Posts Tagged ‘iphone’

Pocketgamer award Pop a Silver Award

Tuesday, February 10th, 2009

Mobile games site Pocketgamer today reviewed Pop and gave it not only an 8/10 but a coveted Silver Award as well!

They had this to say:

“Once you Pop, you won’t want to stop. Just like a cold glass of bubbly, this puzzler is efferevescent and goes down easily. It’s so good that you’ll over-indulge.

Its delicate balance between accessibility and sophistication yields a mature design ideal for portable play. As with the bubbly, you don’t have to be a connoisseur to enjoy this well-made game.”


Click here for the full review.

Pop the cork and enjoy some bubbly fun!

Tuesday, January 6th, 2009

Helping to bring in the New Year with a bit of bubbly Nnooo are releasing an updated version of Pop on the iPhone/iPod Touch as well as a brand new 99¢ app – Pop Chill.


This new patch has a substantial amount of content for a free update. The new Bonus mode allows users to play three, five or ten levels of each of the three bonus rounds with each level being harder than the last.


The new Bonus round Defend tasks the player with preventing any bubbles from getting to the other side of the screen, while the original Detonate requires the player to set of a chain reaction and Machine Gun is a bubble Pop-ping frenzy.

“We believe in continually updating our games so the user can get more content for their original outlay. Once they buy the game we will continually add new modes and features to make the game a worthwhile investment,” said Nic Watt creative director at Nnooo.


Santa delivers Pop Lite for iPhone and iPod touch this Christmas

Tuesday, December 23rd, 2008


After the successful release of Pop on the iPhone and iPod Touch, Nnnoo are announcing the launch of Pop Lite – a free version for download on the iTunes store.

Pop Lite contains two modes ‘Training’ to learn the basics and a brand new mode ‘Pop Lite’ in which users have 90 seconds to score as many points as they can before the timer runs out. 


Pop Lite coming soon

Wednesday, December 17th, 2008

Just a short note to say we are hard at work on a lite version of Pop which we will be free and we hope on the App Store before Christmas!

Pop released on the iPhone and iPod Touch

Thursday, December 11th, 2008

We are pleased to announce the launch of Pop on the iTunes App Store today. You can download it here:

We hope you all enjoy the game and would welcome reviews on the App Store and comments in our community forums.



Pop for iPhone in beta

Monday, December 8th, 2008

We are glad to announce that Pop for the iPhone and iPod touch has now reached beta stage. We have selected forum members and journalists from some of the best iPhone, Apple and gaming blogs, sites and forums to participate. Feedback so far has been really favourable and we look forward to announcing a release date and submission in the near future!

iPhone games and saving

Thursday, August 21st, 2008

I was in the Westfield Bondi Junction (a mall in Sydney) at the weekend waiting for the other half. So I took my phone out and took a look at what I could do to kill the time.

I have Monkey Ball, Crash Bandicoot Racing, de Blob and Trism on their atm but I decided I couldn’t play any of them. Why? Because of the way they save or don’t save when you press the home button.

Out of all of the games above only Trism saves its state when you press the home button. This makes short burst play hugely frustrating on the other games. Most mobile phone users will likely look to their iPhone to fill the gap in between meetings, or when they wait for people to turn up, or at lunch, or maybe on the bus/train/tube/ferry. All of these are short burst activities and the user needs to know that time has not been wasted.

If you look at both the PSP and the Nintendo DS they have a sleep function. So if you have to end your gaming quickly just put it to sleep and resume later. Now the iPhone allows software makers to save the application state when you press the home button the main reason for not using this is bug testing.

Saving the state and loading it on the next boot up has lots of testing implications. What happens if it is in this state or that state they press home? There are a lot of potential sticking points. However as a software maker our focus must be the user.

If the user is put off your game because of the above it could hurt their impressions of gaming on the iPhone full stop. So we hope, with Pop, we can get a good solution to state saving integrated so you can keep playing even if you have to interrupt it with real world stuff!

Super Monkeyball

Wednesday, July 16th, 2008

I have bought quite a few games now for my iPhone so I thought I’d do little mini reviews or musings about them.

Super Monkeyball as you probably know tasks you with guiding your monkey, who is trapped in a ball, through a series of levels collecting bananas. At its most simple you must get from A to B as quickly as possible and you score higher for a good time and collecting more bananas. (more…)


Wednesday, July 16th, 2008

Ok so I am officially a geek (not that I probably wasn’t anyway)! I queued in the launch queue outside the Sydney Optus store just so I could be one of the first to get an iPhone 3g (well I need one to start making iPhone games, that is my excuse and I am sticking to it).


So my first impressions are as follows… (more…)