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Words With Friends (iPhone)

Dec 10th

Posted by That Rev Chap in iPhone

No comments


If I go a day without posting about this, it’s not because I haven’t played, just because I forgot to take a screenshot. Just for the record, like.

Anyway, I really hope my opponent hasn’t gone where I think they’re going to go when I get the next move in. I really, really want to make DOZED.

(I also hope that they don’t see this blog entry before playing their move, come to think of it.)

words with friends

Driver (iPhone)

Dec 9th

Posted by That Rev Chap in iPhone

1 comment


Yes, I’ve made it to San Francisco.

driver

Sword of Fargoal (iPhone)

Dec 9th

Posted by That Rev Chap in iPhone

No comments

Sir Jelly’s adventures continued yesterday. Down and down he went, fighting monsters and triggering many, many traps.


He was cautious at first, but impatience got the better of him as he neared the twentieth level of the dungeon, where the Sword of Fargoal was said to reside.

He made it down to level twenty, but couldn’t find the sword. Puzzled, he went down to level twenty-one, then came back up by a different staircase and found himself in a maze-like level unlike anything he’d seen before. In the middle of the maze, he found it. The Sword of Fargoal, just sitting there, waiting to be picked up.

So he grabbed it and started running for the dungeon exit. Unfortunately, a pesky mage stole the sword from him and teleported away. He saw the mage a couple of other times, but couldn’t get to him before he teleported again. Then… he found him, he cornered him, he beat his brains in and grabbed the sword. After that, it was relatively easy. The sword got stolen a couple more times, but not by anyone with the means to teleport away, so it was retrieved easily enough.

Up and up Sir Jelly went, his heart beating faster with every floor… and then… freedom!

Roll credits.


So, yes, I have beaten the current version of Sword of Fargoal. But not only are the developers promising more to come, but I’ve already started another game with a new character.

sword of fargoal

Driver (iPhone)

Dec 9th

Posted by That Rev Chap in iPhone

No comments

I’ve really been enjoying this, though a couple of times I’ve had to repeat missions due to hitting the wrong menu options. Still, live and learn. (Continue seems a better bet than Load Game to getting back to where you were.)


It’s great fun barreling down the streets and screaming around corners. The music’s great, too, with three different radio stations to listen to.

But, you know, what’s up with the cut scenes?


There’s moody and then there’s just plain too bloody dark. The way they asterisk out mildly rude words in the subtitles but leave them uncensored in the voiceovers is a bit facepalmy, too.

driver

Driver (iPhone)

Dec 8th

Posted by That Rev Chap in iPhone

No comments

In 1999 I sold my Playstation, moved to the USA and promptly bought another Playstation. One of the first games I bought was Driver, an excellent, if difficult, car chase game set in a series of free-roaming cities.

In 2009, I’m back in the UK again, and have just bought Driver again, this time for my iPhone.

And what a difference a decade makes. Not only does Driver cost £3.99 instead of fifty bucks, or whatever I paid at the time, but it’s now in the palm of my hand, the difficulty has been smoothed and it looks much better than it ever did before.


It’s really quite fantastic. Oh, there’s the same old trial and error to some of the missions I have a hard time believing that the cut scenes were ever acceptable, but it’s got the same muscly handling, lots of traffic, a perfect adequate draw distance, decent load times and a framerate that behaves itself for the vast majority of the time.

This isn’t a cut-down handheld version of Driver, this is a full, upgraded version of the game. Brilliant.

Okay, so it did crash once at the end of a cut scene, but when I restarted the app it had auto-saved at the beginning of the cut scene, so that was okay.

driver

polyhedra (iPhone)

Dec 8th

Posted by That Rev Chap in iPhone

No comments

This was free yesterday, which is an incredible bargain for what’s turned out to be a really excellent game. You press the screen to make shapes and have to cover 66% of the screen using a predefined number of shapes. There are enemies which destroy shapes you’re making, but can be trapped by finished shapes. You can tilt your phone to move the shapes around, which can be very useful for freeing up space or trapping the enemies.

Shapes.


It’s a lot simpler than I just made it sound in that clunky description. It all works brilliantly well, is very polished, is very hard to put down and has online high scores. If I’d paid for this I’d be happy with it, so go take a look if you missed it yesterday.

polyhedra

Sword of Fargoal (iPhone)

Dec 8th

Posted by That Rev Chap in iPhone

No comments

Played an awful lot of this again last night – and a bit this morning lying in bed before sunrise, unable to get back to sleep.


I still haven’t died. I’m exploring every level very carefully before going down and I’ve not yet been in any obvious danger. I had a stressful time when I spent far too long confused after wandering through a toadstool patch, but it’s been pretty good. Well, except for that time a dark warrior stole my restoration potions and used all but one of them when I fought him to try and get them back. That was pretty awful.

Anyway, here are my current stats:


Not sure why I’m posting them, probably just because I can.

sword of fargoal

Words With Friends (iPhone)

Dec 8th

Posted by That Rev Chap in iPhone

No comments


Look, I’ve got absolutely nothing to say about this. This is where the whole “gaming diary” concept falls apart. Yes, I’m still playing the game. People play words against me, I play words against them. When the game’s over, we start again. That’s all. Over and over and over again.

Still, PUBES, eh? That’s quite funny… or not. (It is.)

words with friends

Minigore (iPhone)

Dec 7th

Posted by That Rev Chap in iPhone

No comments

New Minigore update! Hooray! This one adds unlockable characters (some with in-game kills, others will real money), new enemies, a day/night cycle and new weapons. Pretty major update, all in all – and a good one. The picture below shows the new wormy enemies that come out at night.


As is traditional, though, the update seems to be bugged. I just unlocked Insane mode at 4,900 points, not the required 6,000 points.

Here’s the screen showing the achievement.


And here’s my high score table after the game.


Still, I’d have been really annoyed at dying on 5,982 points if I hadn’t hit that bug – and Insane mode is great fun, so never mind.

minigore

geoSpark (iPhone)

Dec 7th

Posted by That Rev Chap in iPhone

No comments

The developers of geoDefense and Harbor Master have collaborated on this addictive action game. It’s very simple and very hard to put down. You tap shapes to get rid of them, if two shapes of different colours hit each other, it’s game over. Add to that a finger-dragging combo system that increases gravity as you go and some useful power-ups and you’ve got something that may well become an iPhone classic.


Shame the leaderboards have been hacked, but the developers are working on it, apparently.

(Oh, and ignore the high score in that screen shot – I’ve got over 25,000 now.)

geospark
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    • deKay's Blog » Blog Archive » I am the Face of Words With Friends: [...] well and stolen, but there’s another place the image appears. Here. The original...
    • gospvg: Thanks for the quick update, I think I'll sit on the fence on this yet.
    • supert3d: Totally agree, this is a real shame that it's so hard to actually slice that rope. I end up just...
    • That Rev Chap: Thanks for the reply, Steve. I'm glad you'll be working on the controls - the actual emulation...
    • Niaz: Well played & very close fought battle, Rematch?
    • Steve Wilcox: Thanks for your input "that Rev Chap". We're working on the control issues and our first revision...
    • Lufferov: Yup, you had at least three tiles that meant you could de exactly what I did. Each time I was...
    • Derek: Sorry about the lack of instructions. We're working on adding that into the game. In the meantime,...
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