Text content (OCR)
iPad Prol&
MacBook Air
iPad1Phone#
Contents
3 Welcome...
& News
Features
9 Predictions for 2016
15 Best free iPad games
43 Best free iPhone games
78 Christmas gift guide
Reviews
99 iPad buying guide
108 iPad Pro vs MacBook Air
118 Apple Pencil
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Welcome...
elcome to the latest issue of iPad &
iPhone User, the only guide you need
to the wonderful world of iOS.
This month we've decided to take things a little
easier. After all, Christmas is almost upon us and
what better way to while away a few hours than
playing a game on an iOS device. We’ve 54 of the
very best free games for your iPad and iPhone.
And if like us you still haven't finished, or even
started, your Christmas shopping, we’ve a few geeky
gift ideas in our feature on page 78.
2015 was a busy year for Apple, with the launch of
the iPhone 6s and 6s Plus, the Apple Watch and the
iPad Pro. So what can we expect over the next 12
months? Turn to page 9 to see our predictions.
We've also an iPad buying guide (page 99), which
should prove useful if you are thinking of upgrading
soon. Plus, we put both the iPad Pro and MacBook
Air through their paces on page 108, and ask
whether Apple’s king-size tablet can replace a Mac.
We hope you’ve enjoy the issue. Feel free to send
us your feedback via facebook.com/ipadiphoneuser
or email rob_grant@idg.co.uk.
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Apple won’t make
iPad/Mac hybrid
Tim Cook rules out converged iPad and Mac
pple CEO Tim Cook caused a minor
kerfuffle recently while promoting the
iPad Pro in an interview when he asked,
“Why would you buy a PC anymore? No really, why
would you buy one?”
The question baffled Mac users, and seemed to
suggest that Apple might one day phase out the
Mac — or combine it with the iPad to make a hybrid
device similar to Microsoft's new Surface Book.
Cook clarified the meaning behind his question in
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an interview with the /rish Independent, telling the
newspaper that Macs and PCs are not the same. Dig
on PCs aside, Cook said he understands that some
people need desktops and notebooks, while for
others, a powerful tablet like the iPad Pro will suffice.
“We feel strongly that customers are not really
looking for a converged Mac and iPad,” Cook
said. “Because what that would wind up doing, or
what we’re worried would happen, is that neither
experience would be as good as the customer
wants. So we want to make the best tablet in the
world and the best Mac in the world. And putting
those two together would not achieve either.
You’d begin to compromise in different ways.”
The differences between Mac and iPad chips
are dwindling, as Apple’s A-series line gets more
and more powerful. But that doesn’t mean an iPad
will eventually replace a Mac, even if Cook now
uses a Pro as his everyday work machine.
“What we've tried to do is to recognise that
people use both iOS and Mac devices,” Cook told
the Independent. “So we’ve taken certain features
and made them more seamless across the devices.
So with things like Handoff we just made it really
Simple to work on one of our products and pick it
up and work on the next product.”
Why this matters: Apple’s core business is
hardware, and Macs remain a key piece of this. Mac
sales were up 3 percent year-over-year in 2015 as
the rest of the PC market continues to decline. While
Apple wants to boost iPad sales by launching the
Pro as an alternative to smaller notebooks, Cook
made it clear the Mac isn’t going anywhere.
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Apple acknowledges mysterious shutdowns
Ge ome iPad Pro owners have noticed some
o>
“®t, Strange behaviour in their new 12.9in tablets.
wad Normally when you charge a device, unless
the battery has completely died, the screen remains
responsive. But some iPad Pros are completely
freezing, then dying, after a recharge.
Apple knows about the problem, but hasn’t said
why it’s happening. There doesn’t seem to be a
real fix for it, either — at least not yet. The company
published a support document on Thursday advising
Pro users to force restart their tablets to bring them
back to life, but that’s not really a long-term solution,
because the issue is ongoing.
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iPhone’s ‘panic mode’
New mode will let you lock out personal information
f you carry around sensitive information on
your iPhone, you could soon have one less
reason to panic. Apple has filed a patent to
activate ‘panic mode’ when unlocking your iPhone
using a designated finger. Once your iPhone is
unlocked using the secret panic mode method,
the device would automatically limit access to
personal information, reset the device altogether
or activate preset actions.
Since Touch ID can register several different
fingerprints, the patent suggests that iPhone users
could designate a specific fingerprint to unlock the
iPhone in ‘panic mode’. This would then make your
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left thumb your secret ‘panic finger’. According to the
patent, using this finger would alert your iPhone you
are in distress or in an emergency situation, and your
phone would respond accordingly.
Panic mode would give iPhone users a new
range of security settings when forced to unlock
their devices using Touch ID. For example, an
iPhone in panic mode could be set to automatically
take photos of the assailant and send them along
with your GPS coordinates to the authorities
securely over iCloud. Another panic mode scenario
could have your iPhone send out distress signals
to nearby iPhones. The panic finger could also be
used to unlock an iPhone and immediately have it
place an emergency call.
Why this matters: Apple’s patent filing suggests
that panic mode could be a way for users to keep
their private information secure in the case that their
iPhone is being stolen.
With all the different emergency scenarios
presented in the patent, it’s easy to think of other
quick actions that can be implemented to improve
the safety of iPhone users all over the world. For
example, how about activating a panic mode setting
to secretly place an emergency call to 911 that
instantly provides your name and location without
you having to utter a word.
But just because Apple has filed this patent,
however, doesn’t mean that this technology will be
coming to the iPhone 7 It just means that if another
phone-maker implements this technology in the
near future, Apple can take them to court and say
they thought of it first.
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Predictions for 2016
What we can expect from Apple in the upcoming year
ow. What a year it’s been for Apple.
The iPad Pro, Apple Pay, Apple Music,
Beats 1 and, of course, the Apple Watch,
have given us plenty to talk about over the past 12
months — and these releases do more than just hint
at what might be coming up in 2016.
Apple Watch
Apple hasn't exactly bet the farm on its Watch. It
was launched with appropriate fanfare, but the
company’s played it slow and sure since then. In
Store display areas are discreet, and overshadowed
by its longer-established lines. Perhaps it realises
that a fair few of us are waiting for the first revision.
Expect that to come in 2016 — around April, when
the original model will be 12 months old. If anything
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appears between now and then it’s likely to be
another big-brand collaboration, like the one it rolled
out with Hermes back in September. Jumping in bed
with a sports brand like Nike — with whom Apple
has worked before — would be a logical fit, and give
Watch Sport more weight in the fitness arena.
The first revision will almost certainly be an
extensive upgrade to bring it in line with its most
ambitious competitors, so we’re expecting an Apple
Watch 2, rather than an iPhone-style ‘S’ variant.
We’re also expecting it to be an entirely stand-
alone device, along the lines of Samsung’s Gear
$2, which connects directly to the cellular network,
bypassing the Galaxy Phone entirely.
This might seem illogical if you considered
the Apple Watch to be a stealth marketing tool
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for increased iPhone sales, but it wouldn’t be
the first time Apple has broken an explicit link
between two core products to boost the sales of
the newcomer. Think back to its original strategy
with the iPod, which was to use it as a Trojan for
the Mac (it required a FireWire-enabled computer
running iTunes which, at that time, wasn’t available
on Windows). Only when it produced a PC version
did the iPod really fly, and change the company’s
fortunes forever.
Why do we believe it’s going to do that here?
Aside from the need to compete with Samsung
it’s because watchOS 2, which rolled out on 21
September, made it possible for the first time to
run third-party applications directly, without using
the phone as a data conduit. Building in full-blown
phone-free comms is the next logical step.
This will require some additional components — in
particular a SIM card and associated circuitry — but
advances made in the last 12 months suggest that
shouldn't be a problem. The S1 processor in the
current Apple Watch is built using the same 28
nanometer process as the chip in the iPhone 5S,
which was current while Apple was closing Watch’s
development cycle. Since then, we’ve seen both
the iPhone 6 and iPhone 6s hit the shelves, and
they use a considerably finer process, with their
AQ processors built using a 14 nanometer process.
Assuming Apple develops a new chip — likely
called the S2 — for its second-generation Watch, it’s
reasonable to assume that it will employ the same
14-nanometer process and, rather than slimming
the wearable, use the reclaimed space to bolster its
built-in features.
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Other notable omissions from Apple Watch that
could be addressed in the first revision are native
GPS, additional health sensors and a higher capacity
battery, not necessarily to deliver a longer work time,
but to deal with the additional load of the bolstered
range of sensors and comms.
iPhone 7
We've already had an ‘S’ model since the last full
update, so expect 2016’s iPhone 7 to be a more
extensive revamp. Pundits are forecasting the
death of the home button, which we don’t think
many would mourn. Adopting soft buttons, as are
common on Android devices, makes sense, and
it would allow Apple to increase the screen size
without bulking up the physical body. Conversely,
it may reclaim the lost space to produce a smaller
device with the same 16:9 aspect screen as it
employed in the iPhone 5, 5s and 5c to tempt an
upgrade out of anyone who was put off by the
iPhone 6 and 6s’s wider, taller bodies.
It would still need to accommodate a fingerprint
reader, which is key to Apple Pay, but there’s no
reason why this couldn’t be moved to the side of the
case or sited by the earpiece, on the opposite side
to the front-mounted camera.
Building the iPhone 7 around an AMOLED screen
— as used in the Apple Watch — would make sense
on several fronts, as it’s less power hungry than the
LCD technology Apple currently uses, can display
more colours and is more responsive, but it seems
unlikely that Apple will roll it into the iPhone any
time soon. Analyst Ming-Chi Kuo of KGI Securities,
believes the company will persevere with LCD for
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several years, and with Apple suppliers building new
LCD factories in China to satisfy future demand, it
looks like he could well be right.
Alongside these headline developments, there will
be a whole series of soeed bumps along the way
as Apple extends and refines its offering. Apple Pay
will be accepted in a wider range of headline stores,
and the Apple Music — which is now available on
Android — will inevitably expand.
More importantly, Apple Music may prove to be
the one thing that keeps the iPod on the shelves
ISSUE 103
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next year. If you’d asked us what we
thought of its chances at the close of
2014, we’d have said ‘slim’, but 2015 saw
_ Apple deliver the first proper update
_ to the iPod touch in three years, and
it's now providing another entry ramp
for the firm’s £9.99 a month music
subscription service. That alone means
it makes sense to give it at
least 12 months to prove
itself. The same can’t
necessarily be said of the
nano and shuffle, which are
each available in just one
configuration and, without
Streaming abilities, offer no
Ongoing revenue source.
iPad1Phone#
iPad > 15:57 100% =) +
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Featured
Best free iPad games
Fantastic free iPad games that won't try to rip you off
Ascension: Chronicle of the Godslayer
To the casual player Ascension seems not dissimilar
to Magic: The Gathering — you build and play from
a deck of cards, each of which depicts a warrior,
magician or relic of some kind, and use these to slay
monsters and acquire both points and further cards.
What makes it a ‘deck builder’ (like the classic card
game Dominion, or the more recent Star Realms —
which is also free and also worth a try) rather than
a collectible card game like Magic is the fact that all
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players start with an identical, very simple deck. You
build your deck within the game itself.
It’s all weirdly addictive, once you play a few
times, and you needn't pay a penny if you don’t want
to: various single-time payments unlock new sets of
cards and suchlike, but the free offering is perfectly
decent. And while some reviewers have criticised
the mostly rough-seeming art style, we find it all
rather beautiful. David Price
Battle Golf
Developer Colin Lane appears to be attempting to
corner the market in ridiculous sports games. First,
there was Golf is Hard, a side-on ball-thwacker
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that required you to hit a hole-in-one every time,
because it’s clearly wrong and evil to walk on the
grass. Then came Wrassling, a demented wrestling
(of sorts) game that looked like it had fallen out of a
Commodore 64. Now, Lane’s returned to hitting tiny
balls with sticks in Battle Golf.
Again, this one’s all about holes-in-one, but
putting greens now emerge from a huge expanse
of water. You tap twice (to set angle and then
power) and hope for the best. Hazards include
hole-blocking seagulls and occasionally having to
carefully aim for the top of a giant octopus.
Although perfectly fine in its single-player time-
attack incarnation, Battle Golf comes into its own
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when the ‘battle’ bit is added via the same-device
two-player mode. Players face off at opposite edges
of the water and frantically race to five points. As a
bonus, you can temporarily knock out your rival by
Smacking them in the head with a ball, gaining you
precious seconds to win a point without interference.
There’s only one IAP: £1.49 gets rid of the ads,
although these are unobtrusive and don’t interrupt
your games. Only flinging your (ex) friend’s iPad out
of the window when they get a last-gasp fluky shot
to win 5 to 4 can do that. Craig Grannell
Crossy Road
You’ve probably already installed smash hit Crossy
Road. If not, do so immediately; and while you’re
waiting, here’s why it’s one of the finest freebies on
mobile. First, it's dead simple and entirely intuitive.
Imagine Frogger with isometric graphics and a single
level that goes on forever. That’s perhaps not fun
for the game’s protagonist, who must hop across
endless busy highways, train-lines and rivers full
of floating logs before inevitably being squashed/
drowning/ending up on the front of the 8:24 to
Paddington. But it’s great for you, because it’s an
endless, infinitely replayable challenge. And the
controls — tap to jump forward or swipe to move in
any direction — are pitch-perfect.
Secondly, it looks gorgeous. The visuals are bright
and cheery, to the point you won't be too annoyed
when your critter gets splattered (or grabbed by a
bird of prey when you dawdle too long).
Finally, Crossy Road is the least obnoxious free-
to-play title around, despite being packed full of
collectables. Sure, you can pay IAP to get a new
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S6o'
character (of which there are many), but alternatively
you can grab coins as you play, view an ad to swell
your wallet, or even just do nothing at all and grin
as the game generously lobs virtual cash in your
general direction anyway. You can then try your luck
on a one-armed bandit that will reward you with
anything from a vampire that turns Crossy Road
into a bleak landscape bathed in red, to ‘Doge’,
whose antics are accompanied by lurid Comic
Sans phrases. Craig Grannell
Darkside
Outer-space mining colonies have it tough. They’re
Surrounded by orbiting chunks of rock and under
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constant attack from evil aliens. Naturally, you’d think
The Company would send in a fleet of crack pilots
to deal with such problems. Nope - it’s just muggins
again, taking on all and sundry single-handed.
The first thing that will strike you about Darkside
is how stunning the game looks. As you fly over an
asteroid’s surface, it effortlessly rolls beneath you,
structures and rocks rotating away into space. The
second thing you'll notice — very quickly — is that
Space is really dangerous. Every rock you blast splits
in two, Asteroids-style; enemy craft flit about, daring
you to shoot them. Occasionally, you'll collect a
power-up, but you’ll more frequently find your ship
becoming one with the universe after having been
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atomised. Rather generously, you get the pulsating
arcade mode entirely for free. For the reasonable
sum of £1.49, you can unlock Survival (one life) and
Missions (100 varied objectives) modes; as an added
incentive, this also unlocks smart bombs for your
ship — ideal for when things get hairy. Craig Grannell
Dumb Ways To Die
We always encourage players of free iPad games
to consider the question: “How are the developers
making money out of this?” If you’re not paying
directly, is their play to sell you in-app purchases,
show you adverts, or harvest your data? Or are
they just trying to grab a big user base before
‘monetising’ later?
Some games, however, are created by non-
profit, publicly funded or charitable organisations,
and can be given away for free without any strings
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attached (except well-intentioned ideological ones,
probably). Dumb Ways To Die was commissioned by
Metro Trains Melbourne in order to raise awareness
of railway safety, and a proportion of its macabre
puzzles involve helping the characters avoid being
Sliced in half by trains. But the makers didn’t feel the
need to stick too closely to the brief, and the theme
meanders off all over the place. It’s brilliant.
It’s fun, and funny, and fast — each puzzle lasts
just a few seconds, before you’re whisked off to
the next. There’s not enormous depth, but it’s
definitely worth a go. David Price
Fold the World
With iPads being all about pawing at a glass surface,
some games have made a concerted effort to
reconnect gamers with something that feels a bit
more tangible and tactile. In Fold the World, you're
exploring the Paper Kingdom, leading strange
bouncing critter Yolo along pathways that shift and
change underneath him, depending on how the
paper puzzle is folded.
On playing the game, it will probably come as no
Surprise that Fold the World’s puzzles were initially
fashioned out of paper, before being digitised and
fine-tuned inside the computer. Such attention
to detail is evident, and it means you never feel
cheated. Although some of the puzzles are proper
head-scratchers, with you folding the paper this
way and that, there’s always seriously solid logic
underpinning everything. (That each level is only as
big as your screen makes it all the more impressive
that the pathways Yolo can take become so
deviously and deliciously complicated.)
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For free, you get 20 levels of adventuring, which
should keep puzzle fans happy for a good long
while. Should you hanker for more papery goodness,
two further sets of levels can be purchased for
79p each. (Note that the game also has a hints
system, replenished using gems. Buying them
isn’t necessary, and you can get gems for free by
watching video ads.) Craig Grannell
Gridrunner
The original Gridrunner, which appeared on
Commodore's VIC-20 (which had all of 3.5k of RAM
to play with) back in the early 1980s, was a high-
octane shooter that found your tiny ship inside a
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HIGH SCORE LIVES
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claustrophobic single-screen grid, attempting to
repel snake-like strings of droids weaving back and
forth across the screen. When shot, they’d split in
half, any dead pieces becoming time bombs. All
the while, lasers roamed the grid edges, taking pot
Shots. Survival wasn’t easy.
Fast forward to Gridrunner on iOS, and
everything’s ramped up further. The snakes, lasers
and grids remain, but are joined by all manner of
spacecraft intent on your destruction. Psychedelic
and awesomely powerful (but temporary) power-
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ups provide merely brief respite, in one of the most
exhilarating and exciting shooting games available
on any platform. Craig Grannell
Halcyon
Before he made whatever passes for the ‘big time’
in iOS gaming with SpellTower, developer Zach
Gage’s creative approach arrived from a rather
more arty direction; and never was he artier than
with Halcyon. In theory, it’s a match game, but
it’s also an instrument — your actions augment
a generative soundtrack, making for unique
compositions in every game.
The matching itself involves coloured currents
— triangles that move along horizontal strings.
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You draw lines between the strings, so like-
coloured currents meet, whereupon they plink and
vanish. Everything ends the second two different
currents meet, creating disharmony in Halcyon’s
ordered world. There are 36 levels across four
environments, along with two endless modes that
dynamically adjust their difficulty, based on your
Skills. The only downside is that this is a fairly
old iPad game that hasn’t been updated since
2011. So you must skip past sign-up for a now-
defunct gaming social network and also make
peace with the lack of high-res graphics. But once
you're immersed in the world of Halcyon, you'll be
hypnotised for hours. Craig Grannell
Lonely One
It’s just a bearded guy and his pants against an
endless number of distinctly strange putting
greens in this oddball golf “em up. The aim is to
get a hole-in-one with every shot. Fail three times
and it’s game over. Land a direct shot and you get
a life back; for some reason, excitable gnomes also
celebrate your amazing playing.
It’s a pleasantly noodly affair — a perfect lean-back
side-on golfing experience. You drag a finger to
draw an aiming arc, sliding to the edge of the screen
if you need to cancel a shot. Occasionally, wind adds
some complexity to proceedings, but it’s the strange-
shaped greens that cause the most trouble, not least
ones resembling animals or the head of a knight.
As is seemingly law these days, Lonely One
offers collectables. You get coins for successful
putts, and 500 can be used to win a randomly
selected character that may alter the game’s visual
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eee e 309
appearance. You can also buy these outright if you
wish, but there’s really no need. The game’s at
its funniest with the beardy golfer in his trousers
anyway. Craig Grannell
Lunar Flowers
We feel like lobbing a paintbrush at people
who tirelessly argue about whether games are
art; however, there can’t be any argument that
some games are very artistic. Lunar Flowers
is a case in point. Although it’s technically a
puzzle game, it’s very slight; mostly, it’s more
like an interactive journey, with you following
the adventures of a princess in a delicate and
beautifully illustrated moonlit world.
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i aa on ——
Although the visuals and audio evoke wonder,
Lunar Flowers truly shines through the sense of
exploration it affords. Even though the journey is
linear and every moment and reaction canned,
you need to discover how to move onwards. Only
rarely is there any hand-holding, and your brain
sometimes gets quite a workout when the puzzles
become rather more abstract.
Perhaps the only disappointment is the brevity of
the journey — you'll reach the end within an hour or
two. But along the way, you'll have ridden a dragon,
drawn stars in the sky, and had a surprisingly intense
battle against floating lanterns, while attempting to
cross a river. Craig Grannell
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Middle Manager of Justice
Middle Manager of Justice is a superhero-themed
base-building game in which the heroes are
preening, stereotype-spouting goons who divide
their time between punching thugs, watching TV and
manning call centres. You’re abstractly their middle
manager, working out where best to spend the
squad’s pitiful income while assigning your heroes
to dole out fist-based justice to assorted evil-doers.
Utterly shallow, but the game is aware of that - which
is why it works so well. Alec Meer
Mr Dig
We’re not sure what’s going on in Mr Dig. The
story has a kind of 1980s video game logic,
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ta a-%
where the titular Mr. Dig has “dug too deep’,
unleashing monsters on the underworld; rather than
ravaging humanity, said monsters are apparently
kleptomaniacs and “took his stuff”. You must
therefore venture underground in single-screen
levels to liberate Mr. Dig’s fortune, which appears to
mostly consist of giant gems and fruit.
Usually, you’d expect this kind of game to
echo ancient arcade titles such as Boulder Dash
or Dig Dug in terms of how it plays, but that’s
not the case here. Instead of the kind of frenetic
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arcade fare that’s ill-suited to iPad, Mr Dig takes a
turn-based approach. Yellow squares show where
your digging hero can reach, and you tap to move.
You must be careful to ttme movements to avoid
roaming monsters, and also to leave a path back
to the surface. The heroes here are apparently
pretty good at leaping about, but they’re not
blessed with jet-packs!
The result is a charming, silly and surprisingly
challenging puzzler that feels quite fresh, despite its
chunky and clunky old-school visuals. Craig Grannell
Only One is a silly fighting game with simple, retro
graphics, entirely set on top of a circular plateau.
il SCHR Slit
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Villains continuously spawn and attack you, and
it’s your job to slash them to death with your sword
or push them over the edge. We recommend the
one-off in-app payment — Ultimate Power — that
gives you a permanent power multiplier and unlocks
all the abilities, but you can have a great laugh
without spending anything. David Price
Sage Solitaire
Developer Zach Gage asks why, when you have a
mobile device that’s not the size of a table, most
menu
3 Of A Kind - $3 $7
MULTIPLIER
HINT
PLEASE
REMAINING
TRASHES
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traditional solitaire efforts ape the typical Klondike
and FreeCell layouts, using tiny cards (in order to fit
them all on the screen) and overly familiar strategies.
His answer: a three-by-three grid, quite a bit of
poker, and a virtual trip to Vegas.
In the basic Sage Solitaire game, you score by
removing poker hands. The better the hand, the
more points you get. Strategy comes by way of a
rule that states you must use cards from multiple
rows for each hand. With the stacks at the top of
the screen being taller than those at the bottom, the
latter’s cards are best used sparingly. In addition,
a randomly allocated suit is set as a multiplier,
bestowing double points when one or more of its
cards is used in a hand, and two ‘trashes’ exist to
remove individual cards; one is replenished after
each successful hand.
The Vegas mode, unlocked on clearing the
entire board three times, gives you a virtual bank
account, awards cash prizes only when using
the multiplier hand, and ups your overall payout
multiplier on clearing piles from the top two rows.
Subtly different strategies are required for success,
hence the initial lockdown -— it’s very easy to
otherwise burn through your limited funds. But
once you crack Vegas and hit $800, you can try
your hand at True Grit. There, once your in-game
money’s gone, it’s gone for good.
Note that there’s no horrible IAP to refill your
virtual coffers. The game’s sole IAP (£2.29) exists
purely to unlock two further modes (Double Deck
and Fifteens), remove the (unobtrusive) ads,
provide stats tracking, and give you achievements
to aim for. Craig Grannell
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Shooty Skies
“A giant beaver is approaching, warns Shooty Skies,
as your DJ cat in a biplane prepares for battle.
The beaver begins spewing spinning axes and
giant acorns, any of which would bring instant
death. You drag your finger to make your plane
deftly weave between these projectiles, admiring
the beaver’s surprisingly awesome firepower
- and, frankly, its ability to fly in the first place.
Occasionally, you pause to charge your super-
weapon, which lets rip the second you move. The
beaver defeated, you mull over the fact that this
strange scene isn’t even close to the weirdest
you've experienced within this very flight.
Shooty Skies, then, is a shooty game set in the
sky. Think: old-school vertically scrolling blasters.
But this one has a decidedly oddball bent. Strange
cartoon characters in biplanes are attacked by
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memes and angry technology (arcade games that
fire joysticks; enraged cassette decks; demented
robots). The aforementioned super-weapon
mechanism adds a dash of risk-versus-reward
(you're vulnerable when stationary, but can clear
the screen with the weapon’s superior firepower).
And everything’s wrapped in a gorgeous if familiar
visual style you'll recall from Crossy Road. (The
teams for both games had lots of crossover, note —
this isn’t some third-rate knock-off.)
As in Crossy Road, you can unlock characters
using a prize system or real cash. But there’s nothing
at all here that will ever pressure you into spending
money. Shooty Skies is a generous and instantly
playable game. Craig Grannell
SHREDD
Addictive in the classic ‘just one more go’ sort of
way, striking-looking if not classically handsome,
expertly honed and unapologetically simple,
SHREDD (formerly known as dEXTRIS) tasks
you with making two coloured squares follow a
never-ending corridor without bumping into the
jagged shapes in your way. There are only four
possible ‘moves’: leave the squares to sit in the
middle (press nothing); send them both to the left
or to the right (press on either the left or right side
of the screen); or split them, as in the screen image
below (press with both thumbs at once). And then
things simply get faster and faster.
There are in-game adverts, which are mildly
annoying, but the gameplay is strong and there’s
a lovely old-fashioned feel to the way you'll find
yourself chasing high scores; in no other iOS game
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have | found myself so obsessed with the rankings
on Game Center. David Price
This first-person shooter — which has more than
a hint of the classic nerve-fraying endless runner
about it — offers no enemies to shoot except the
pleasingly destructible glass and stone obstacles in
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front of you, which you need to shatter before you
run straight into them. The graphics are a triumph,
as is the satisfying gunplay: your bullets (more like
oversized marbles) describe looping trajectories and
make a lovely racket when they strike home. Simple
and fun. David Price
Temple Run 2
Like the ubiquitous first game, Temple Run 2 is a
simple ‘auto-runner’ in which you’re forced to make
Snap reactions as your fleeing Indiana Jones-alike is
propelled ever onwards at increasing speed: striving
to dodge walls, fatal drops, spikey boulders and
an enormous pursuing monkey-monster. Death is
inevitable, as is having ‘just one more go. Alec Meer
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Threes! Free
Every platform needs its perfect puzzle game, and
on release Threes! made its claim to be that for iOS.
As with all brilliant examples of the genre, Threes!
has at its heart a simple mechanic, which in this
case involve merging cards within a tiny four-by-four
board. But it’s the details that propel Threes! beyond
the competition.
The idea is to match numbers. Slide a blue ‘1’ into
a red ‘2’ and they combine to become a single ‘3’.
Two 3s make a 6. Two 6s make a 12. And so on. The
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menu stats
next
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Snag is that every move you make slides every non-
blocked tile on the board as well. If you’re fortunate
or have planned ahead, this can result in several
merges in one move; if not, you end up with a mess
to clear up. And since after every turn a new card
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enters the board in a random spot on the edge you
swiped from, planning is key.
It takes a few games for Threes! to properly click,
but once it does, it never lets go. You'll be dying
to see new cards (each is infused with a unique
personality), and will soon spot how reaching higher-
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numbered cards boosts your score substantially. The
free-to-play aspect is also generous: watch a video
ad and you get three more games in the bank, which
can be built up into a substantial reserve.
This gives the game a fighting chance against a
raft of inferior Threes! clones (most of which have
1024 or 2048 in their names) that litter the App
Store, and sucked life out of the paid version of
Threes! Our advice: stick with the original; you’ve no
excuse now you can play for free. Craig Grannell
Triple Town
Triple Town’s premise is simple: you're building a
town on a 6 x 6 grid filled with bushes and trees.
You do this by grouping items into threes: three
4,995 pts
Goal: 20,000 points
24%
Store (tap to buy)
ss) 2850
a place a bot
1,469 turns left
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trees become a hut, three huts become a house
and so on. Trap the game’s ‘enemies’ — adorable
bears — and they turn into grave stones, three of
which make a church. The whole thing is fresh,
addictive and challenging: if you think you’ve
seen everything Match 3 has to offer, you're in
for a surprise. Alan Martin
Two Dots
Simple but addictive. Two Dots is all about tracing
lines between adjacent dots of the same colour,
thereby causing them to disappear and further dots
to drop down from above. To pass a given level
you need to eliminate a certain number of dots of
each colour, along with additional elements such as
anchors. It’s fun to play and beautiful to look at, but
watch out for the clever catch: die five times and
27 8© 8© 868 ®
MOVES 4/30 4/30 0/30 10 / 30
coedes
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you'll have to wait for your lives to recharge... or pay
to get more. That’s where they'll get the money, and
if you have weak self-control, you may find yourself
coughing up. Amy Moore
Whale Trail
It might not have the deepest replay value, but
since going free-to-play Whale Trail’s charms
have been harder to resist. It’s a one-button
game, with a mechanic that’s close to Tiny Wings
in reverse: tap the screen to fly upwards, release
to swoop down. You need to avoid the clouds
and collect fuel of some kind.
It looks delightful, the gameplay is well-crafted
and there’s a wicked soundtrack too. David Price
Dye 11,134
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<¢ Kies
Best free iPhone games
Brilliant games that won't cost you a penny
AGRAV: Inertial orbit
In the iPhone’s early days, it was the games that had
you directly manipulate on-screen content that most
excited. They felt like a slice of the future, rather than
awkwardly trying to give you some kind of on-screen
joystick. AGRAV takes the former approach, having
you direct a tiny spaceship about the place by
using your fingers to fashion black holes.
It’s a beautifully simple system, but in practice
AGRAV can be frustrating, purely because it’s so
different. Initial tries will almost certainly find your
craft smashed to pieces on hitting the edge of the
screen, or zooming past the goal, in a manner that
sets teeth gnashing.
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But once it clicks,
AGRAV becomes a
compelling game.
Soon, you'll be carving
out elegant arcs by
touching the screen
at precisely the right
moment; a second black
hole in front of the ship
will urge it on, to beat
time limits. Eventually,
you'll be deftly avoiding
obstacles, grabbing pick-
ups, and learning the
benefits of multitouch
on the more complex
stages. For free, you
get 30 to tackle; a
single IAP unlocks
another 60 if these
virtual black holes suck
you in. Craig Grannell
Another word game? Yes, but this one stars bears!
Even better, it’s really, really good, and dead easy to
get into. You start out with a board with some letters
on. Tap out a word and the space the letters took up
is immediately replaced by bears, which are instantly
Surrounded by more letters.
Added complications arrive in the form of
countdown timers. Letters start out as green, and
then if unused over subsequent goes turn yellow,
Orange and then red. Ignore red letters at your peril,
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into rocks, blocking
bears from expanding.
You might wonder
about the use of
‘expanding’ and
‘bears’ in that previous
sentence, but we
haven't erred — the
bears in Alphabear
really do stretch to fill
available space. So
you'll get tall and thin
bears, weirdly wide
and squat bears, and
there’s the holy grail
of the ‘filling the entire
screen’ bear if you
clear all of the letters.
Mae At the end of a round,
because they transform
@ 1840pts
such giant beasts result
in huge scores and
immense Satisfaction.
There are some minor drawbacks to the bear-
oriented antics. The game requires a constant
internet connection for online sync, and there are
in-game currencies — one essentially for ‘energy’ to
enter new rounds and the other to skip ahead by
more rapidly accessing treasure events. It’s there
you discover especially rare bears with special
powers that seriously boost your score in various
ways when selected before a new round; but this
mechanic serves more to over-complicate the
game than improve it.
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Still, for free, you can play a couple of really fun
rounds per day, and there’s always an ‘infinite honey’
IAP (£3.99) if you can’t stand to wait for your next
furry fix. Craig Grannell
Bejeweled Blitz
This ultra-moreish
puzzle game takes the
‘match three’ mechanic
and squashes it into
minute-long blasts of
dazzling colours and
crazy point tallies. It’s
astonishingly addictive.
You have to swap
coloured jewels within
a grid, using simple
finger swipes, so that
three or more line up;
the matched jewels will
disappear and more
will replace them. The
tense gameplay, drip-
feed of rewards and
social-media integration
combine to make a game that will expand to fill
any time period available.
Beneath The Lighthouse
We’ve never been beneath a lighthouse. We’d
always assumed it'd mostly be rocks. How wrong
we were. It turns out that underneath a lighthouse
— or at least this particular one — you find almost
certain death, in the form of spinning rooms that
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have spikes all over the
place. If you’re a rotund
boy trying to find his lost
Grandpa and get the
lighthouse’s light shining
again, that’s a problem.
What you get here,
then, is an action
puzzler, where through
3 a combination of
| deft finger-work and
a bit of brainpower
you make your way
Safely into the depths
of the lighthouse.
The clever bit is the
controls. You drag
the on-screen wheel
to shift the circular
rooms, and gravity gets
your little chap rolling
(or, as is often the
case, hurtling) about.
The other clever bit is the level design, which
Starts off very slightly challenging, and becomes
increasingly murderous as the game goes on.
For free, you get access to everything, but there’s
a lives system in play. Get killed three times during
any level, and an extra set for that attempt only
becomes available on watching an ad. That seems
eminently fair, although those lives soon vanish
— especially if you want to speed run through the
game like a maniac, in order to win yourself shiny
rewards. Craig Grannell
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Blocky Highway
Ah, the open road. In this case, the open road that
stretches on forever, with nary a bend in sight. Still,
it’s rather a busy road, with countless vehicles you
must deftly avoid, because a single collision spells
the end of your go. To drive the message home,
even the slightest prang finds your truck hurled into
the air, returning to the ground as a heap of twisted
and blackened pixels. Dramatic!
There’s not much originality here and the chunky
visual style is overly familiar, but Blocky Highway is
nonetheless compelling. You get a choice of touch
or tilt controls, with the latter being a bit slippy and
unwieldy, yet this oddly makes for a more exciting
game. It’s quite something for your chunky vehicle
to zigzag along a busy freeway, avoiding collisions
by a hair’s breadth.
Over time, the game adds to the challenge
through various means. Roadwork occasionally and
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abruptly blocks your way, and train tracks cross
your path; in the latter case, the game offers a
novel means to avoid speeding locomotives: huge
pads that bounce you into the air. Other helpers
infrequently appear, too — there’s a helicopter that
for a short while lifts you above the busy road, anda
truck you can drive on top of that gleefully bulldozes
traffic out of your way. And when your game finally
comes to its smashy end, you get a chance to graba
few extra points by landing your bouncing wreck on
other cars presumably driven by significantly more
careful road users. Craig Grannell
Breakneck
It’s not the best of days. The world is occupied
by hostile invaders, intent on hunting you down.
Worse, you just Zoomed away in a spaceship clearly
designed by an idiot. It never runs out of fuel, but
has the steering capabilities of a cow on an ice rink.
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And although it boasts a boost function - handy for
keeping ahead of, say, ferocious aliens with massive
laser cannons - it’s charged by perilously having your
badly steering craft ‘graze’ flat surfaces.
What this makes for, though, is an exhilarating
video game. You blast through gorgeous 3D
environments, avoiding obstacles in the desolate
landscape, carefully timing boosts whenever your
alien pursuer ventures a bit too near. Phantoms
of your best and previous runs are displayed, so
you can potentially execute a brilliant manoeuvre
a second time round while simultaneously
avoiding that less-brilliant move where you
Slammed into a massive wall.
We’d prefer Breakneck if the craft was more
manoeuvrable — there’s no deft weaving and
zigzagging here. Instead, you drift in a manner
akin to the developer’s own endless horror runner,
Into the Dead. Still, that adds strategy — the
environment resets every day, and your craft’s
inadequacies force you to find shortcuts and
quickly learn the best routes. And when you’re
approaching the end of a zone, boost tank empty,
and your siren starts blaring about an imminent
alien attack, this is one of the most exciting 3D
avoid ‘em ups around. Craig Grannell
Cally’s Caves 3
You'll probably be some way into Cally’s Caves 3
when you start to wonder what the catch is. “Surely,”
you'll say, “the developers haven't given me an
expansive and beautifully designed — if frequently
frustrating and challenging in an old-school kind of
way - platform game with oodles of blasting.” At least
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BVvvevy 134d ‘ly ;
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SWAP WEAPON
that’s what we said, cursing our thumbs whenever
we died, and wondering at what point the game
would lock up and start demanding money.
As it turns out, the developers are hardcore
gamers and have no truck with terrible monetisation.
Therefore, you get unobtrusive ads on static
screens, and are otherwise left to your own devices.
And the game is excellent.
The backstory involves Cally’s parents being
kidnapped for a third time by an evil scientist.
She therefore resolves to rescue them, primarily
by leaping about the place and blowing away
all manner of adversaries using the kind of high-
powered weaponry not usually associated with a
young girl with pig-tails. Level layouts are varied, and
weapon power-ups are cleverly designed, based
around how much you use each item. The one
niggle is the map, which is checkpoint-based — it’s a
bit too easy to find yourself replaying a trio of levels
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again and again to get to a place further along in
your journey where you can restart.
Still, that merely forces you to take a little more
care, rather than blundering about the place, and
to breathe in the delicately designed pixellated
landscapes. And should you decide you want to
throw money at the developers, there are optional
IAPs that unlock new game modes, or a load of coins
if you want to splurge in the in-game store without
working for your money. Craig Grannell
Capitals
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combines Risk-style
land-grabbing with
the need to create ae@a@e,
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of letters. However, iD @ > p
while Letterpress for
the most part benefits el Ww
players able to fashion Ly) O
lengthy words, Capitals >
The game plays out
on a hexagonal grid,
either with two players
using the same device or
V
is more about where the x J
letters you choose to D
use are located. r > €>
0: eee
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battling it out online thanks to a Game Center match-
up. All letters on the board can be used to create a
word, but only those attached to your territory flip
to your colour on submitting a move. The important
thing is to keep your capital surrounded by territory
rather than letters. If you don’t and your rival’s
move includes letters adjacent to your capital, it’s
captured. They then get a free turn, and since the
objective of the game is total and utter annihilation,
that extra move is often enough to gift victory.
For no money at all, Capitals is one of the best
games around for word-game nuts, although we'll
admit to being a smidgeon miffed about the ad
model; in miserly fashion, it only gives up a solitary
game for every advert watched. Still, since a game
can often play out as a days-long tug of war, the ads
are hardly a huge drain on your time for what you
get in return. Craig Grannell
Does Not Commute
Does Not Commute starts with a simple driving
challenge: get from point A to point B before the
timer runs out. (The car runs automatically: you
just tap the left or right side of the screen to steer.)
But as soon as you achieve this, the game rewinds
time and asks you to repeat the trick, driving a
second vehicle on the same course. Only this time
you need to contend with another driver on the
road: yourself, following whatever route you just
took in the first car. This repeats until the screen is
dangerously and hilariously full.
There are lots of neat touches: the funny
Snapshots of each commuter’s life and why they’re
in a hurry; the reckless jumps and shortcuts that
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you re heavily encouraged to use in order to avoid
traffic, but which nearly always end in disaster;
the desperate rush to beat the clock and pick up
the timer-boosting powerups; and, best of all, the
challenge of adapting to a vehicle that handles
completely differently to the previous one, all within
a space of seconds.
This is a free game, though you can’t save at
any of the checkpoints until you upgrade to the
Premium version, which costs £1.49. David Price
Down The Mountain
You might detect a whiff of Crossy Road (above)
when first laying eyes on Down The Mountain. It
has similar cartoonish, cuboid, colourful characters.
There’s instant death when you mess up. And
there’s a hint of Crossy Road’s collector mentality,
in you gradually amassing a bunch of misfits to
guide down the seemingly infinitely high hill from
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hell. But there any
similarity ends, because
iw Down The Mountain is
simultaneously much
YOUR AVERAGE simpler and far trickier
than Crossy Road.
It’s much easier in the
sense of the controls.
Like Crossy Road, there’s
old arcade game DNA
in Down The Mountain,
but it’s a Q*bert field
of isometric cubes,
rather than endless
Frogger. But whereas
other characters on
the mountain have free
movement, you don’t
— you can only bound
downwards, to your left
or right. The tough bit
is everything else. The
mountain is chock full of
deadly hazards, such as bounding cars, spikes, lava
blocks and ravenous beasts. Some tiles temporarily
reverse the controls, while others poison you,
leaving mere seconds to find an antidote.
Down The Mountain then becomes a bit
overwhelming, with you having to juggle all kinds
of tasks and dangers. Games are short. Yet if
you persevere and get yourself into ‘the zone’, it
becomes a thoroughly addictive experience; and
even if you get frustrated, the game’s charming
nature always draws you back for one more go.
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(There’s IAP here, but it’s all avoidable. If you’d
like to reward the devs, though, 79p removes
the unobtrusive ads, or gets you four keys that
can be used to unlock crates that award you
new characters. Keys are otherwise found on the
mountain.) Craig Grannell
Hill Climb Racing
Hill Climb Racing is an excellent time filler which
you can pick up and put down at a moment’s notice.
Better still, it’s an excellent free time filler.
You spend the game driving a 4x4 up hills,
across bridges, down hills and then up more hills.
Along the way you collect coins and fuel. Drive
too slowly and you'll run out of petrol; drive too
quick and you'll flip the vehicle over. There’s
just a brake and accelerator, but you must use
these controls carefully — and mastering them is
tremendously rewarding. Before long you'll be
ASMP ADO TIN. 9310T)
Ps am ; is)
OLrnumve
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beating the steep hills you previously thought
impossible. Using coins you can upgrade your
Starting vehicle and unlock new ones. You'll
quickly realise that to unlock most of the levels and
vehicles you'll have to use the in-app purchases
to buy coins rather than earning them, but it’s
perfectly possible to play Hill Climb Racing without
spending any money at all. Jim Martin
Jetpack Joyride
In this delightful cave flyer, your disgruntled lab-
assistant character steals a machine-gun-powered
jetpack (don’t ask) and takes flight through the lab’s
never-ending string of long, tunnel-like rooms. As
you jet or run along, you need to avoid electrified
barriers, lasers and missiles while collecting coins.
The mix of responsiveness and acceleration is
just about perfect, the comical graphics raise it
above most offerings in the genre, and the extras —
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including a superb array of vehicles — make Jetpack
Joyride a true standout. Dan Frakes
KANO
We’ve played KANO a bunch of times and still
have absolutely no idea what’s going on. We
know what we have to do, but this is otherwise
a game of strangeness.
The gameplay, then, involves colour-matching.
You control a platform at the foot of the screen,
which has four coloured tiles. It can be spun with a
finger, and stops with
a prod, in a pleasingly
tactile manner. The aim
is to match the colour
of a bouncing and
endlessly transforming
gurning 3D being
when it lands.
At first, KANO is mind-
numbingly easy, but
that doesn’t last long.
Within a minute or so,
the bouncing increases
to manic pace, and you'll
eventually miss a match.
At that point, the tile
disappears, leaving a
hole into a lava pit; you'll
then meet a furious
fireball, which when it
appears must be steered
into the lava rather than
allowing it to collide with
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any remaining coloured tiles. Now and again, there’s
a little bonus section, where you grab coins in space,
boosting your points tally.
The game continues until you’ve only one tile left,
at which point you’re awarded with a score and get
to have a bit of a breather. Rather amusingly, the
sole IAP (£2.29 for ‘premium’) adds a ‘turbo mode’ at
double speed. Frankly, we’re not sure we'd be able
to cope. Craig Grannell
Letterpress
In this alarmingly addictive puzzle
game, you and your opponent take
turns to use the letters in a five-by-
five grid to build a word, thereby
causing the tiles you use to change
into your colour. At game end,
whichever player has turned more
tiles to his or her colour emerges
the victor. Serious fun for word
game fans. Lex Friedman
Los Aliens
The little critters in Los Aliens
know how to make things hard for
themselves. They're very much
into exploring new worlds, but also
create rigid rules about how to do so. For some
reason, they can only move about like knights ona
chessboard, working their way around grid sectors
by way of L-shaped leaps. As they go, they dump
fuel required to power their spaceship. Should
a complete line be built vertically or horizontally
across the current zone, the ship blasts forwards;
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do this enough times, and
it heads into orbit, ready to
zoom to a new planet.
As you work your way
through the game, it merrily
lobs new curveballs in your
direction: limited moves or
limited time; the requirement
to collect native species;
teleporters; and more. The
visuals are vibrant, and the
game’s mechanics feel quite
fresh, even if this is fairly
Standard puzzle fare. There
are ads and timers lurking,
as you might imagine. But if
you play a little every day,
the former won't irk, and
the ads can be blasted into
space by way ofa single
£1.49 if they begin to grate.
Craig Grannell
Mr. Square
It’s very easy on firing up a puzzle game to be
dismissive, noting that you’ve seen it all before. You
might think that on downloading Mr. Square, but
what this game lacks in originality, it makes up for
with dozens of enjoyable puzzles, and a tendency to
never outstay its welcome.
The idea is to ‘paint’ every tile on the floor. The
Snag is that Mr. Square is seemingly on ice, and
will slide until reaching a barrier of some sort.
Furthermore, any painted tiles transform into walls
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that cannot be crossed
a second time. You must
therefore plan ahead,
figuring out a path that won't
leave you stranded, with one
pesky unpainted tile taunting
you from across the screen.
Two smart ideas propel
this basic concept onwards.
First, the game’s divided
into chapters, each of which
throws something new
into the mix - teleporters;
one-way routes; a clone
that copies your every
move. Secondly, you can
make and share levels of
your own, or try those that
other people have made.
Most surprisingly, this is all
offered entirely for free.
Although you can buy coins to unlock chapters
early, there’s really no need, because 150 are
generously given out on completing a level; and
if tempted, you can get 100 more at any point by
watching a video ad. Craig Grannell
New Star Soccer
It’s a testament to the brilliant gameplay that even
football haters will get something out of this.
You're a striker starting out in non-league football
and aiming for the big time. On the pitch, you’re
tasked with setting up and scoring wonder goals.
But the game also deals with non-match activities:
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training, selecting clothes ENCTAND TT
and kitting out your house in ITALY 2
a load of tat. Alan Martin
Nono Islands
With its 3D viewpoint
and tap-based controls
for hopping about, Nono
Games initially feels a bit like
Crossy Road got mashed
into Temple Run with a fork.
But you soon realise that
this jungle expedition is
something else entirely, and
it has more in common with
old-school platform games
that demanded you to memorise a course and zoom
through it as fast as possible.
Each of the shortish levels has you navigating a
Small patch of wilderness on a ‘clockwork’ island,
along narrow paths surrounded by death. You tap to
move forward one step, swipe left or right to move
forwards and in the relevant direction, and swipe
back to move backwards. You must take care to
avoid getting eaten by a leaping shark, poisoned
by a scuttling spider, or falling into the fetid swamp
water. Timing is key.
What’s especially smart about Nono Islands,
though, is how it can be approached in various
ways. If you like, it’s possible to carefully pick
your way through each level — and doing so is
relatively simple. But really it’s all about time-attack
scores, especially if your friends are playing. You'll
want to get to the end of each stage as rapidly
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as possible, and that means
implementing a precise series of
taps and swipes to shave fractions
of a second off of your time.
For free, you rather generously
get access to everything. You can
also buy five checkpoint tokens
for 79p or unlock all checkpoints
for £2.29. Checkpoints mean you
don’t have to replay previous levels
should you fail, although tokens can
also be found within the game itself,
and Nono Islands gives you one free
attempt, and another after a few
more minutes. Craig Grannell
Pac-Man 256
The original Pac-Man was a bit broken. If you had
magic thumbs and could somehow reach the 256th
level, you’d be confronted by a massive glitch. The
right-hand side of the screen became all messed up,
with no way through. Until now, that is. In Pac-Man
256, you get to venture beyond the glitch.
What’s there, it turns out, is a kind of endless
hell for the yellow dot-muncher. Pac-Man gets
to traverse a never-ending maze full of spooks,
eating pills until he finally comes a cropper. He
can't linger for long, either, because the all-
consuming glitch is always in hot pursuit.
Fortunately, Pac-Man has ways of fighting back.
Power pellets from the original game are present
and correct. Eat one and the ghosts turn blue,
enabling you to gobble them down for extra points.
New power-ups are also dotted about, and these
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become more powerful the more you play the game.
lf you ever thought, during the original Pac-Man, that
it would be a better game if the rotund hero could
spew laser death from his maw, then you'll be a
happy camper here. Craig Grannell
Pangolin
A physics-based puzzler in which you bounce a cute
little creature around a level and try to get him to the
goal with as few shots as possible. Sort of like crazy
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golf played in mid-air with a scaly animal instead of
a ball. We like this a lot, and the basic game is free.
It’s probably worth shelling out for the extra levels,
though. David Price
The Path To Luma
It’s not hard to spot the underlying message here,
what with this game being sponsored by a US
energy company big on selling green energy: clean
energy is a very good thing. In fact, in Path to Luma,
clean energy is so good that it’s capable of bringing
back to life seemingly dead, abandoned planetoids.
Planetoid-saving isn’t quite as simple as
flicking a switch, though. You must direct SAM
— a Sustainability Augmentation Model — about
the place, finding and
repositioning solar batteries,
utilising wind power and so on,
manipulating the very planet
with your fingertips.
There’s quite a lot of hand-
holding, and we can't imagine
it'll take that long for most
players to blaze through the
20 levels on offer. It’s also a
title that doesn’t at any point
meet its haughty description of
being “a memorable story of
heroism and the revitalisation
of a civilisation”.
What it is, though, is a really
fab little puzzle game with a
lovely soundtrack and some
great visuals. We admit to going
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“ooh” the first time sun beams exploded down to
clean up one of the game's tiny worlds. And perhaps
we are now thinking a bit more about installing solar.
Still, that’s got to be better than a game trying very
hard to get you to gorge yourself on chocolate.
Craig Grannell
Platform Panic
Platform Panic certainly has a lot of platforms in it,
but you'll be doing the panicking. The premise is
something something heroes abducted something,
which ultimately results in you taking on some kind
of quest that involves inevitable death after valiantly
navigating your way through a number of dangerous
rooms. Movement is swipe-based — your little hero
auto-runs and you swipe left or
right to head that way or up to
jump. For the most part, timing
is crucial, because if you collide
with a single hazard, game over.
What makes Platform Panic a
cut above, though, is the huge
number of rooms and hazards,
their smart design, and how
they’re fired your way. Each
room on your journey acts as a
miniature puzzle to be bested
and committed to memory. On
encountering something new —
pipes that suck you in and blow
you out elsewhere; hero-frying
lasers; huge spiked wheels —
you'll likely be horribly killed.
But the next time you face the
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room, you'll be ready for it and add a point to your
tally - well, unless it’s flipped the other way round, in
which case you'll probably die again.
With rooms being presented broadly randomly,
Platform Panic is endlessly replayable. It’s also
mobile-friendly, given that games are typically over
inside a minute or so (unless you're a platform-game
genius, in which case two minutes).
IAPs are lurking, but they’re of the non-hateful
variety. £1.49 nukes the ads, and you can also
buy coins, which can be spent on continues or
characters. Three quid nets you 5,000, which is
enough to buy every single character and still have
change for a handful of continues. Alternatively, you
can collect coins as you play, since each room has at
least one. Craig Grannell
Run Sackboy! Run!
Run, Sackboy! Run! (free) is a mobile spin-off from
the Sony game LittleBigPlanet, a four-player side-
scrolling affair that builds upon the approachable
Super Mario run-and-jump formula while also
allowing players to build their own levels. It’s
certainly streamlined by comparison: it’s a strictly
single-player affair, lacks in-depth character
customisation and level creation, and does away
with manual player movement. In other words, it’s an
endless runner on a platform that has loads of them.
But Run, Sackboy! Run! has an ace in the hole:
being ridiculously charming. Even a simplified,
free-to-play take on the LBP series can bring wide
smiles to your face as you leap across colourful
chasms, collect bubbles and avoid the goofy-looking
monster on your tail.
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And despite the silly tone, it actually proves to be
pretty challenging. You can jump and dash forward
via taps and swipes, respectively, and you'll need
to use both at times to overcome long stretches of
spikes, or to recover when you’re about to hit an
enemy. As the speed picks up, it becomes harder
to anticipate obstacles ahead, which amps up the
difficulty level. And it’s free, of course. And and so
long as you're cool with probably never unlocking
some of the pricier costumes — which cost an
extravagant amount of in-game currency — there’s
plenty of entertainment to be had here without
spending a penny. Andrew Hayward
Seashine
There’s a disconnect between the aesthetics of
Seashine and its gameplay - and this initially makes
for a rather strange experience. The game takes
place in the inky depths of an unnamed ocean.
Your tiny luminescent jellyfish has a glow that offers
the only light to penetrate its surroundings. But
the light is fragile and in constant danger of being
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extinguished. Every flick you
make propels the gelatinous
protagonist in the relevant
direction. But as soon as you're
beyond the cosy starting point,
a life bar rapidly depletes. The
jellyfish must seek out plants
or creatures to eat, which keep
the lights on for a few extra
precious seconds, thereby
enabling further searching.
There’s naturally a food chain
in operation, though, and so
you're both predator and prey;
you're never far into your
journey before being pursued
by a fish with a mouth full
of extremely nasty-looking
razor-sharp teeth.
Games therefore tend to
be fraught, stressful experiences, at odds with the
tranquil underwater burblings, tinkly soundtrack and
gorgeous visuals. But there’s a palpable sense of
excitement when you manage to escape through a
tiny tunnel a fish cannot squeeze through, or grab a
morsel to eke out a few extra seconds of life.
Seashine does enable you to cheat death
through the use of life-extending stars;
unsurprisingly, these can be bought using IAPs.
We’re unconvinced about this part of the game,
though -— it feels like cheating, and quickfire visits
to the abyss work more nicely on mobile. We might
have been convinced to part with cash for a noodly
endless ‘zen’ mode, however. Craig Grannell
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Shibuya Grandmaster
Shibuya Grandmaster feels a bit
like someone thought Tetris was
a bit too complicated and then
smashed the resulting stripped-
down well puzzler into a match-
three game. Consequently,
you re tasked with managing
Slabs of colour as they float
down from the top of the screen,
and placing them into a very
limited number of boxes.
The aim is at the very least to
create matches. If two matching
Slabs are touching, they'll
acquire a diagonal line and a
tap removes them from the well,
leaving more space. But doing
this and no more results in a
rubbish score — Shibuya Grandmaster wants you to
have a strategy and take risks.
Over time, then, you must figure out how to rack
up bonus points by managing blocks so you can
create larger towers of the same colour, or remove
a bunch of combos at once. It’s a smart juggling act
made all the more devious through the game's rank-
based reward system. If you want to progress, you'll
need to practise and you'll fail often; but Shibuya
Grandmaster is oh so satisfying once it clicks.
In fact, we’d argue the original Shibuya (from way
back in 2010) was a cruelly overlooked App Store
classic, and so we're delighted to see this follow-
up, in all its beautiful high-res glory. From an IAP
standpoint, it’s almost absurdly generous: you can
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play as much as you like, forever; but if you want to
Support its developer, buy a new background (79p
each) or ‘everything forever’ (£3.99). Craig Grannell
Skiing Yeti Mountain
Slalom games are as old as the hills — snowy or
otherwise. They existed on the earliest home
computer systems, and so Skiing Yeti Mountain is
hardly a rolling snowball of innovation. Nonetheless,
through some great design and humour, developer
Featherweight Games has managed to craft an
essential mobile freebie.
The basics of the game are much as you'd
expect: zigzag your way down wintry slopes,
passing on the correct side of gates (left of red
and right of blue), and try very hard not to embed
yourself in a tree. The controls
only require a single finger,
which you move horizontally to
adjust how far to weave. Initial
ham-fisted attempts at progress
gradually give way to elegant
swooshing about, along with
heart-in-stomach moments
as you zoom, inch-perfect,
between a couple of trees.
Throughout, a cast of misfits
adds some personality to
proceedings, telling tall tales,
getting surprise-eaten by Yetis,
and in one case providing the
only example on iOS of an in-app
@ ad Sting we've ever laughed at.
| Craig Grannell
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Sk
ryovcally on seeing the name 85 ‘
Ketchapp, you know what
you're in for: simplistic endless
fare that’s like a cheap snack -
briefly satisfying but ultimately
throwaway. Sky is different.
The basic premise is nothing
new, but everything’s put
together so well that it becomes
Surprisingly compelling.
In Sky’s minimal isometric
world, a yellow square moves
along a zigzag track, gobbling
dots. In its way: grey squares
that must be avoided. A tap a
sends the yellow square into io res rok he: gaa
the air. A second tap while
airborne results in a double-jump, for avoiding larger
sets of grey squares.
Where things become interesting is on entering
green tents that are dotted about. These ‘clone’ your
square, which results in multiple iterations working
their way along several tracks. All jump as one, but
in combination they hoover up dots far more quickly
than a solitary square. Sky becomes a tense juggling
act to ensure as many squares Survive for as long as
possible, before they again merge.
As you play, there’s a pleasant noodly piano-
based soundtrack, and the visuals look so polished
you imagine they’d squeak on dragging a finger
over them. A single IAP lurks (£1.49), for turning off
the ads (which appear as a strip across the bottom of
the screen). Craig Grannell
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Sling Kong
We should be having a good old grumble about
Sling Kong. Fundamentally, it does nothing especially
Original. It borrows the ‘catapult something across
the screen’ mechanism from a dozen iOS mega-hits
and then welds that to an endless vertical climber.
Angry Doodle Fling, perhaps. The thing is, we can’t
stay remotely mad at Sling Kong, because it does
everything so well.
Its little characters have this oddly bewildered
look about them, as if they’re as surprised as you
that they’ve suddenly been dumped in an absurdly
dangerous endless deathtrap. Their demise is
always gleefully cartoonish and icky — fur flying
when a monkey meets a
saw blade, or an octopus
splattering across the screen
on suddenly finding itself
between two large pieces of
wood that have a particularly
violent meeting.
The controls are superb,
feeling nicely tactile as
you drag back your little
animal and let go to ping
it across the screen. And
the environment is the
kind of chaotic nightmare
that keeps you on your
toes, ensures games are
Suitably short, but doesn’t
hit you so hard that you
won't want to immediately
have another go.
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One of our favourite moments in Sling Kong is its
prizes section. Gather enough coins and you send
your little critter to get a serious headache, bouncing
around a pachinko machine. Given that most other
developers have had an imagination failure since
clocking Crossy Road’s ‘random gift’ model, it’s great
to see something a bit different when trying to win a
new character. Craig Grannell
Spaceteam
Glorious multiplayer fun, this
— and the multiplayer part is
essential. It’s one of the few iOS
games out there that you cannot
play on your own.
Each member of the team
sees a wonky-looking sci-fi
dashboard on their screen, with a
variety of read-outs and bizarrely
labelled dials, buttons and levers.
The screen will tell you to do
something — “Set sprocket to 6”,
to take a random example. If the
sprocket dial is on your screen,
all well and good; but most of
the time, it'll be on someone
else’s, meaning you need to tell
them what to do. In no time at all you’re all shouting
nonsense at each other, and the world is a wonderful
place. Dan Moren
Tiny Heroes
In this appealing fantasy-themed take on the
tower defence game, you take the role of the
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mad architect who sets out to shred and perforate
any would-be adventurer who dares to loot his
dungeon’s precious treasures. Waves of cartoonish
heroes wander in, then meet a swift end by
spinning blade, concealed spike or caged monster.
You'll have to plan for several kinds of heroes,
from tough knights to crafty thieves, and balance
between planning ahead and spontaneous fire-
fighting. Jason Tocci
Vainglory offers some of the best visuals seen on
the App Store. It was used as a showcase for the
iPhone 6 handsets’ power — not to mention the
power of iOS 8’s Metal graphics tech — when they
were first unveiled, and you should bear this in
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mind when considering what hardware to run it
on: it’s compatible with iPhone 5s and up on the
Smartphone side, although it goes back as far as
iPad 2 on the tablet.
The game spotlights three-on-three team-based
action with (and against) fellow online players,
and each squad must work together to take down
enemy turrets and destroy the crystal at their
Opponents’ base.
The free-to-play design thankfully puts no limits
on gameplay: you can play as much as you wart,
but only with the certain free characters offered at
any given time. If you want to use a non-free warrior,
youll have to pay a one-time fee with in-game
currency. It’s a remarkably fair and fun free game
that doesn’t penalise players who opt not to shell
out. Andrew Hayward
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Watercolors
If simple, attractive puzzles are your thing, take
a look at Watercolors. You have to swipe across
various blobs of coloured ‘paint’, moving them
around the level and mixing them with other
colours where necessary. The idea is to colour all
the nodes in the correct colour with the lowest
number of ‘brush strokes’ possible.
It’s a relaxing, neatly realised game and there’s
very little pressure to spend money on additional
level packs — although you may well choose to
do so once you've completed the free offerings.
David Price
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Christmas gift guide
The best new Apple-related tech we've seen this year
hristmas is rapidly approaching, which means
gift-buying season is upon us. We know how
difficult it can be to find the perfect gift for
everyone, so here we've rounded-up the best new
Apple-related tech we've seen throughout the year.
This year, Apple has launched the iPad Pro, iPad
mini 4, iPhone 6s and iPhone 6s Plus, as well as
a new MacBook and a brand new Apple TV. That
means there are plenty of new accessories and
peripherals to choose from, whether you’re looking
for something fun, something practical, something
fashionable or something to keep your sparkly new
Apple devices safe. We’ve got cases, battery packs,
Storage devices, speakers, headphones, quirky
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gadgets and more in our Christmas Gift Guide 2015,
So read on to get some gift inspiration.
In-ear headphones: RHA T10i
Price: £149.95
The design of the RHA T10i headphones and
quality of materials used scream “premium”,
especially the hand-made steel drivers. The
drivers themselves are a little rough around the
edges per say, but we think this adds to the overall
design and personality of the product, rather than
detracting from it. That’s not all though, as the T10i
features a gold plated, reinforced, oxygen free
copper cable that should help to improve overall
sound quality and help the cable last.
The headphones come with a total of 10 sets of
tips (including two sets of memory foam tips and 2
sets of double flange tips) to help find the perfect
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fit for your ears. As well as a large number of tips,
the T10i also comes with three custom drivers
— one for reference, one that boosts treble and
one that boosts bass. There’s always a worry that
using bass enhancement will ruin the treble and
mid-range, drowning in a sea of bass. We didn’t
find this to be the case with the T10i and overall,
the headphones produced a great level of clarity
and a satisfying sound.
On-ear headphones:
Bowers & Wilkins P5 Series 2
Price: £249 from Amazon
The Bowers & Wilkins P5 Series 2 headphones are
visually gorgeous, with a black and silver combo
crafted from aluminium and sheep leather for
maximum comfort, with soft cups that feel easy on
the ears while helping to keep external noise out.
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The headphones come with an iOS-specific wire that
allows you to control media playback, and a built-in
mic means you can take calls and even access Siri
without getting your phone out of your pocket.
The P5 Series 2’s boasts a drive unit similar to
those found in Hi-Fi speakers (according to Bowers
& Wilkins anyway) which produces a drive unit with
more precise and controlled movement, improving
sound quality. The sound produced by the P5 Series
2 can be described as ‘open’ and ‘spacious’ with
powerful levels of bass.
Bluetooth in-ear headphones:
Earin
Price: €180 (£130)
Earin is a relatively new company to the scene,
established in 2013 and funded via a Kickstarter
Campaign. The idea was to create simplistic
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wireless in-ear headphones that looked great and,
most importantly, had no wires — an idea that was
extremely popular, as the campaign was funded and
two years down the line, Earin is finally available (be
it in limited quantities).
Earin is small, measuring in at 14.5x20mm and
weighs just 3.5g, making them the smallest wireless
in-ear headphones on the market. The main
difference between Earin and its competitors is
that many companies that produce wireless in-ear
headphones have to include an extra part that rests
around your neck, holding all the tech (Bluetooth
receiver, battery, and so on) while Earin has none
of that. The ear-buds are stored in a small metallic
capsule that’ll wirelessly charge them whenever
stored, providing you with fully charged wireless in-
ear headphones whenever you need them.
Despite the small size, Earin doesn’t disappoint
when it comes to audio quality. The earbuds are
manufactured with two dedicated amps that drive
high-precision speakers, providing detailed sound
with excellent mid tones, a clear high end and a tight
bass. We were blown away with the quality of the
earbuds, especially when paired with the (supplied)
memory foam tips that provide a decent level of
noise cancellation.
There’s also an iOS and Android app available
that lets you fine-tune your Earin experience,
allowing you to tweak elements like bass and
balance, as well as being able to keep an eye on
how much battery life they have left.
The only issue? Due to such high demand, Earin
is currently being sold in batches from the Earin
website (earin.com). You can head over to the site
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now, sign up and receive an email when the next
Sale is due to launch.
Bluetooth speaker: UE Boom 2
Price: £169.99
Ultimate Ears’ UE BOOM 2 is the second generation
BOOM, bringing with it a number of improvements
when compared to the original (and hugely popular)
UE BOOM. The main selling point of the UE BOOM
2 is its 360-degree audio, providing truly room
filling audio and waving goodbye to the speaker
audio ‘sweet spot’. It’s not just audio projection
that makes the UE BOOM 2 the speaker that it is
though, it’s shock and dirt proof with IPX7 rated
water resistance, meaning it’ll survive any journey
you take it on.
The UE BOOM 2 also boasts a 15-hour battery
life, has a 100ft wireless range and can connect to
two devices at once, providing a musical switch-
over without having to disconnect from the speaker
and stop the music from playing. It helps to make
listening to music a more sociable experience, rather
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than having one person deciding what'’s played.
Users can also download the UE BOOM app to
tweak the EQ of the speaker and even pair up with a
second UE BOOM 2 for a true stereo experience.
It’s available in a range of colours, from a rather
modest black and grey to a more outlandish orange
and purple combo. The best part about the UE
BOOM 2 is that the company is constantly updating
the speaker and adding new features, all of which
can be installed via regular OTA updates, making the
speaker future-proof.
Bluetooth speaker: Denon Envaya
Price: £99.99
The Denon Envaya Mini is a gorgeous little Bluetooth
speaker ready for use with your iPhone, iPad or Mac.
lt measures in at just 20.9x5.4x5.1cm, but it weighs
a surprisingly hefty 558g, which makes it a little less
portable than we’d like.
But where this speaker really excels is the audio,
so there’s a bit of good news for you. It boasts dual
40mm full range drivers with a 40x83mm passive
radiator, which produces both crisp sound and
impressive bass, making it a favourite of ours .
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Bluetooth speaker: iClever |C-BTSO2
Price: £20.99
iClever’s IC-BTSO2 is one of the best cheap
Bluetooth speakers we've tried. It looks great and
it’s affordable. It’s surprising just how much sound
emanates from this tiny zinc-alloy box. Given that
you can easily fit the 64.5x64.5x70.1mm 261g iClever
in a single hand, the 5W speaker hidden inside
does a much better job than we should reasonably
expect from such a portable speaker, both good on
bass and free from distortion at high volume. The
5W speaker inside the iClever offers bedroom-filling
sound that is much louder than what’s available from
your phone, tablet or laptop, although its meshed-
top design forces it to throw audio upward rather
than around the room.
With Bluetooth 4.0 technology it also boasts good
range (up to 33ft), and we experienced no dropouts
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walking room to room with paired phone in hand. If
your mobile device doesn’t support Bluetooth you
can instead use the Bluetooth Wireless Speaker’s
AUX connection, and a cable is included in the box.
Digital compact camera: Fujifilm X-T10
Price: £499 (body only)
The X-1T10 is Fuji’s entry-level X-series
interchangeable lens camera, but, thanks in part to
solid-feel metal build and rangefinder-like dials, sure
doesn't feel like it’s been compromised in order to
arrive at its affordable body-only price tag.
Part of the reason for the X-T10’s solid feel when
gripped are its die-cast magnesium top and base
plates, though arguably the real attention grabbers
are those triple rangefinder-style top plate dials
controlling shooting mode, exposure and sensitivity.
We also get the relative luxury of a 2.36 million-dot
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resolution electronic viewfinder complete with
comfortable-feel eye cup. But the fact that the 3in
back screen also tilts meant we often ended up
referring to the larger 920K-dot resolution LCD for
shot composition instead, as it obviously affords a
wider range of framing options.
While there are plenty of manual controls for
those who relish getting hands on, an auto mode
switch lever provides the option to disengage brain
and point and shoot with a simple flick. The camera’s
performance here is consistent and resulting images
are both detailed and colour rich. It’s worth noting
that you’ll be only purchasing the body for £499,
with the most affordable kit lens option being the
XC16-50mm lens, which can be picked up for an
additional £100.
Alternatively, the variation that includes a standard
18- to 55mm lens will set you back £710. All kit lenses
are black. As any first time Fuji X-series purchaser
will be buying into a whole new camera system with
the X-T10, you'll want to know there are currently
19 Fujinon X mount lenses directly compatible with
the camera at the time of writing. In short this is our
current ‘go to’ compact and proves a jack-of-all-
trades option for anyone wanting DSLR-like results,
without DSLR bulk.
Mac accessory:
Apple Magic Keyboard for Mac
Price: £79.99
Apple’s Magic Keyboard is a must have for die-
hard Apple fans. The Magic Keyboard offers an
upgrade from Apple’s last wireless keyboard both
in terms of design and technology utilised. While
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the original Apple wireless keyboard was powered
by batteries (which was frustrating when you were
half way through typing a document when the
battery died) the Magic Keyboard features a built-
in rechargeable battery, which is charged via a
supplied Lightning cable.
The second new feature is the way that the
Magic Keyboard pairs with your Mac. Where with
other Bluetooth keyboards you’d have to head
over to the Bluetooth preferences, search for the
keyboard and pair with it, you need only plug the
Keyboard into your Mac to complete the pairing
process. If your battery does run out, you can
keep the keyboard plugged in for use as a wired
keyboard while it recharges.
Aside from the tech, the Magic Keyboard
is much thinner, lighter and compact than the
previous generation wireless keyboard. The key
placement has been slightly tweaked for better
travel, and the mechanism under each key has been
redesigned to feel more solid when pressed, even
near the edges. This provides a fantastic typing
experience for Mac users, and despite not having
features like backlit keys or support for multiple
connections, it’s a great keyboard — just slightly
more expensive than we’d like.
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Mac accessory: Logitech MX Master
Price: £79.99
The Logitech MX Master is a contender for the most
comfortable and enjoyable computer mouse we've
ever used. The MX Master is wireless, offering a
Standard Bluetooth connection as well as a USB that
enables wireless support for those without Bluetooth
connectivity. It can also switch between three
Bluetooth devices with the flick of a switch.
The MX Master utilises Darkfield Laser Sensor
technology to achieve amazing levels of accuracy
on almost any surface. While optical and traditional
laser mice rely on irregularities on the surface to
track direction and speed, Darkfield Laser Sensors
use “the smallest possible detail to create a micro-
road map of the surface so you get better precision
on more surfaces, even glass” according to Logitech.
Scrolling is also a joy with the Logitech MX
Master. The precision wheel automatically shifts
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from the standard ‘click-to-click’ mechanical style to
‘hyper-fast-scroll’ depending on the scrolling speed.
The two modes can also be manually switched by
using the button conveniently placed beneath the
scroll wheel. It also features a side-to-side scroll
wheel where your thumb sits, allowing you to scroll
from side to side with ease — a bonus for both
graphic designers and web surfers alike.
It lasts around 40 days on a full battery charge
and only requires 4 minutes of charging to get a
single day worth of use out of it. It has a battery
indicator on the side so you'll never be caught out
with a dead battery, and charges using Micro-USB.
iPad accessory:
Logitech Ultrathin Keyboard folio
Price: £59.99
This modern offering from Logitech brings a full-
sized keyboard integrated into a thin case for the
iPad Air 2 (also available for the iPad Air and all
iPad mini’s apart from iPad mini 4). The iPad Air 2
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clips into the case using magnets, making it easy to
attach and remove at a moments notice. The angle
of the iPad can also be adjusted, making it ideal
for a variety of situations as many folios only offer
a single propped-up angle. The Ultrathin Keyboard
Folio also folds around to protect the screen of the
iPad when not in use.
It’s worth noting that the iPad Air 2 edition of the
Ultrathin Keyboard Folio is much thinner and lighter
than older models. We like the clickable keyboard
and the keys are well spaced with good travel.
The Ultrathin Keyboard Folio is a little more plastic-
feeling than Logitech’s FabricSkin Keyboard, and it
has more flex in it than we'd like, but on the whole
the Ultrathin Keyboard is light, unobtrusive and a
pleasure to use.
iPad accessory:
BrydgeMini for iPad mini 1, 2 and 3
Price: £99
You can’t ruin the slim form factor of the iPad mini
1, 2 or 3 with a chunky, ugly case right? Thankfully
that’s not true with the BrydgeMini - instead of taking
away some of the elegance of the iPad mini, it adds
to the experience and transforms your tablet into a
MacBook look-alike. In fact, they’re so similar that we
even reached for a nonexistent trackpad.
As with many keyboards designed for use with
the iPad, the keys have been shrunk down. Usually
this means that inaccuracies start to appear in your
typing, especially when trying to type fast but with
the Brydge, it’s just not the case — there’s great
travel, and the keys feel solid when pressed. The
only real adjustment we had to make was with the
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shift button, which has a square button instead of
the usual rectangular button.
There’s no real surprise that it’s constructed
from aluminium because it’s clear that Brydge
wanted a keyboard that looked like it belonged with
your (aluminium backed) iPad mini. The keys are
black, made of plastic and feel great to type on —
something that’s very important to look out for when
looking for a keyboard. A welcome addition is a
backlight keyboard, much like the MacBook Air and
helps with typing in low-light conditions.
It's designed so that your iPad mini slots into the
hinges simply and easily and is held in place thanks
to the friction caused by rubber inserts. The Brydge
comes with shims that fit into the hinges for slight
width adjustment between the iPad mini 1, 2 and 3.
If you've bought the recently released iPad mini 4,
hold fire — the existing Brydge won't fit, although
the company are looking to launch an iPad mini 4
variation in January 2016.
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iPad
Apple product:
Apple TV (2015)
Price: From £129
If you've got an Apple loving TV fanatic in your
life, what better gift to buy than the new Apple
TV launched in October 2015. What’s so different
between this Apple TV and the Apple TV that has
been on sale for the past few years? Without trying
to sound too dramatic, it’s had a complete overhaul
in every area apart from the design of the casing.
The New Apple TV features tvOS, a brand new
OS that brings advanced functionality to the once
basic Apple TV. The main highlights include Siri
Support, which allows Siri to perform the same tasks
on your TV as it’s able to on your iPhone (with the
exclusions of calling and texting, of course) with a
few additional benefits. One of these benefits is
universal search, which allows users to search for a
genre, film or actor and receive results not only from
iTunes but also the likes of Netflix.
It also includes a dedicated App Store with not
only standard apps, but games too, which turns the
Apple TV into a aames console. complete with a
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Nintendo Wii-esque motion controlled remote that
also features a built-in mic for use with Siri. The
Touch surface of the remote allows you to swipe
between menus in a similar fashion to how you'd
use your iPhone, bringing a more unified Apple
experience to the Apple TV
Apple product:
Apple Watch)
Price: From £229
lf you’ve got an iPhone, why not combine it with a
brand new Apple Watch? There are three variations
of Watch to choose from, ranging from the Sport
(cheapest) to the Watch (mid-range) and the Edition
(high-end), but you’ll be glad to know that in terms
of functionality, there’s no difference between the
three. What can you do with an Apple Watch? It
allows you to view and respond to your notifications
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without needing to get your phone out of your
pocket — in fact, you can even take calls directly
from your Watch for those no-hands-free moments.
It also features fitness tracking technology
and a heart rate monitor for those that are health
conscious. It'll track how many hours you've stood
up for, how long you’ve exercised for and how
many calories you've burned (along with step count,
distance estimate, and so on) and displays it in an
intuitive and user-friendly way — with rings. A full
ring means you've hit your target, and is something
that can be quickly glanced at throughout the day to
provide an extra bit of motivation.
Apps are also a huge part of the Apple Watch,
with many third-party app developers offering
Apple Watch companion apps and complications
(or widgets) that can be displayed directly on the
customisable watch face.
Apple product:
iPad mini 4
Price: From £319
Those in the market for a new iPad should set
their sights on the brand new iPad mini 4, which
launched in September 2015. Unlike previous iPad
mini updates, the iPad mini 4 brings a thinner, lighter
form factor and a number of internal upgrades that
might make the purchase more worth your money.
In terms of form factor, the iPad mini 4 is only 6.1mm
thin, making it 18% thinner than the iPad mini 3, and
weighs a lightweight 299g.
Inside the iPad mini 4 you'll find Apple’s second
generation 64-bit chipset, the A8 chip, which isn’t
as fast as what you'll find in the iPad Pro but will
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handle gaming, video editing and browsing the
web with ease. The cameras have had an upgrade
too, featuring an improved sensor and an “Apple-
designed image signal processor” in the rear-facing
8Mp camera, and the 1.2Mp front-facing FaceTime
HD camera now lets in 81 percent more light, perfect
for FaceTiming and selfie taking.
Gaming accessory:
Homido virtual reality headset
Price: From £49
The Homido virtual reality headset aims to bring
Virtual Reality to the iPhone, as well as a variety of
Android and Windows Phone devices. The idea is
that you slot your iPhone (even the 6s Plus) into the
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front of the headset and is used as the headsets
computer and display. The best part about using
your iPhone in the Homido VR headset is that it
makes the headset completely wireless, so you're
free to enjoy your virtual world with no cables
holding you back — and with the App Store, you’ve
already got access to VR games.
However, if you thought that the Homido VR
headset was just a more expensive version of
Google Cardboard, you’d be wrong. In our opinion,
the Google Cardboard is only used to see whether
VR is for you, and is in turn quite uncomfortable
and offers limited functionality. On the other hand,
the Homido boasts some pretty interesting features
including custom-made VR lenses that offer a
100-degree Field of View and an adjustable IPD
(distance between the lenses) as the gap between
the eyes isn’t the same for everyone and can affect
the overall experience.
You also have the option of buying a Bluetooth
controller along with the headset to bring true VR
gaming to your iPhone. (Touch-based games won't
work in Homido as you can’t tap the display while its
being used in the headset).
Gaming controller:
SteelSeries Nimbus
Price: From £39.99
The SteelSeries Nimbus is one of a few gaming
controllers designed for use with the 2015 Apple
TV, although it’s also compatible with Macs,
iPhones and iPads — in fact, SteelSeries has an
official Nimbus companion app for iOS users
that lists charts of apps that are MFi (Made for
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iPhone, iPad) controller compatible, turning your
iPhone, iPad or Apple TV into a fully fledged
games console. There’s a hat-tip to the Xbox One
controller in terms of its design, with symmetrical
analog sticks a la PlayStation and the addition of a
Lightning connector for easy charging.
As well as that, it features console-level features
including pressure sensitive buttons, a menu
button and a built-in rechargeable battery that'll
last on average 40 hours on a single charge. It’s
lightweight, sleek and is a must-have, especially
for Apple TV users. In fact, a colleague said that
the “Nimbus offers the best combination of feel,
functionality and starting price” when compared
to other MFi controllers available. You can’t argue
with that really, can you?
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iPad buying guide
Here’s the lowdown on which model is right for you
Oo you re in the market for a new iPad.
Excellent choice — | couldn't live without mine.
It's my companion when I’m catching up on
news and email in the morning over tea, reading a
comic book in the evening to unwind, or watching a
movie while travelling on a plane.
But these days, picking an iPad can be tricky.
Apple currently sells five different models of iPad,
with prices ranging from £219 to £899. There are
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