Posts Tagged ‘technobrains’

QUICK LOOK: What are These?

Saturday, February 27th, 2010

The original concept of the QUICK LOOK came after years of comprehensive reviews being created originally on www.technobrains.com.  We started to notice an increase in the availability of review products but the availability of time to do these reviews were still limited. A short, and concise version of a full review came to being and subsequently called the QUICK LOOK. These QUICK LOOK postings became very popular on www.technobrains.com within the last year.

Now, to allow readers mainly interested in the QUICK LOOK postings only can come to quicklook.technobrains.com and view just the most recent QUICK LOOK posts. This really has transformed the overall www.technobrains.com appeal to online tech readers. Technobrains will strive to continue providing interesting posts related to ALL THINGS MOBILE. If you are a current reader and would like to just say hello or post some comments to us, just go to our CONTACT page and send us a message.

Thanks

Bob Katayama Executive Editor

Quick Look: Elf Command for iPhone

Friday, December 18th, 2009

They say the third time’s a charm, and it certainly doesn’t hurt when the first two hits were out of the park. If that mixed metaphor makes any sense to you please explain it to me. At any rate, Elf Command comes from Retro Dreamer, the fine folks that brought us Sneezies (one of my first iPhone reviews) and Eyegore’s Eye Blast, both of which I give really high regards to. Elf Command does not let the pedigree down.

Things Are Getting Crazy

Things Are Getting Crazy

In Elf Command Santa’s Workshop has been automated, and you control two robotic elves trying to get toys out to all the good little boys and girls. You don’t directly control the elves, however. Instead, you draw lines between the gifts that are traveling via conveyor belts and four terminals that are displaying what the kids want. If the elves can get to the presents in time they will take them to the terminals. Each terminal has a timer on it which starts at some point, and you must get all the presents that are required to that terminal before time runs out or you lose a life. You also lose a life if you accidentally take the wrong present to a terminal. If an elf doesn’t yet have a present you can cancel the command by clicking on either the present or the elf. To cancel once the elf has a gift, simply click on the elf and he will stuff the present in a compartment in his chest. Once you lose all your lives the game is over.

The thing that’s so captivating about this game is how manic the pacing can get. Everything starts off nice and pleasant, but when you start having all four terminals requiring 4 gifts it can be quite a trick to manage, especially if you’re not getting the exact gifts you need to complete an order. The game actually requires you to plan ahead a bit, contemplating the best way to get the robots to move the most presents in the shortest distance. Fortunately you can queue up several presents at once, but then you have to remember to check on your elf from time to time to make sure they haven’t completed their task. You never want to leave an elf sitting idle if you can help it.

The graphics are charming enough. I don’t know that they are quite to the level of other Retro Dreamer products, but everything is bright and colorful, and there’s enough animation to keep things interesting. The sound effects are okay, and the music is decent but gets repetitive quickly. Overall I’d say this is the weakest of their games aesthetically, but it’s still not bad.

The thing about Elf Command is that it really sucks you in. You only get one or two points per correct toy, so you can do the math to realize how many gifts you have to deliver to score 1500 points. When the game’s finally over and you realize that a half hour has passed, you don’t really feel like a half hour has passed. That’s the sign of a good game. Just like Retro Dreamer’s other two games, Elf Command has left me in great anticipation of what this team has to offer next.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: Action Hero for iPhone

Tuesday, December 15th, 2009

When I first played Action Hero I thought to myself, “eh, it’s just another run-n-dodge game”. Thankfully I gave it a couple more tries, because I should know better than to think that anything Donut Games does is “just another something”. The stylized art, cool sound effects and train top setting make this one stand out from others in its genre. And, like several other pick up and play games I’ve tried lately, I have to give it the “just one more time” tag when it comes to trying to quit playing.

You are the eponymous Action Hero, the faceless wonder willing to risk life and limb to thwart the bad guys at all costs. Or maybe you just like running atop trains, beating people up and dodging things. Who knows? In Action Hero your goal is simply to keep going until you make a mistake and something takes you down. Your character automatically runs, so all you have to worry about is jumping and dodging, which are performed by swiping up and down respectively, and punching, which is accomplished using the button on the right side of the screen.

Kee-rash!

Kee-rash!

As you can imagine given the control scheme, you’ll have to jump over, duck under or knock out a lot of obstacles in this game. The top of the train is littered with random crates that serve no real purpose other than to trip you up, and it also seems to be the place where a throng of goons like to hang out. Your basic goons are easy enough to thwart, as you can just walk up to them and punch them out. More advanced goons will throw things like bottle and bombs at you, which you have to deal with before taking out the goons themselves. The cool part is that depending on your timing you can either punch, slide under or jump over thrown items, giving you several ways to accomplish the same goal. As the game progresses you’ll get additional obstacles like poles to duck under and train cars of various heights to jump around. I’m still waiting for the thug with the Tommy gun, but I guess I haven’t gotten far enough into the game yet.

I love the visuals in this game. It still has the underpinning of the typical pixel art style that we’ve come to appreciate from Donut Games’ products, but this one has a more stylized look to it. For some reason it reminds me of a scene from Dick Tracy, though I couldn’t really tell you why. The details come more from the use of shading than any true details in the objects, and it works really well. When you jump between cars there’s a slight shake to the car when you land. The best part, however, is the use of word bubbles reminiscent of the 60s Batman show. Whether it’s a Biff, Kee-rash or Ugh, you’ll always know visually how things are reacting.

Slip Slidin' Away

Slip Slidin' Away

The sound effects suit the game perfectly. Taking out a thug produces that fake punch sound that makes TV action shows so entertaining. When a bottle hits the train the crash sounds authentic, and the trains’ whistle blows to let you know a pole is coming up. The only thing really missing is occasional wise-cracks from the thugs. They’ve got the voice for it, which unfortunately they use for a score increment alert instead. The music is a nice little action piece, which sadly gets drowned out with all the sound effects.

Action Hero is quickly becoming one of my favorite Donut Games acquisitions. The cool visuals, atmospheric audio and fast pacing of action make me want to play again and again. Donut Games does a great job of adding that special flair to every game they produce, and Action Hero is certainly no exception to the rule.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: Trigger Happy Christmas for iPhone

Tuesday, December 15th, 2009

Over the years there have been many tales of various people having to save Christmas, whether it’s some innocent little child or the big man in red himself. However, few have explored the idea that the elves themselves have gone bad. After all, Santa could never do anything to his cute little helpers, right? Well, welcome to what’s probably one of the most politically incorrect version of the “Santa Saves Christmas” theme ever – Trigger Happy Christmas. While I’ll admit that the graphics are a bit too morbid for my tastes, especially given the overall Christmas theme, this game puts a couple of nice spins on the subgenre of shooting game that was started with the likes of Zombieville USA.

For some reason not explained by the game, the elves have decided to sabotage Christmas. The sleigh has gone nuts and is dropping presents all over the place, and the elves are stealing whatever they can get their hands on. As Santa Claus, it’s up to you to grab the presents and get them to the tele-present 2000 so they can get where they need to go. This won’t be an easy task, though, because you need five presents in the teleporter to activate it, and those nasty elves have no qualms about stealing the presents right from the teleporter if they can. Not to mention the fact that one touch from a vile elf spells doom for Father Christmas and forces you to start the game over.

Don't Touch My Presents

Don't Touch My Presents

So how do you deal with these traitors? Well, like any good administrator of justice would, you pick up your shotgun and blow them away. Unfortunately, the bigger they are the harder they fall, so thankfully Rudolph will toss you a power up every now and again that will provide you with anything from a flame thrower to a grenade launcher. Sadly these are all limited time offers, so use them as best you can while you have them. Sometimes you’ll even get non-weapon helpers like an invincibility shield or a power up that temporarily freezes all elves that are currently on the screen.

The game uses the standard control set of left and right arrows to move in the appropriate direction, a button to jump, and another button to shoot. Where it deviates from other games like it is that you actually have to click on power ups and presents to get them, instead of just picking them up by running over them. Depending on how good you are at this type of game, this could be construed as an added element of strategy or an annoyance. Personally, I’m somewhere in the middle on that one.

How does Trigger Happy Christmas differ from its brethren like Zombieville USA? The whole idea of collecting objects and returning them to a central location is the biggest departure – especially when taking into account that the bad guys can steal the objects right back from you. Second, unlike most of these games that employ the typical “travel from left to right until you reach a certain point” motif, in Trigger Happy Christmas the focus is on the Tele-present 2000 in the middle of the playing field. In fact, you can only go so far to the left or right, because each side is blocked off eventually by a cave entrance that unleashes all the elves. Finally there’s the whole “one hit death” thing. I’m not sure I’m real keen on that last one, but the game’s amusing enough that I’m willing to overlook it for now.

Ho Ho... Uh Oh!

Ho Ho... Uh Oh!

Graphically the game is quite detailed, which might actually be a mixed blessing. It took me a while to figure out how I’d describe the whole feel of the artwork, but I think the easiest way to describe it is “Itchy & Scratchy meet Santa Claus”. The characters have a unique style about them and are very nicely animated. When they get blown up, however, is when the visuals take a turn towards Mortal Kombat. It’s not uncommon to see brains flying or bloodied skulls lying in the snow. And yeah, I know in the end it’s all cartoony, but it still goes a little overboard for my tastes. Overall, though, I’m quite pleased with the quality and detail of the art, especially when it comes to subtle things like the different expressions on Santa’s face.

The sound effects are okay. They’re your pretty typical weapon noises, followed by your pretty typical squishing as elves get mutilated. What I’m a bit disappointed by is the fact that the elves themselves make no noise, and neither does Santa. How about some witty or sarcastic remarks from the man in red? Maybe a grunt or groan from a demented elf? I think they missed some good opportunities there. On the other hand, I really like the music. Not only is it good, but while at times there are definitely holiday overtones, it’s more of an action movie theme, and it fits the mood of the game quite well.

Hopefully I don’t have to spell this out for you, but Trigger Happy Christmas is not a holiday game for little kids. In fact, if you have the least bit of an aversion towards the perversion of cherished holiday icons, you probably won’t enjoy this game. However, if you can look past the theme and take the game for what it is – a unique variation of the Zombieville USA genre – then the game is quite enjoyable. It’s also quite tough as the elves get bigger and more numerous. It’s visually detailed, the music is fun to listen to, and as is always my favorite part, there are lots of things to blast. This is definitely a Christmas game that will transcend the holiday season.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: Crush Bunny for iPhone

Sunday, December 6th, 2009

What do you get when you cross disaster movies with rabbits? Why you get Crush Bunny, of course. Your job is to protect innocent, unaware bunnies from the perils of falling asteroids and rogue bombardier rabbits. It’s a tough job, but someone’s got to do it. And as it turns out, it’s actually pretty fun.

This is a game about protecting bunnies. Like most good “protecting” or “guidance” type games, you don’t have direct control over the creatures themselves. Instead, you must manipulate the environment to keep the bunnies safe. Safe bunnies are happy bunnies, and when they aren’t getting hurt or killed they’ll periodically release happiness bubbles that fill a meter at the bottom of the screen. When that meter is completely full the round is over and you move on to the next. If too many bunnies get killed you lose a life. You have three, and once those are gone the game is over. Thankfully, from time to time a life will fall from the sky attached to balloons, and if you pop the balloons and one of the bunnies picks up the sack you’ll get a life back.

Watch For The Air Raid

Watch For The Air Raid

At the top of the screen is an arrow with a timer. This is your asteroid warning device. When that timer gets to zero an asteroid is going to fall. You can move the arrow either by tilting the device or dragging your finger back and forth at the top of the screen. Wherever the arrow is when the timer reaches zero, that’s where the asteroid will fall. Ideally that will happen in an unpopulated area, but most times that’s impossible. Fortunately there are some bonus items to help you in your endeavor. For every asteroid that you successfully divert away from the bunnies you earn some money. Along the sides of the screen you’ll see icons with dollar amounts bellow them. From time to time a new one will pop up on the screen. To buy one of these items, simply drag it from the icon to where you want to use it. These items include such things as a temporary stone block that will absorb a couple of asteroid hits and prevent bunnies from getting crushed and a pack that will restore some health to an injured bunny.

There are also two mini games that you can play if you get the appropriate power up. The bazooka mini game lets you shoot down 4 asteroids and / or planes. To control the bazooka you simply drag the cursor around the screen and let go when you want to fire. The other mini game is a disco one. For this one the bunnies will stop to dance, and you must protect them from falling asteroids by clicking each of four buttons as they light up, indicated by a white circle around the button. As long as you keep the “disco meter” in the green, asteroids will be destroyed as they fall from the sky. Otherwise, you can expect some bunnies to get crushed.

The visuals in Crush Bunny are really good. For some reason the backgrounds remind me of what you’d see in some of the better Flash games. Regardless, they’re not overly detailed but there’s enough there that it doesn’t look bland. The bunnies themselves are cute in an odd sort of way. They’re boxy looking, with big black eyes about a third of the size of their head. They also bob up and down when they are eating. If they accidentally get crushed that turn into translucent angels or devils as they float up to the sky.

Bazooka For One, Please

Bazooka For One, Please

The sound effects are sufficient enough. Asteroids whoosh when they come down, with a thud on whatever they hit. The bunnies make a munching sound when they stop to eat grass or carrots, though they’re unusually silent otherwise. Planes and bombs and stuff all sound like they should as well. The best part of the audio is definitely the music, however. There are two main themes that are interchanged between levels, and a theme to accompany each of the two mini games. They are all fun to listen to, and I especially like how the music for the bazooka mini game adds some tension to the atmosphere.

Crush Bunny is a quirky little game, and therein lies its charm. I’m not sure who would want to rain a shower of disastrous asteroids on cute, fluffy little creatures, but it sure is fun trying to protect them. Stylized graphics, fun music and a couple of amusing mini games make this one a keeper. And, even though a game has multiple levels to it, it’s certainly of the variety that you can play for a few minutes, put away for a few days, and then come back to it without forgetting where you’re at or what you’re trying to accomplish.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: Crazy Turkey Blast for iPhone

Wednesday, December 2nd, 2009

One of my favorite genres on the iPhone has become the “click-n-shoot” game. It’s like playing Duck Hunt without feeling guilty about being so close to the screen. Within the genre I tend to gravitate towards the lighthearted variants, and none seem to be more humorous than the fowl hunting games. Crazy Turkey Blast joins the rank of such games on the iPhone, and while it might not have some of the creative nuances like hedgehogs playing poker or turkeys riding cows, the cool prize system and sheer variety of combinations of game elements make this one a real winner.

Here, Turkey, Turkey, Turkey

Here, Turkey, Turkey, Turkey

In this game you shoot turkeys. To make it out as more than that would be overkill. You tilt the device to move your sights around the screen, and press the screen to shoot. There’s a fire button, but you can actually press pretty much anywhere on the screen to shoot. There’s one screen that scrolls infinitely (okay, it really loops back around at one point but the appearance is an infinite scroll), and you get a certain amount of time to shoot as many turkeys as you can. So now you’re probably wondering why I would find this so cool. It’s the whole prize concept that clinches this game for me. You start out with your average garden variety blue turkey (you didn’t know turkeys were blue?), an average shotgun, and an average backdrop. You even start out with run of the mill background noises. There actually isn’t any music in the game unless you get the Wacky Music sound pack, but this is one of those times where you don’t really notice the lack of music so much.

You start out with 60 seconds and a 1x multiplier. For every turkey that you hit without a miss in between the multiplier goes up one. The multiplier is how many coins you get for hitting a turkey. The max multiplier is 25, and it will go down some – but not all the way – if you miss a turkey. At the end of each game you have the chance to spend your hard earned coins on prizes. Coins are also how you rank on the global leaderboards. It’s funny because before I got my iPod I wasn’t really much into the online aspects of gaming, and I still don’t care much for multi-player games. However, with things like leaderboards and achievements I’ve become a lot more interested in how I rank against others on some of the games I’ve been playing. I was actually #1 globally in this game for a brief period of time (maybe like a day or so).

Anyway, back to the prizes. Every major aspect of the game is changeable and themed. However, you can mix and match themes to suit your own tastes. Don’t like the standard trees – buy some doodle trees. Test your mettle against cyber, Santa or skeleton zombies. Pick the background sounds you like best (despite what I said earlier, it would be nice to have a couple of musical selections mixed in with the simple background noise packs). If you want to be charitable, you can even send the prizes you’ve purchased to a friend. The best part, though, is that if you follow EZone on Twitter they love to give away codes that will let you unlock prizes without the coins.

Give Your Friend A Blaster

Give Your Friend A Blaster

Graphically this game is loads of fun. As can be expected from the best fowl shooters, the graphics are cartoony in nature, and that’s the way they should be. Each background theme is unique, each turkey has its own look (though the animations are the same), and each weapon has a unique look both when firing and when causing cartoon-like death. The sound effects vary greatly in quality, but honestly most of them get annoying after a while. That’s why it would be nice to have some actual music in the game.

This game is a lot of fun. There’s no simpler way to put it. If you want something that you can sit down and play for just a few minutes, only to realize that you’ve suddenly wasted hours for no apparently good reason, this is just the game to get. You’ll never regret your time spent with it, and it won’t take long before you’ll be trying to get into the top 10 in the global leaderboards. Just don’t kick me out of my seventh place slot, or I’ll have to send a horde of zombie turkeys after you.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: Teh Internets for iPhone

Sunday, November 29th, 2009

Every once in a while a game comes along that’s almost more fun because of its silly content than because the game itself is fun to play.  Teh Internets is just such a game.  I mean let’s face it, you can’t even spell the name of the game correctly if you have spell checking on.  At its heart the game is basically a variation of the old classic Copter – minus the need to worry about hitting walls or ceilings – but it’s the content that really makes this game worth playing.

You control the ROFLcopter, and your mission is to last as long as you can before the ills of the internet wreck your ship.  You start out with three lives, and over time can collect more until you have a total of 5.  Each time you get hit by one of the “bad” things you get a noticed that you’ve FAILed and you lose a life.  When all lives are lost the game is over and you’re treated to the wonderful “blue screen of death” that always made older versions of Windows so fun to work with.  Bad things include popup windows trying to sell you stuff or warning of viruses,  actual viruses themselves that come at you from the left side of the screen (which would be behind because you’re always traveling to the right), and various varieties of trolls.  You can actually shoot the trolls with hamburgers to kill them, and each troll takes three hits to kill.  The average trolls are especially annoying because they get smaller when you hit them and the last hit is often hard to pull off because of their size.

Enter The Firewalls

Enter The Firewalls

For each bad thing you avoid you get some points.  You also get points for collecting LOLcats as they float by.  Finally there are the little dudes that look like 8 bit Tron characters which give you points and an extra life.  You control your copter with the direction pad in the lower left side of the screen, and to shoot trolls you simply click on them.  The controls actually work pretty well, except that the game suffers from the usual problem that sometimes your fingers can get in the way of some of the action.  This is especially true if you’re trying to shoot a troll that’s at the bottom of the screen.

The graphics in Teh Internets are great.  The background is a map of the world overlaid with floating binary digits.  The helicopter is actually an over-rendered ASCII craft, and the LOLcats are unanimated images of cats with a glaring green border around them.  The trolls are fun because they scale poorly as you shoot them.  You might even say that the graphics are not great until you remember that this is a parody, and then you understand how beautifully they actually work.  The sound effects are a pretty cheesy affair as well.  Each game starts with the oh so familiar (for old timers anyway) sound of a modem connecting up.  The LOLcats meow and the trolls growl just as you might expect them to.  There’s not really much of a sound from the burger weapon, though, which is a bit disappointing.  The music is actually the highlight of the audio, as it’s actually rather good.  I would have expected it to be a bit more tinny speaker sounding to fit the whole aesthetic atmosphere.

From a game play standpoint, Teh Internets doesn’t really offer anything that other games of this genre don’t already have.  Now it is true that many of them don’t let you shoot anything, but I’m not sure how much that really added to the game as a whole.  Where this game clearly stands above the crowd, however, is in the game’s character.  I can’t help but smile when I see the popup windows pass by, and the content as a whole is a humorous reminder of the goofy aspects of internet computing.  I highly suggest that anyone that’s even slightly hooked on using the internet should give this game a try.

Final Verdict: Recommended
App Store Link
App Shopper Link

[All About Quick Looks]

Quick Look: Santa's Run for iPhone

Wednesday, November 25th, 2009

It’s that wonderful time of year again… wait a minute! It’s not even Thanksgiving yet! That’s okay, because any time of year is a good time when Santa’s around. Besides, who else could get away with chucking presents down a chimney and not having them get burnt to a crisp? Anyway, Santa’s Run is a mini-game where you deliver presents to boys and girls across the world, and it actually takes a new approach to the subject.

Presents In The USA

Presents In The USA

Unlike most package delivery games, Santa’s Run looks at the world from a first person point of view. In each scene you have several different dwellings that you have to deliver packages to, but you never actually see the man in red himself. Instead, he apparently uses his holiday strength to toss the packages to their destination from a behind the camera vantage point. It’s your job to help him, and there are two ways to go about it. In Around The World you’ll visit four locations, and at each one you must get a specified number of presents into each dwelling. In Endless Delivery mode you pick one location, and you keep tossing until you decide you don’t want to play any more. In this mode your point total will reset every time you miss a delivery.

So how do you go about delivering the presents? It’s actually kind of an interesting control scheme. At the bottom of the screen is a present. When you press on the present a rainbow with three colors will appear. The inner row (blue) is for structures in the front row, the middle row (yellow) is for structures in the middle row, and the last row (red) is for structures in the last row. Kind of nifty how that all matches up, huh? As you move the present around the different rows of the rainbow will light up so you know which row of structures you’re aiming at. You can certainly miss a structure, but there’s no possibility to overthrow – in other words, if you’re aiming for a middle structure, you can only hit a middle structure. The farther to the left or right you have the present, the closer to the edge of the screen you’ll throw it. You also have to factor wind speed and direction in, which is noted by an appropriately themed weather vein in the upper right corner of the screen.

The idea is to roughly line the presents up with the chimney or door you’re aiming for (some structures don’t have chimneys). Once you think you’re in the right spot, let go of the screen and you’ll toss the present. A successful throw will be enveloped in a small shower of stars and the present counter for the structure will decrease (or if you’re in endless mode you’ll just get another point). If you miss the present will disappear in a puff of smoke, and if you’re playing endless mode your point count will be reduced to zero. I like the mechanics, but there’s one problem. It can often be really hard to line up the present with a house because your finger effectively blocks your view of the present. Factoring in the wind is also somewhat of a problem for me still, but that’s just my fault.

The graphics have the nice, colorful look you’d expect from a Christmas game. Everything is nicely detailed as necessary while still maintaining a cartoonish look. A couple of nice touches include the weather vein that changes with each location’s theme and the cool but somewhat misplaced penguin on the island level. The one thing that’s kind of disappointing is that there is no real animation beyond what revolves around the present. The sound effects are decent enough, but some of them could stand to be cranked up a bit so they’re audible above the music. As for the music, I like it. Interestingly, it’s the same song for each locale, but it has been “tweaked” to have a unique sound to go with the level you’re on. It does get somewhat repetitive, but the tweaks are pretty cool.

I can’t believe I’m saying this, but I think the one thing Santa’s Run is missing is a timed mode. Basically something where you try to deliver the most presents you can in 60, 90 or 120 seconds. Otherwise, the developer has done a good job of creating what amounts to a stand alone mini-game. It’s visually appealing, the music is cheerful and festive, and the game play is simple yet challenging. Hopefully you’ll want to help Santa deliver presents this year.

Final Verdict: Recommended
App Store Link
App Shopper Link

[All About Quick Looks]

Quick Look: Finger Sling for iPhone

Saturday, November 21st, 2009

I really wasn’t sure what to expect with this game. When I read PocketMonkey Games’ description of “King of the Hill meets Castle Defense” I thought to myself ‘what does some drunk 21st century Archie Bunker wannabe have to do with guarding a castle?’ Having now played the game I blush slightly in realizing that they weren’t referring to the Fox cartoon in any way, but rather the old kids’ recess game where one person dominates a spot (usually a hill, hence the name) and everyone else has to try and knock them off. Unlike the children’s game, though, Finger Sling is quite addictive.

In the middle of the playing field is a white ball. This is the king of the hill. A white circle around the king designates the kingdom – or “hill” if you so desire. Brown balls will charge the center of the screen from all directions, trying to dethrone the white ball by knocking it out of the ring. They’re not actually greedy enough to take the position for themselves, mind you. I guess they just want an anarchistic society. As with any good king, the white ball won’t give up without a fight. Of course, just like any good leader, it’s also not going to do the fighting on its own. That’s where you come in. With your disc-and-ball elastic weapon, you are the protector of the king of the hill. How long can you last?

You control the action by flicking the disc part of your weapon around the screen. The ball part of your weapon is attached to the disc via an elastic band, and as a result tends to follow it around rather closely. Neither the ball nor the disc can hit the king, and the disc can’t hit the brown balls. Your ball, however, can hit the brown balls, and brown balls can hit each other as well as the king. Your goal is to fling the disc just right so that your ball will knock the brown balls away from the king. Of course, you have to take into account things like the bounce of the elastic tether and the fact that your ball will ricochet off the brown balls, which could cause you to inadvertently hit another brown ball and send it towards the king instead of away from it. I won’t say that there is overly deep strategy involved, but there is definitely some strategy involved.

Here They Come

Here They Come

As you knock the brown balls around the arena you’ll earn points. The harder you hit a ball, the more points you’ll get. At the end of each level you can spend those points on one of four upgrades. Speed will allow you to fling your weapon around the playing field more quickly. Size makes the ball part of your weapon bigger so that it’s easier to attack the brown balls. The last two are a bit fuzzy to me. I would suppose that Boundary Size would increase the size of the kingdom, while Target Size should decrease the size of the king. However, as I upgrade those two items I don’t seem much changing visually. I don’t know if it’s just that I don’t have a very discerning eye or if those two upgrades don’t work the way I expect, but it’s a minor issue that doesn’t really detract from my enjoyment of the game.

Visually the game is quite appealing, partially due to its simplicity. The playing field has a bit of a bamboo look to it, and the balls are, well, balls. The only real special effect is a spark if you hit the brown balls hard enough, and aside from the balls actually rolling around the playing field, the only real animation is when the elastic band kicks in and your ball bounces a bit. Sound effects are basically reserved for the clack of the balls hitting each other, but it sure leaves me with a vivid impression of someone actually sitting in a room somewhere playing a real, non-electronic version of this game. There is no music, though you can listen to your own music on your device if you wish. I would have liked to hear some nice, subtle background music, but I’ve actually gotten used to the lack of noise while playing the game.

I think what really appeals to me about Finger Sling is it feels like a game that you’d see being played in the middle of a street somewhere by a bunch of grade school kids that are best friends. It just has a real fun quality about it. Finger Sling can also be quite challenging, especially when it comes to not inadvertently causing the king to get knocked out of the circle due to a misdirected brown ball. The difficulty of each new level grows at just the right pace, and overall the game feels nicely balanced. Finger Sling is the kind of unique, fun and simple game that we need to see a lot more of in the App Store.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: Transylvania for iPhone

Thursday, November 19th, 2009

This is really more of a preview to an upcoming article of mine rather than a full blown Quick Look.  In the next issue of iPhone Life Magazine (Home Page) I have an article discussing adventure games that have been ported to the iPhone from other platforms.  One of the games I talked about was Transylvania, and while it was one of the older ones, it was still quite entertaining.  I vaguely remember playing the game from my childhood, and it’s always fun reminiscing about what used to be “cool” in the realm of computer games.  It’s hard to believe that 16 color graphics and text parsers used to be all the rage.

Who's Afraid Of The Werewolf?

Who's Afraid Of The Werewolf?

Anyway, as for the game itself, the basic premise is that you have to save a princess named Sabrina from an evil vampire.  Throughout your journey you’ll run into all sorts of creatures, like a viscous werewolf and a frog that hops around like it’s on speed.  There are plenty of puzzles, and I’ll be the first to admit that the challenge in solving them comes as much from trying to discern the proper words to use as actually logically figuring out the answer, but they’re fun none the less.  There are multiple levels to the interface, including a quick tap for the common action to perform on an item, a tap-n-press to bring up a menu of a few possible actions, or a full text line to key in whatever action you’d like to perform (as long as the text engine understands the command, of course).

The graphics are pretty much what you’d expect from a 20 year old game, but I still find them nifty to look at.  The werewolf in particular actually manages to look somewhat ominous, even in it’s lack of detail.  There’s no music, but the sound effects do a good job of creating a creepy atmosphere.

Because of the game’s retro input scheme and old world graphics, Transylvania probably won’t appeal to everyone, even if you are into adventure games.  However, if you’re a computer game history buff, or you just like a good challenge and can look beyond the lo-res surface of a game, you might very well enjoy this treasure from the 80s.  I certainly do.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

And don’t forget to look for the next issue of iPhone Life due out in a few weeks so you can check out my article!

Quick Look: Giga Force for Pocket PC

Friday, November 13th, 2009

Yep, you read that right.  Long before I was hopelessly addicted to my iPod Touch I wrote reviews for games on some of those OTHER mobile platforms.  I was approached a couple months ago and asked if I would take a look at this new Pocket PC shooter called Giga Force and I figured maybe it was time to dust off the old Pocket PC and give it a whirl.  After all it’s a shooter, so how could I refuse?  The game is pretty old school and adheres to very traditional shooter concepts in both good and bad ways, but overall it’s a nice bit of fun where you get to blow things up.

Basically, you play mankind’s last hope against an alien planet that sucks the life out of other planets to refuel its resources.  I’m pretty sure that came out of the “top 10 standard sci-fi plots” handbook, but that’s okay.  When you’re blowing things up you don’t really care about the plot.  Like most shooters, there’s plenty to blow up.  The game is a vertical shooter, which means you get a top down view of your ship and all your opponents.

Giga Force

Giga Force

The bad guys come at you in droves rather than in any sort of formation, and they are relentless in their attack.  I’ll use my famous quote – “it’s not a matter of IF you’ll get hit, but WHEN you’ll get hit.”  The environment also plays a big part in the game because you can’t hit any platforms or anything, so it’s often a matter of taking a bullet vs. getting wedged in a corner where you can’t escape.  The bad thing is that you only get like half a second of invulnerability when you respawn after dying, so it’s not unheard of to lose 2 or 3 lives because you died just as you were flying into some sort of structure and you can’t dodge it quick enough after respawning.

You have a life meter, and while you can get a shield that temporarily blocks shots, I don’t believe there’s any way to refill the meter (unless of course you die, in which case the meter will be full on your next life).  Your lives are limited, but I’m not sure how many you get, as it doesn’t say in the help and there is no counter on screen.  You also have a three level power up that gets fueled when you destroy bad guys.  As soon as you have enough power to activate a certain level of power up you can turn it on, and it will remain active until your power runs out, even if the level drops below what’s required to initially activate the power up.  Your power up meter is only fueled when you’re shooting the enemy with your standard weapon.

You can control the ship either with your stylus or with the d-pad.  Firing is automatic, so you don’t have to worry about that.  I tried using the d-pad, but my particular device is notorious for not playing well with games when it comes to the d-pad, and Giga Force is no exception.  The stylus control works quite well, however, and the touch point is actually below the ship, so you’re hand will never actually block your view.

The visuals are nothing out of the ordinary where space shooters are concerned, but they look good enough.  They ships are definitely colorful and well animated.  The sound is pretty standard shooter fare as well, but the music is really well done.  I think there might even be a different song for each level set, as well as a special song for the bosses.

Overall I was pretty pleased with Giga Force.  It’s old school shooter fun with a decent degree of challenge.  There’s nothing revolutionary about it, but I’m not sure the developer was going for that.  Unfortunately, there’s one thing that keeps my from flat out recommending the game.  There appears to be no save feature.  In fact, once you’ve started to play, the only way out of the game is a red X in the upper right corner, which kicks you completely out of the game instead of taking you back to the menu.  Once you start the game back up, you have to start all over.  There really needs to be a save feature.

Final Verdict: On The Fence
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[All About Quick Looks]

Quick Look: Gold Keeper for iPhone

Thursday, November 12th, 2009

It’s easy to justify being the good guy.  You’re saving the day, protecting the innocent, blah, blah, blah.  It wasn’t really until the game Dungeon Keeper for the PC that it was good to be bad.  Even then games where you played the villain were few and far between.  Thankfully, iPhone developers are starting to realize that sometimes you just have to be on the wrong side of the fence.  Thus we have games like Gold Keeper, where you play the part of a demon trying to protect its gold from greedy villagers while being attacked by intrusive armed warriors.  Who knows, maybe the gold really does belong to the demon… maybe…

There’s not much to Gold Keeper, which in a way I suppose is part of the charm.  You play the part of the demon, minding your gold and trying to keep the pesky townsfolk from walking away with it.  The gold is in the center of your cave, and there are four tunnels where unwanted visitors can enter from.  Using your fists or one of three weapons you acquire throughout the game, you basically beat the intruders to a pulp.  Good fun, good fun.  Of course, the wimpy thieves only take one hit to kill and don’t fight back, but they didn’t come alone.  These silly armored soldiers that feel the need to protect the peasants actually have weapons, take more than one hit to kill, and aren’t afraid to poke you where it hurts.

You do have a health meter, and when that meter runs dry you’re dead (go figure).  There’s also a gold meter, and I’ve never had that run down to nothing, but I’d presume that would be game over as well.  Thankfully there are a couple of things to help you in your battle.  First of all, peasants will often leave behind health vials when they perish.  It’s pretty much always a good idea to head for one of these when you see them.  Second, the soldiers will leave behind glowing orange disks (no, they’re not neon frisbees – I don’t think).  Collecting enough of these will fill a meter that lets you use your special power, which is basically a shock wave that kills everything on screen.  Be warned, though, that you can still be attacked while you’re immobile and preparing your special attack.

My Machette Is Bigger Than Yours

My Machette Is Bigger Than Yours

In the lower left corner there’s a funky little red thing that acts as a joystick which you can use to move around your cave, and in the lower right is a button to attack.  When your special attack meter is full you’ll have a big symbol that you can press to unleash your wrath.  The controls are quite responsive, and I’ve never had any trouble fending off the enemy; at least not because I couldn’t control myself!

Gold Keeper looks cool.  The cave provides a nice backdrop for all your mayhem, and the characters are well rendered.  I can’t decide if my favorite visual is the cracked glass when the demon throws someone into the screen or the loading screen which depicts the demon in an apron sweeping up the cave floor.  The sound effects are good, but I really wish I could understand better what the demon was saying.  The music also fits the mood of the game quite well, and I love the little ditty that’s played when you lose.

If anything, I’d say this game could use a bit more variety.  Add a couple of new soldier types and weapons.  Give the player the ability to upgrade their cave with some features that will help protect against the invaders.  Maybe even have two or three different cave settings.  I love the simplicity of the game, but sometimes it’s nice to change things up a bit as well.  For what it is now, though, Gold Keeper is a great game for loading up, playing a couple of rounds, and then putting away and coming back to every couple of days.

Final Verdict: Recommended
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[All About Quick Looks]

Preview: Finger Sling for iPhone

Tuesday, November 10th, 2009

Finger Sling is the latest game to be published by Pocket Monkey Games, and it should be hitting the App Store pretty soon.  Let me tell you, this game is quite addicting.  There is a white ball in the center of the screen which you must protect.  Your only weapon is an off-white ball attached to a pale disk via an elastic chord.  Brown balls will roll towards the center of the screen from all directions, and you must deflect them before they hit the white ball in the center.  To do this you flick the pale disk around the screen with your finger, and the off-white ball will follow when the chord constricts.

Four At Once

Four At Once

When you come into contact with the brown balls you will hopefully knock them off course until they finally roll off the screen.  As you successfully knock the brown balls off screen you’ll earn points, and at the end of each level you can upgrade some facet of your offense or defense.  You keep advancing through levels until the white ball is knocked free of a circle in the center of the playing area.  The visuals have a clean, simple look to them, sound is minimal, and music consists of whatever you have in your iTunes collection.  It seems pretty basic, but in the end it has “one more try” written all over it.  This is definitely one to keep your eye on when it rolls into the App Store later this year.

Preview Thoughts: Recommended

Quick Look: Hockey Allstar Shootout for iPhone

Tuesday, November 10th, 2009

I’m all for mini-games.  For example, Skyworks has several that pretty fun, including some in the sports category.  Unfortunately, there’s a point at which mini becomes too mini.  I suppose for each person that line is different, so it does end up being somewhat of a judgment call.  For me, Hockey Allstar Shootout crosses that line.  It almost gets to the point where it’s addictive until you realize there’s really no point, and then there really is no point to playing any more. (more…)

Quick Look: Crazy Chicken Deluxe for iPhone

Saturday, November 7th, 2009

You can’t imagine how pleasantly surprised I was to see this pop up in the list of new games on App Shopper one day.  I’ve always been a fan of the PC versions of the chicken shooting games, so for 99 cents buying the iPhone version was a “no brainer”.  For the most part I haven’t been disappointed.

Yes, I'm Mocking You

Yes, I'm Mocking You

There’s nothing more complex to this game than the simple notion that you must shoot as much as you can before your time runs out.  To the best of my knowledge there is no way to get extra time on the clock, so you have a minute and thirty seconds to do all your damage.  To shoot you simply tap the screen.  In the options you can set whether you want the trigger to appear at the position where you tap, to the left of where you tap or to the right of where you tap.  None of the options seem completely accurate to me, but my personal preference is having the trigger right where I tap.  To reload your gun you click the bullets in the lower right corner of the screen.  There doesn’t appear to be a pause button, and the quit button, while tucked in the lower left corner of the screen, is possible to trigger while you’re trying to slide the display over (I know from experience).  The playing field is bigger than what can be displayed on the screen, so you can move the panorama back and forth by dragging your finger left and right on the screen.

What makes this game so fun is discovering everything that can be shot.  If it looks like you can hit it, try and hit it.  If it doesn’t look like you can hit it, try anyway.  You might me surprised and amused.  It appears that you can even play Blackjack, though I haven’t completely figured that one out yet.  The only down side to all this coolness is that there’s only one season in this game, and I know there was more than one season on the PC (though they may have been separate applications, I don’t remember for sure).  Hopefully we’ll at least see a Winter one at some point, even if it’s a separate app.

The graphics are the highlight of this series, and the visuals on the iPhone don’t disappoint.  The chickens look hilarious as they’re running on the ground in a style that’s more Warner Bros. than real chicken.  The various specialty shots have great animations, and overall the animation in the game is really good.  I find it especially amusing that the chickens get black Xs over their eyes when they get shot.  The sound effects fit right along with everything that’s going on in the game.  There’s a great song that plays during the menu, but unfortunately there is no music during the game itself.

I know there are a lot of “point and shoot” games in the App Store, but this particular brand has always held a special place in my heart where this style of game is concerned.  It’s not nearly as intense as some of the other games of this genre, but it’s not meant to be.  It’s almost like what you’d imagine if Elmer Fudd went out chicken hunting.  And, at only $1, what do you have to lose?

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Update: Frootrees Halloween Edition for iPhone

Friday, November 6th, 2009

You can read my review of the original Frootrees here.  Suffice it to say you probably should if you want to know about this game, and you probably want to know about this game because it’s a lot of fun.  Anyway, just in time for Halloween Tin Man Games released a Halloween version of Frootrees.  Basically, it’s Frootrees with a slick new skin.  The game play appears to be exactly the same, but instead of fruits you’re slinging pumpkins, bats, skulls and bloody apples (okay, so there is one fruit involved).  The game is just as fun as the original, so the real question is “do I need both?” (more…)

Quick Look: TriColor for iPhone

Sunday, November 1st, 2009

I can’t quite figure this game out.  It’s part Tetris, part match 3, but really doesn’t capture the best parts of either.  There are no power ups, it’s nearly impossible to clean up the board once you’ve gotten a few extraneous pieces out of place, and there’s nothing new about the game play at all.  On the plus side, though, the music is pretty good.  Too bad I couldn’t listen to the sound track while playing something else…

Starting To Get Full

Starting To Get Full

Pieces come onto the playing board much like Tetris where they fall from the top of the screen and head towards the bottom.  Also like Tetris, each piece is comprised of multiple small blocks.  The most blocks used in a TriColor piece are 3, however, so you’ll get a single block, a set of two blocks, or a set of three that’s either in a straight line or that looks like a corner.  Your job is to position these pieces so that blocks of the same color line up horizontally, vertically or diagonally in groups of at least 3.  Once you’ve gotten a group together the group will disappear.  Depending on something, pieces that were attached to or on top of the ones that disappeared will fall.  What this depends on I really don’t know.  This is the biggest problem I have with TriColor.  Whether or not the pieces fall should be consistent (my vote is that they always fall).  On top of that, blocks that do fall will often stop short of coming in contact with another block.  I’m not sure what determines how far a block falls, either.

The goal is to keep going until unmatched blocks have reached the top of the screen.  That’s really all there is to it.  There are no sub-goals, no power ups, nothing to make the game stand out in any way.  To control the game you use the arrows at the bottom of the screen to move left or right.  Tapping on a piece will rotate it counter-clockwise.  There is no way to rotate a piece clockwise.  Clicking the down arrow will immediately send a piece as far as it can go towards the bottom of the screen.  It would have been really nice if the down arrow would have made the piece descend faster but not automatically move to the bottom of the screen.  Also, since I already have my hands to the sides of the screen in order to use the buttons, I would rather the pause button be the rotate button and make me click the game play area to pause.

The game looks decent, but it’s nothing special.  The main special effect is the lightening that encompasses a group of blocks before they disappear.  The sound effects are a bit odd.  Pieces coming together sound like cubes of ice rubbing, and the end result of the lightening destroying blocks sounds like a glass ornament popping and shattering.  As I mentioned at the beginning I do like the music, but even that can get kind of old since it’s the same song playing repeatedly.

Mobirate, the developer behind TriColor, has put out some other fun iPhone games including Brain Fit and Stick-Fu, so I guess I expected a bit more from this one.  Maybe they’ll revisit the game in the future and beef it up some, but until then I’d suggest getting Tetris, Columns, or one of the many match 3 games that exist on the App Store as an alternative to this.  Of course at 99 cents, you’re not out much if you don’t trust me.

Final Verdict: Not Recommended
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[All About Quick Looks]

Quick Look: Frootrees for iPhone

Monday, October 26th, 2009

I really admire people that can make something that’s entertaining to both kids and adults.  I think that’s why I like Pixar films and going to Chuck E Cheese so much.  That’s also a big part of the appeal that Frootrees has on me.  It looks like a kid’s game, it sounds like a kid’s game, and it even plays like a kid’s game – until you get four different types of fruits going at the same time.  It sure kept my fingers busy at that point.

Frootrees is a game of sorting fruit.  The fruit starts of young, ripens  and then grows old just before it falls off the tree.  Your job is to grab the fruit before it falls and put it in the appropriate container.  Containers are represented by bars at the bottom of the screen that are the same color as the fruit.  You get 1 point for each young or old fruit that you manage to collect, and 2 points for each ripe fruit.  As you collect several fruit in a row you’ll build up a multiplier that counts against any future fruit you collect.  Miss or misplace just one fruit, however, and the multiplier drops back down to one.  The game starts with two types of fruit, and eventually you’ll make your way up to four.  If too many fruit fall off or end up in the wrong containers it’s game over.

Look At All That Fruit

Look At All That Fruit

Sorting the fruit is simple.  Grab a fruit with your finger and fling it over to the container it belongs in.  The problem is this is not always as easy as it seems.  Tossing the fruit didn’t seem quite as responsive as it should have been, and there were a few times where I accidentally ended up tossing a fruit in the wrong spot because when I finally got hold of it I flung it too hard.  Overall it’s a simple mechanic to get used to, and if you’re skilled enough you can even toss the fruit up in the air first to score more points.

The graphics definitely teeter on the “cute” side, though they are still a pleasure to look at.  The branches of the tree sway gently in the wind, and the various fruit have great expressions on them, especially when they’re stretched out because you pulled them but didn’t quite get them off the tree.  I was a bit disappointed that the tree’s eyes didn’t at least blink or something, but I guess you can’t have everything.  The sound effects are great, and I’m guessing they were done by kids (or adults that are kids at heart).  I also really like the music.  It’s very calm and relaxing, and easy to listen to even when you’re not playing the game.

Sometimes the slightly less than responsive controls get frustrating.  Otherwise, Frootrees is a simple game that’s a blast to play.  It’s kid friendly, adult challenging, and easily provides that “one more time” feeling.  Besides, fruit’s good for you, right?

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]

Quick Look: GumDrops for iPhone

Sunday, October 25th, 2009

While I’ve been all over the place on how I feel about his games, I admire Shen Mansell as a developer.  He’s always put his all into developing his games, each one has clearly improved upon the last in terms of polish, and whether or not his games are a commercial success he keeps making more because he loves what he does.  GumDrops is his 3rd outing on the iPhone, and it’s definitely a step above the first two in terms of overall shine.  I could actually really get into this game if it weren’t for one small game play feature…

GumDrops reminds me somewhat of Dr. Mario.  Your playing field is a series of rows filled with different colored GumDrops, and pairs of GumDrops fall from the sky.  Your task is to move and rotate the pairs to align with GumDrops in the playing field in such a way that you form groups of X or more GumDrops, where X is the minimum line length as specified on the left side of the screen.  For all of the game modes this starts at four, and it increases more rapidly depending on which game mode you’re playing.  When you meet the required minimum “line” length for a particular color that line will go away to make room for more pieces.  The nice thing is that it doesn’t really have to be a line.  You just have to have enough pieces of a certain color touching to clear them from the board.

There are four game play modes to GumDrops.  Long Play has no set achievements.  You simply keep playing until uncleared gumdrops have reached the top of the screen.  Your maximum line length will increase from time to time, and so will the speed with which the gumdrops fall from the top of the screen.  The Trial is a rather interesting mode because the minimum line length increases every time you clear a group of gumdrops.  Twisty Twenty and Fast Twenty both require you to match 20 groups, but Fast Twenty sees the gumdrops moving at a much more accelerated rate.

Clear Some Gumdrops

Clear Some Gumdrops

There are on screen controls for rotating the gumdrops and moving them left or right.  To speed up their decent you click somewhere in the bottom third of the screen.  The controls seem pretty responsive and haven’t really caused me any troubles.  There is one game play element I don’t really like, however, and that’s the fact that when you clear a group of gumdrops, any gumdrops of different colors that were touching and are now not supported by anything just stay where they are at instead of falling until they land on top of something.  I suppose this is a “nice” change of pace from similiarly themed games, but I really prefer having extraneous items fall like I’ve come to expect them to, and find this mechanic rather distracting in terms of overall game play.

The visuals are pretty simple, but they grow on you after a while.  The gumdrops all have faces that are pretty expressive, and it’s neat how the gumdrops sort of meld to each other when they are next to ones of like color.  The sound effects are fine, though the bomb exploding sounds like someone simply spitting into a microphone.  I like the song choice, but it doesn’t really fit with the game.  I just think it’s a good rendition of the particular song the developer chose.  However, you can turn it off and play your own music.

Each new game that Shen Mansell brings us shows a marked improvement in quality and polish, and GumDrops is no exception.  The game is solid, the different modes of play are nice (and Trial mode is quite challenging), and OpenFeint integration means you can compete with your friends.  The only thing holding me back from being ecstatic about GumDrops is the whole “floating gumdrops” idea.  Otherwise I think GumDrops is a job well done.

Final Verdict: Recommended
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[All About Quick Looks]

Quick Look: iPlutoid for iPhone

Sunday, October 18th, 2009

I’m really getting tired of games using the lower case “i” in front of their name gimmick on the iPhone. Thankfully a name is just that, however, and usually is not a reflection of the game itself. iPlutoid is just such as case. The game reminds me of a modern 3D Defender, and I’m really diggin’ it.

You have been assigned the task of guarding the humanoid inhabitants of a generic planet from alien attack. Basically you have your ship which is equipped with a laser sufficient to take the aliens down and a radar to know where the aliens are. You must continually circle the planet blowing away the invaders before they can suck the people from their homes. Your planet starts out with 10 people and a lighthouse. If an alien ship is able to successfully consume a humanoid then your “safe” count goes down and the humanoid’s house gets destroyed. It is possible to destroy the ship between the time it first starts pulling in a humanoid and the time it has consumed it, in which case the humanoid will safely parachute back to its house.

Over lots of time the humanoids will start rebuilding and repopulating houses. However, if the count ever gets down to 0 the aliens will go after your lighthouse. When the lighthouse is destroyed the game is over. There are 4 different types of alien ships as well as a mutated version of the ship that gets the humanoids once it has consumed a humanoid. In addition to the ships you have to watch the landscape because hitting buildings will kill you. You start out with three lives, and once they are gone it’s game over as well. I imagine at some point you get extra lives, but I haven’t been that lucky yet.

Alien Ships Are Everywhere

Alien Ships Are Everywhere

The control scheme works pretty well. You tilt the device to rotate your ship, press somewhere in the left half of the screen for thrust, and somewhere in the right half of the screen to fire. The only thing that’s a bit weird is targeting. The crosshair will start out spread far apart, and as you’re homing in to where you’ll hit your target the crosshair will come together and eventually turn red. The problem is there seems to be a very small window to where the target is red, and it takes me quite a while sometimes to adjust the crosshair just right. I am finally starting to get better at that, though.

I really like the visuals in iPlutoid. They are far from “cutting edge”, but the simple 3D renders with colored but not textured faces has a nice “retro modern” look to it. The sound effects are decent as well, and actually play a part in the game. There’s one sound in particular that indicates that a ship has started to capture a humanoid, which means you better start looking for that poor humanoid. The music that plays during the menu is rather enjoyable, but unfortunately there is no music during game play itself. I know you need to be able to hear the sound effects, but maybe there could at least be some quiet background tune playing?

iPlutoid is a perfect addition to any scrolling shooter fan’s collection. I do miss the now “standard” power ups that most shooters employ, and the targeting mechanism drives me nuts, but I still find myself drawn to playing this game repeatedly. If you’re looking for a new scrolling shooter experience, don’t let iPlutoid pass you by.

Final Verdict: Recommended
App Store Link
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[All About Quick Looks]