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Revenge of the Yolk Java Mobile is a version of the game made in 2010 for Java on mobile devices. Unlike the other versions, this one wasn't made by InterAction studios, and it wasn't made on the Ultra VGA Engine. It was outsourced to a company called MobilityZone.
The game has three available versions, one with the resolution 320x240, one with 240x320, and one with 360x360.
Some devices such as the Samsung Star II (GT-S5260/GT-S5263/GT-C6712) are still compatible with the game despite the resolution, but it activates the digital keypad, which is somewhat inconvenient. The digital keypad covers the remainder of the screen, so if the resolution of the device is 240x400, the 80 remaining pixels are for the keypad. This only works if the game is touchscreen compatible, which it should.
Differences[]
The opening crawl looks much more simple.
Tips unique to this version were introduced.
Safe Zones are the safest place to stay.
Danger Zones are the most dangerous places to stay. Staying there might cost you a life!
A tip that informs you about movement buttons.
A shorter, much lower quality version of the Main Theme is used. It's the only music included in the game.
Cutscenes are absent except for moving between chapters.
Egg Ships and Rogue Missiles aren't present, and their waves were replaced (Egg Drones from above, two extra instances of The Chicken 'Wave'!, another Pop till they Drop).
The progress bar on multi-part bosses, such as the Mother-Hen Ship or the Sweater Chicken, counts all of their health from the beginning. The only exception is the Yolk-Star™, after the first phase is defeated.
The game currently is no longer available. It has to be played through an emulator, for example this one. It can be downloaded here.
Gallery[]
The game's title screen.
Menu.
Wave 1.
Cutscene.
The Yolk-Star™.
The game's title screen in the resolution 320x240.
The game's title screen in the resolution 240x320.
Prologue in the resolution 240x320.
Trivia[]
This port's quality is notoriously sub-par, but InterAction studios allowed its release due to the mobile market being small at the time. The same company attempted to make a port for iOS as well, but the project was cancelled after a year due to the same quality issues. It led to InterAction studios developing the later mobile ports on their own.