-gaming-really-bring-a-family-closer-together Tue, 04 Jun 2013 23:43:39 -0400 ErinV

Children nowadays are so tapped into electronics it's a wonder they even know their parents exist.

The family dynamic is dissolving as parents are becoming the gatekeepers of video games. Dramatic, I know. But in all seriousness, kids are more detached and have less in-person social skills than in the past. Younger and younger children have access to iPods, iPads, and more. Even the Nintendo DS is allowing children to form fake relationships through electronic communication.

So how do parents reconnect with their children?

By taking away their games? Of course, anyone who has a kid playing on a Kindle or other tablet knows that taking these away will do nothing for a healthy family dynamic. Instead of taking away their kids' games, parents should be giving them games. Now, I'm not saying that young children should be left to their own devices with their devices. Parents should pick out games that they can play with their kids. 

In 2006, my father went out and bought me Champions: Return to Arms for Christmas. A fantastic RPG that we played together. In fact, we spent years playing it on breaks from school and weekends until it became a tradition. It was something special that we could do together and it made us closer. We had to communicate and watch out for each other in order to achieve a common goal. We weren't competing: we were a team. 

Parents who want to reconnect with their kids in such an electronically-focused time shouldn't be alienating them.

They should be taking part in their interests. Parents, find a game that is age appropriate and that has you working together with your children, rather than competing against them. Instill good values while bonding over something your children would have done without you anyways. 

Both of my parents (even my mother, who is not a gamer) made an effort through the years to play video games with me and my brother. Sometimes the entire family would be involved. Other times, it would just be a couple of us. By playing the games with us, my family smoothly transitioned into the electronic era. We managed to find a balance between technology and family that left everyone happy. 

It's time to stop losing the younger generation to the grips of technology! Parents everywhere, step back into your kids' lives by simply taking charge of how they play their games and who they play them with. RandomInternetKid656 shouldn't be your child's best friend, but you should.

Marbly: New Game From Tetris Creator! https://www.gameskinny.com/uw37a/marbly-new-game-from-tetris-creator https://www.gameskinny.com/uw37a/marbly-new-game-from-tetris-creator Mon, 03 Jun 2013 23:49:25 -0400 ShackAttackMike

Alexey Pajitnov, creator of Tetris and Wildsnake Software, brings to you his "easy to get but tricky to master real-puzzle game," Marbly. Marbly is a free puzzle game for both the iPhone and iPad. This is the first game ever designed by Alexey exclusively for mobile devices. WildSnake Software plans to release a series of mobile games with Alexey Pajitnov over the next couple of years. Alexey Pajitnov's lifelong love of puzzles and strategy gaming shows in this simple but lovely puzzle game.

After creating a game that "on its 25th anniversary has sold more than 125 million copies on over 30 gaming platforms as the world's most popular electronic game," (Tetris) I honestly was very surprised when I heard that Alexey had helped make a free game for iOS devices. It is somewhat refreshing though, to reach over for my iPhone and sit down for 30 minutes trying to solve some of the very amazing levels Marbly has to offer.

This game is a must for parents looking for safe, entertaining games that will challenge their kids minds.

It's also perfect for all those mothers and fathers that can't get enough of the Bejeweled-style of games. The game comes with over 180 puzzles that users must solve. No matter how you look at it, Marbly is a game that should and can be enjoyed by all.

For the past 25 years Alexey has been updating and making new versions of Tetris and it's great see a change in pace and direction with Alexey's move to mobile gaming. The games free and it's waiting for you (Yes, you!) to go and download it. The game can be found on the App store.

Follow me on Twitter and Facebook for more info on Marbly and other gaming related topics.

Also be sure to check out AJMandula's review of Marbly here!

Pick One: The Golden Arrow vs. Tap Rocket - Endless runners for everyone! https://www.gameskinny.com/tr88v/pick-one-the-golden-arrow-vs-tap-rocket-endless-runners-for-everyone https://www.gameskinny.com/tr88v/pick-one-the-golden-arrow-vs-tap-rocket-endless-runners-for-everyone Sun, 28 Apr 2013 14:22:46 -0400 Nicole Nymh

Every once in a while I get a very particular kind of itch; a month ago that was satisfied by downloading Color Sheep for my iPod.  That's right folks, I occasionally become overwhelmed by a desire to peek at the new $.99 iOS games.

This time around I got sucked into endless runners, and after viewing the video interview with the Golden Arrow team, I was really excited to give it a shot.  Right around the same time, some friends of mine and some folks I follow on Twitter started posting their high scores on a game called Tap Rocket. 

Let the games begin!

I actually started playing Tap Rocket first.  For the first few runs on the game, I wasn't convinced. I was immediately drawn into the soundtrack, the rainbows, and the idea of a zero gravity endless runner with touches of platforming.  I loved the idea of it, but I was struggling with the execution for a short while.  To be honest, when I couldn't get the hang of it, I almost gave up.  Boy am I glad I didn't.

The Golden Arrow, was quite the opposite.  I was drawn in by the premise of a monster protagonist, cursed to run forever.  The ability to earn parts of the story by accruing distance over multiple runs was very intriguing.  Almost as intriguing as why there's a princess trying to kill you with a deadly golden arrow, and what exactly you did to tick her off.  The idea of unlocking the history of the game as I went was novel, and offered a story and a background not usually found in an endless runner.  Boy do I wish it had worked.

Tap Rocket by Eye Interactive 

In Tap Rocket you are an astronaut with a rainbow fueled jet-pack, and one extra life.  You have the ability to run, jump, double-jump, or propel upwards at an angle-- provided you have a full supply of rainbows.  Throughout the world your goal is to collect coins, with the help of specialty items like magnets and lightning boosters.   Once I got into a good groove playing Tap Rocket, I loved being able to watch my coin count climb, and the distance meter set new personal records.  Coins collected in each level accumulate over time, allowing you to purchase upgrades like additional lives and more fuel efficiency. 

Tap Rocket has a highly effective scoring system, combining distance traveled with coins collected.  More importantly, it has an incredibly motivational scoring system- allowing players to compare their scores within the iOS game center, as well as sharing scores on Facebook and Twitter.  If this phrasing from the game's score sharing doesn't make you want to keep playing, or get started-- I don't know what would:


The Golden Arrow by Monster & Glitch

I wanted to like The Golden Arrow, correction-- I wanted to love it.  The debut title from Monster & Glitch, a one woman Boston based indie developer offered a new perspective, and quality 8-bit artwork.  My heart was very sad when after 30 minutes of straight play, the dislikes were more bountiful than the likes.  

To put it bluntly, though it has a lot of potential-- the game feels unfinished.  Some of the artwork was great, specifically tunnel-like portions where icicles hang perilously above.  I also really liked when I noticed at one point that the grass and bushes my monster was running through were animated to give it a much more tactile feel.  Unfortunately the elation at such a small yet effective touch immediately turned to frustration. I realized that while running through all the seasons, not all of the grass/bush based platforms were similarly animated-- why not? 

When I first loaded The Golden Arrow I was excited enough to be in a "looking forward to playing" place.  Unfortunately after just a short time playing, the novelty wore off and I was unable to look away from some glaring flaws.  The load time on my iOS endless runner averaged six seconds. Wow. This may not seem like a long time, but in the world of mobile gaming- trust me it is. Pick up your phone or your iPod right now, open up your browser app and count six one-thousands.  Now try and tell me that if you had to wait that long for your app to load and function, you wouldn't be in the market for a new device.  In realizing that the game was published by a one-person developer in a brand new studio- I rationalized that this was a flaw that could be patched, and continued in the quest for story chapters. 

Golden Arrow

I was quickly sucked in to how easy it was to earn pieces of the story; a story which is very well written, and easy to become attached to.  Where The Golden Arrow went right was the developer's choice to allow the player to accumulate distance over time, instead of requiring them to accomplish the entire distance goal in one shot (shudder). Unfortunately, while I was enjoying the lack of frustration involved in being able to jump right in after dying, I started to notice that the more I played-- the more the game would glitch.  Animations on the title screen were laggy, side scrolling animation would sometimes hitch up on me. As much as I loved the tactile feel (from a development/design standpoint) when my monster would bounce off a wall after an ill-timed jump,  didn't love how when I was on a falling platform, the platform would lag as it fell, often causing those ill-timed jumps to be more prevalent.  

And the winner is...

Tap Rocket. 

I wish there was a way to be less blunt about it, but there's really not.  While I love the element of storytelling and history in The Golden Arrow (which I'm still addicted to), and the idea of the 8-bit graphics based on that story.  Ultimately, the game didn't deliver; It feels unfinished, and I sincerely hope that Monster & Glitch bring some updates to Golden Arrow which will cash in on the potential it has.  Eye Interactive's zero gravity runner was kind of a surprise, a pleasant and challenging one with a fantastic competitive edge with social score sharing.  I'm excited to see where this game heads, and in the meantime I'm currently ranked 38th overall out of over 1,000 ranked players.  I'm gunning for player number 10, Polygon's Dave Tach, who's only about 200k points away-- I got this. 

The Golden Arrow: 5/10  

Pros: Great unlockable storyline, some fantastic design elements that give the runner a very tactile experience in certain environments or when hitting a surface on a poor jump.

Cons: Graphics and overall design feels unfinished, load times were painful and animations sometimes glitched.  I couldn't figure out why some platforms in the story's "forest" were suspended in midair, while some were solid and grounded. Hoping to see more improvement on this overall.


Tap Rocket: 9/10

Pros: Intuitive and incredibly responsive game play which is insanely addictive. Graphics are unique and well done, and the soundtrack is practically hypnotic.  Competitive edge to score sharing is very motivating. 

Cons: While each run has elements of randomization, the initial 200-300m or so of the levels are always almost the same.  

 Tap Rocket

CableKeeps Video Review: Adorable Charging Block Eaters and Cable Winders https://www.gameskinny.com/wmqrv/cablekeeps-video-review-adorable-charging-block-eaters-and-cable-winders https://www.gameskinny.com/wmqrv/cablekeeps-video-review-adorable-charging-block-eaters-and-cable-winders Fri, 26 Apr 2013 02:50:21 -0400 Nicole Nymh

Over the past week or so I have been carefully integrating CableKeeps by Nice Inc., into my command center and every day life.  The transition has been tangle free, and has left me continually surprised at how I ever survived without them.

Nice Inc., a just-north-of-Seattle company, started on Kickstarter with the PadPivot.  Their crowdfunding was successful enough that they got off the ground, and eventually developed and began manufacturing their nautical themed cable management system- CableKeeps. 

I was able to test out Goldie (for iPod/iPhone charging blocks), Nibbles and Gulp (both for iPad/iPad Mini charging blocks).  For the purposes of this review, I don't have an iPod/iPhone charger, but I did loan Goldie to a friend for a day who gave him two thumbs up and agreed with all of my major points.  

The concept of CableKeeps is both basic, and ingenious.  
  1. Allow the chosen CableKeeps (I like Nibbles) to consume the chosen power block.  
  2. Attach a usb charging cable to charging block, wind the cable around the CableKeeps' tail, and clip it into the grooves in the middle.  The unit is secure, stable with just a little bit of flexibility.  

They are made out of rubberized plastic, so even the edges are going to be safe if thrown into a purse or given to a toddler to play with. (Or if they steal it, either way they're safe--also please don't allow your child to play with charging blocks while inside of your CableKeeps).

For more information on which CableKeeps is right for you (including international uses), or to order both retail and wholesale visit Nice By Design.  The units are incredibly well priced at $16 USD each, with options for purchasing in larger quantities with great discounts. 

The only complaint I have about this product? I love it and I want one for my third party chargers.  Until such a time as a universal CableKeeps becomes available, it looks like I'm back to using my apple chargers, because these goodies are just too darned awesome to not use all the time.