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Tomeken is a 2D kendama iPhone App that utilizes Accelerometer and Touch Panel

Tomeken Lite

by Shin Hirota

What is it about?

Tomeken is a 2D kendama iPhone App that utilizes Accelerometer and Touch Panel.

App Details

Version
2.01
Rating
(15)
Size
3Mb
Genre
Sports Family
Last updated
February 24, 2015
Release date
April 13, 2012
More info

App Screenshots

App Store Description

Tomeken is a 2D kendama iPhone App that utilizes Accelerometer and Touch Panel.
(Kendama is a Japanese traditional toy, and sometimes is called as Cup-and-Ball.)
It requires iPhone4 or later; and iOS4.2 or later.


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Tomeken Lite is the free version of Tomeken.
It has following difference against premium version:
--------------------------------------------
- Advertisement shows up on top of screen.
(For the purpose of this, some slowness can occur.)
- Records cannot be saved.
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* How to Play

[Common]
Tap Ball: Stop the ball
Drag Ball: Move the ball (with limitation)
Tap Sword: Switch the ball and the sword

[Touch Panel Mode]
Drag Sword: Change angle of the sword
Drag Background: Move the sword horizontally
Flick Background (Upper): Jerk up the ball
Flick Background (Horizontally): Change angle of the sword by 90 degree
Flick Background (Horizontal-Lower): Change angle of the sword by 45 degree

[Accelerometer Mode]
Spin and move your iPhone as if it is the stick (ken).

* Tricks

There are 24 tricks that this app can recognize:

[Level 1]
1. Big Cup (Ohzara): Put the ball on the big cup (Ohzara) and wait 1 second.
2. Small Cup (Kozara): Put the ball on the small cup (Kozara) and wait 1 second.
3. Middle Cup (Chuzara): Put the ball on the middle cup (Chuzara) and wait 1 second.
4. Spike Catch (Tomeken): Catch the ball on the ken spike and wait 1 second.

[Level 2]
5. Swinging Big Cup (Furi-Ohzara): Swing the ball horizontally and jerking the ball up, finally do the Big Cup.
6. Swinging Small Cup (Furi-Kozara): Swing the ball horizontally and jerking the ball up, finally do the Small Cup.
7. Swinging Middle Cup (Furi-Chuzara): Swing the ball horizontally and jerking the ball up, finally do the Middle Cup.
8. Lighthouse (Todai): Hold the ball and put the sword on the ball by the middle cup.

[Level 3]
9. Rabbit and Turtle (Moshikame): Do Big Cup, Middle Cup, Big Cup, Middle Cup sequently.
10. Nightingale (Uguisu): Put the hole of ball on the rim of big cup (or small cup) leaning the ball against the ken spike and wait 1 second.
11. Around Prefecture (Ken-isshu): Do Middle Cup, Spike Catch sequently.
12. Around Japan (Nihon-isshu): Do Big Cup, Small Cup, Spike Catch sequently.

[Level 4]
13. Swinging Spike Catch (Furiken): Swing the ball horizontally and jerking the ball up, finally do the Spike Catch.
14. Airplane (Hikoki): Hold the ball and do the Spike Catch.
15. Swinging Nightingale (Furi-Uguisu): Swing the ball horizontally and jerking the ball up, finally do the Nightingale.
16. Spike the lighthouse: Do Lighthouse and Airplance sequently.


[Level 5]
17. Around the World (Sekai-isshu): Do Big Cup, Small Cup, Middle Cup, Spike Catch sequently.
18. Prefecture Travel (Ken-ryoko): Do Middle Cup, Nightingale sequently.
19. Japan Travel (Nihon-ryoko): Do Big Cup, Small Cup, Nightingale sequently.
20. Bird over the Valley (Uguisu-no-taniwatari): Do Nightingale (on Big Cup), Nightingale (on Small Cup), Spike Catch sequently.

21. Around Space (Uchu-isshu): Do Spike Catch, Small Cup, Spike Catch, Big Cup, Spike Catch, Middle Cup, Spike Catch sequently.
22. World Travel (Sekai-ryoko): Do Big Cup, Small Cup, Middle Cup, Nightingale sequently.
23. Moon Landing (Getsumen-chakuriku): Hold the ball and put the sword on the ball by the big cup.
24. Space Travel (Uchu-ryoko): Do Nightingale, Small Cup, Nightingale, Big Cup, Nightingale, Middle Cup, Nightingale sequently.


You can check which tricks have been completed on Record page.
If you have a Twitter account, you can tweet about the tricks 
that you have achieved. 


* Tips

- No collision check will be happen during the ball is going up.
- To archive Nightingale, you need to tilt Ken 45 degree and put the hole of ball on rim of cup. In this situation, collision judgement between the ball and the spike will be effective so that the ball can lean against the spike.

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