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‘Paper Monsters Review’ – Bringing Mario Style Gameplay to iOS

Paper Monsters is a highly polished platformer in the vein of classic games like Super Mario Bros.  The graphics are spectacular and are reminiscent of Little Big Planet.

Gameplay: 5/5
As is typical of platformers your objective is to go from the left side of the stage to the finish line at the far right of the level.  Foreground and background objects are worked into the equation, allowing for a sense of immersion. As you move across the level you run into enemies and natural occurrences that can harm you.  To transfer to another part of the level all you have to do is jump into a pipe which is obviously a throwback to the Mario Bros.  Through these pipes you can travel to the platforms in the background making it a little more complex when trying to get to a specific spot.  You will usually be rewarded for your exploration by a golden paperclip, one of three that can be found in random places around the level.  Also found around the level are gold coins and treasures. Gold coins can be found in present boxes and can be redeemed in the in-game shop. Treasures, are also found in present boxes and if found give you an achievement from Gamecenter.  Another nifty feature is the ability of your hero to change into a specific vehicle once he enters a gold pipe. For example, later in the game you can use a small yellow submarine to navigate the underwater portions of the level.  This vehicle is not allowed to be brought outside of these specific stages. There is also a small endless runner mini game found in the main menu that allows you to collect coins without having to go through a full level. 

Controls: 4/5
You can choose one out of two types of control: Virtual Joystick or Classic Touchpad. Virtual Joystick is a 4 direction joystick that is fairly versatile and tight.  Whenever you touch the left side of the screen it reappears if you happened to lift up your thumb.  This can be fairly annoying if trying to get a jump exactly right, but works wonderful for everything else. Classic Touchpad is my personal favorite because of the fact that it is immovable and to walk you just slide your finger across it in the direction you want to go.  To jump you just tap the left side of the screen and to double jump you tap twice.  

Length: 3.5/5
The game spans a total of 4 chapters which each have four levels making for a total of 16 levels overall.  I have reached Chapter 3 and gained three golden paperclips for each level. So far it has been a breeze to pass through the levels and have never really needed to restart a level due to error. The difficulty never really feels like it ramps up.  A new Valentines Day themed level pack is scheduled to be released sometime in February. 

Overall: 4/5
Overall, Paper Monsters is a great platformer with throwbacks to both Super Mario Bros. and Little Big Planet.  The music and the art direction are superb and really bring together the whole experience. Though it may be a little content light the developers seem adamant to push out new updates constantly. Definitely a steal at $0.99.



‘Star Marine: Infinite Ammo Review’ – $1.99 (Glitchsoft)


Star Marine: Infinite Ammo is an frantic shoot n’ run game in the vein of the classic arcade games Contra and Metal Slug.  Glitchsoft brings back the old vibe but with some baggage of the 21st Century.
Story: 4/5
The game starts off with a short intro that explains why you are on the ship and that you must escape. To do that you must fight through hordes of alien invaders. The story is obviously not the strong suit of the game, but do you really need a good reason to kick some alien ass?
Controls: 4/5
Controls are a tricky thing to master in all iOS games and as a result the games sucess really depends on how well these are implemented. You are given an eight direction D-Pad on the right side of the screen and a slider bar on the left side. The slider bar allows you to move right, left and to duck.  The jump button is located next to the D-Pad which could be a problem if not for the floaty phsyics. Since the game is set on a space ship, your jumps take an abnormally long time to pull off which allows you fire at enemies below or at high up explosives with relative ease. The controls in general are decent and allow you to control Arc(your character) fairly well.
Graphics: 5/5
The graphics are very retro and suit the game perfectly.  They definitely harken back to the old arcade cabinent days and are very well defined on the screen despite the lack of retina display integration.  On the iPad the game is very blurry in 2x mode so your best bet is to wait for Universal to be added in an update.  They plan on doing this if the game really takes off.
iAP: 2/5 
The iAP level is on a scale of how obtursive they are in relation to the game experience. Unfortuantely for this modern interperation of Contra it is crippled by its rather in-your-face iAP.  In Contra you could use the Konami code to get 30 extra lives while in this game you can pay for them.  Also availble for in app purchase are health packs for when your health gets low, and wings for when you fall into the abyss by accident. If you dont have these items you have to restart the whole level which makes this game quite the grind fest if you dont pony up the cash.  You can also pay for these items using gems, the currency you can get from playing the game. (You can also buy packs of gems) Also dependant on these gems are weapon purchases and upgrades. So if you suck at the game you are going to go through tons of gems buying extra revives and new weapons to tackle the fast enemies/strong bosses.
Overall: 4/5
Star Marine: Infinite Ammo is certainly a worthwhile investement if you loved all those classic arcade games or are just hankering for a good shooter. Though the iAP hamper the immersion factor of the game they are not ultimately necessary to complete the game. At the price of two Big Macs you dont want to miss this. 


Jazz: Trump’s Journey – 2.99 (Bulkypix + Egg Ball)

Recently, Bulkypix has been on a hot-streak. Their newer publications of Save the Furries, Funny Hell, Another World, Mamba Nation Battle, Terra Noctis, and more, have thrown them right back into the hot seat, letting iOS gamers know that they know exactly what a top-notch, high-quality title is. Carrying on this streak of awesome releases, Jazz: Trump’s Journey, a co-production between Egg Ball and Bulkypix, just went live this week, and it does not disappoint.
You’ll play as Trump, a famous jazz musician who takes you on a journey through his memories of how he managed to get known in the 1920’s New Orleans Jazz scene. And not only is the game influenced by the music of the time, but also by the art, with the environments, characters, buildings, and backgrounds all influenced by paintings from 1920’s New Orleans. Another influence for the game is the biography of Louis Armstrong, whom the main character, Trump, even slightly resembles. There’s several aspects within the game that directly match Armstrong’s life; being raised by his grandmother, spending time in a prison where the in-mates were able to play music, and of course, playing the trumpet. The music you’ll hear throughout the game was recorded by live studio musicians, and with each band member that you team-up with throughout your journey will add to the soundtrack. Cut-scenes, which play out like old silent films, are also found within the game, with the characters talking to one-another, and then being taken to a screen where you can read the dialogue. Sadly though, the dialogue is filled with grammatical and capitalization errors. I know that there are quite a few gamers who feel that imperfect grammar is something that takes away from the immersion of games, which is very understandable. It can get very frustrating having to stop and re-think what it is that you‘ve just read, or missing out on a dialogue section because you were trying to understand what a character was saying, which is a problem during the silent film influenced cut-scenes, because the dialogue screens don’t stay on the screen for long.
As far as the controls are concerned, you’re given your typical platformer layout; left and right movement buttons in the bottom left corner, and a jump button in the bottom right. The left/right buttons are spaced pretty far apart, it would have been great if there was an option for gamers to set all the buttons wherever they wanted them, especially for playing on the iPad, which, right now, I can only assume would be fairly difficult with the spacing as it is now. There are other buttons that come into play as you progress through the game, and come across different environment pieces. When you get onto a ladder, or a rope, up and down movement buttons will appear above the left and right buttons, along the left side of the screen. There’s also a button for playing your trumpet once you find it, and doing so stops time for all objects with a musical icon outlined in green on them. There are other objects which are not effected by the time stops, and those have the same icon, only it’s outlined in red.
You can change direction mid-air, but only if you’re not wall jumping. This can lead to some frustration when needing to perfectly time your jumps, or when trying to cut back after jumping off of a surface you didn’t mean to. But the wall jumping does open up a lot of level design options, and here, the developers have done a great job utilizing that. Actually, the level design, and how each of the objects work together throughout the game to give players a bit of challenge, as well as adding in puzzle elements to the mix, has made for some of the best level design I’ve seen in an iOS platformer. All 13 of the levels utilize the wall-jumping, and are fairly large. Even though there’s only 13 levels, the game is decently sized for an iOS platformer.
Each of the levels has quite a few checkpoints, which you are able to backtrack to if you feel that you’ve missed something, or want to reset a puzzle. This can be done by pressing the icon in the top left corner. However, there are some checkpoints that do not register, and you could end up being sent back more than one checkpoint. It doesn’t happen often, and has never happened during spots where there was a sign in the background saying that you could go back to a checkpoint, but it does happen occasionally.
Even with it’s flaws, Jazz: Trump’s Journey, is a fantastically done, well made platformer. The art and music help to create an immersive environment which, as you progress through the game you’ll be able to very clearly see, was handled with extreme care. The inclusion of puzzles, especially later on in the game, makes for some pretty challenging sections, but also expand the gameplay quite a bit. With Jazz supporting GameCenter achievements, being Universal and only $2.99, it’s a great purchase for fans of the genre. It’s definitely a game that will stick with you for years.


Definitely Over 9000 – SCB iOS

So, I’m sure all of you guys and girls are having a lovely time with the brand new Super Crate Box for iOS.  As you know, Vlambeer said that a content update would be on its way if the global crate count broke 5 million. Well, it has been a mere 2 days since the launch of Super Crate Box on the App Store, and despite the fact that SCB missed the Game of the Week feature, over 7 million crates have already been collected. Yes, over 7 MILLION. You don’t even need to know calculus, or math for that matter, to figure out that that is a LOT of crates. (And yes, it is over 9,000).
A picture is worth a thousand words. Don’t be ashamed if your asplodes when you see the number.


JAZZ: Trumps Journey – An Upcoming Platformer with an unique musical twist


JAZZ: Trumps Journey is an unusual game that strays from the accepted norm in the AppStore. JAZZ is a platformer with a strong emphasis on music. Namely the jazz that New Orleans is so well known for.
You play as Trump, a famous jazzman in the early 1920’s who is trying to create his own jazz band.  There are platforms, bosses, warpzones and all sorts of other platforming ingredients that can be found on your journey, including a beautiful lady whose heart you have to win.
But what really differentiates this game from the crowd is the way music is incorporated into the game.  In the beginning the background music consists only of percussion. When you find your first band member the music changes to incorporate the instrument each band member plays. The music gets richer as you find new members to add to your band and was composed by real musicians in a recording studio. Music also plays another part in the game, specifically as a tool used by Trump to stop time.
The graphics are inspired by old pictures of New Orleans in the 1920’s.  In the screenshots it is increasingly apparent that a lot of time was spent perfecting them and keeping the graphics true to their orgins.  The story is also rich as it is based off of the biography of Louis Armstrong, a very influential musician back then.
The game also delves into controversial topics such as racism and injustice. I applaud the developers efforts to be as realistic as possible and show the way things were back then, rather than sweeping those issues under the carpet. I am certainly looking forward to this game and will be available on January 19th for download.  It will be released for iPhone, iPad, iPod Touch and the Mac AppStore. I imagine it will be universal and work on most devices but we will have to see.  We plan to have a full review up for the game around the time it launches so stay tuned!


Paper Monsters News!

You’ve probably heard about the new platformer by Monsters vs Wizards and Crescent Moon Games.  Paper Monsters began as a simple, paper-style action platformer, but it has since grown into a full-blown future classic. The game sports cutesy artwork with 3D models but 2D gameplay.  The all around appeal aesthetic appeal of the game seems reminiscent of console hits like Little Big Planet and Paper Mario.

So far what we’ve heard about the game sets it into a world of its own as an iOS action platformer. Apart from the amazing artwork, there will be several power-ups including a dragon (fire-breathing of course), a flying bug suit, and a submarine. A submarine power-up can only mean one thing…underwater levels! And there is much more than just underwater levels. The themes that will be included on release are grass-world, snow-world, underwater, and some underground sections. On top of that there are 16 enemy types and awesome boss-battles (with funny cut-scenes to boot).

Paper Monsters has just about everything you can ask for in an iOS platformer. It even has hidden treasures and secrets, cloud saving, and iCade support!

When Paper Monsters gets closer to release, hopefully we will get some hands-on time.  Until then check out the new site that Robots vs Wizards set up, PaperMonsterLand. At the site you can find quite a few screens along with more than enough info about the world of Paper Monsters to get you as excited as we are. There isn’t an official trailer released yet, but check out the teaser for now.


Best Games of 2011

With December coming to a close and a new year just around the corner, it might be helpful to recap the best games of the year.  This list will in no way encompass every awesome game that was released this year, but I hope it will help you pick up some games that you will enjoy.
!!!GAME OF THE YEAR!!!

First, my game of the year is…League of Evil by Ravenous Games!
There isn’t much you need to know about this game other than that it is a retro platformer, and it’s pure genius. With an iron fist, punch the brains out of evil scientists in 160+ levels brimming with action. Ravenous Games has poured so much love into this game and it shows.  Since its release in February, League of Evil has received more than enough updates to keep it fresh to this day. Also, word has it that League of Evil 2 is in the works! We’ll be back with more on that as we get it.  Until then, grab League of Evil and punch some evil scientists.
!!!THE TOP 5!!!
#1 (essentially GoTY Runner-Up): Pocket RPG (Crescent Moon Games/Tasty Poison)

Crescent Moon Games and Tasty Poison nailed it on this one.  Put simply, Pocket RPG is the best dungeon-crawler on the App Store.  Tons of loot, destructible environments, awesome skills, hordes of enemies, character upgrades…I mean what more can you ask for?  The game is simple enough for anyone to enjoy it, with dual stick controls and randomized dungeons optimized for pick-up and play, yet it is deep enough to satisfy even hardcore gamers. With 3 different classes to use and boss battles that actually require skill, Pocket RPG won’t be leaving my iDevice anytime soon.
#2: Glowfish (MumboJumbo)

Looking at the icon, you might be thinking “Wow…the #2 game is a baby game?”, but don’t worry Glowfish is in no way a baby game.  From its amazingly vivid environments to its simple yet intuitive controls, Glowfish has everything you can ask for in an iOS game. This is one of those hidden gems in the App Store that you just can’t pass up.  This is more than a game, it’s an experience. And it is one that you don’t want to miss.
#3: Bike Baron (Mountain Sheep/Qwiboo)

When Bike Baron was unleashed on the App Store, I was shocked by how easy it was to dump time into the game.  Immediately after its release I wanted to try it out for a bit, and before I knew it over 3 hours had passed by! This game is extremely addicting.  That’s the bottom line.  Of course with joy comes grief, and if you stick around until the last few Joker levels, you will face a LOT of grief…and you might end up using some Rogahn or some other hair regrowing product.  Despite the grief, Bike Baron is an epic game to be played on your epic device.
#4 Terra Noctis (BulkyPix)

Terra Noctis released just a week ago, but it already feels like a classic to me. This is one of the greatest iOS platformers in my mind.  Tight controls, Mario-esque features (like ground-pounding!), sweet retro artwork, and plenty of levels to play through all put this game up higher on the must-have list.  It’s sad that the game has not received as much recognition as it deserves, and we hope the developers stick with this one and continue to keep it fresh.
#5 Junk Jack (Pixbits)

There are several world building games out there on the App Store, but only one of them – no not even the official Minecraft port – gets it right. That one is Junk Jack.  Despite having quite the learning curve, Junk Jack is plays like a dream. You essentially have 3 alternate worlds at your fingertips in which you can do whatever you please. If you feel like it, go punch some trees. Maybe you want to build a castle. Well, make a pick-axe and get to it. There’s nothing holding you back in Junk Jack. With any luck you might even find some hidden treasures. If you decide to give Junk Jack a try, pay attention to the notes you find and never give up. Have fun fighting the mobs!
I hope you enjoy all of the games on the list. I know I didn’t cover all of the great games out there, but these are the ones that I have especially had fun playing. It’s been a great year in the iOS world, and next year will be even better. We’ll be back with more reviews here at the App Shack. Merry Chirstmas and Happy New Year!


Terra Noctis – 2.99 (Bulkypix + FireFruitForge)

If you’re a regular reader of TheAppShack, you probably know by now that my favorite genre of video games is platformers. Especially exploratory platformers. As I’ve said a few times, Metroid II – Return of Samus is my favorite video game of ALL TIME. These days, my iPod is my main gaming console, and yes, I know how weird that is, and that I am in a very small group of people here, but anyway, I have been hoping that Metroidvania titles would become more frequent in the AppStore. Phoenix Spirit and Grokion seemed to be the only titles within this genre for quite some time, but over the last year or so, Metroidvania fans have grown, or, more likely, have gotten iDevices, and releases like Elemental Rage, Miss Claire Garden, Cordy, Glowfish, Emberwind, BlibBlob, Shantae, SpyCorp, and a few more have added loads of fuel to the fire. Granted, not all of these are TRUE Metroidvania titles, but they do incorporate quite a bit of exploration, and for die-hard fans of the genre, that’s usually enough. So now, when a platformer comes along that has “exploration” mentioned within 5 feet of it, I’m usually one of the first people to jump all over it.

FireFruitForge has been working on a little game that’s going by the name Terra Noctis (originally named After Dark, if any readers out there heard of it a while back, but they decided to change the name so as not to run into any legal issues). It’s a retro inspired platformer, with influences from Super Mario Brothers, Donkey Kong, and has quite a bit of exploration thrown in as well. There are 3 difficulty levels, Normal, Hard, and Nightmare, with the harder difficulties having more enemies, more traps, and less platforms.
There are 40 levels spread across 4 different worlds. Each level has a 100% completion rate available for it; to get a 100% completion, you’ve got to find all 15 of the red fairies scattered throughout the level, the large gold coin, usually hidden in a harder to reach area of the level, and grab 5 orbs, each with a letter in them, spelling out S-C-A-R-E. There are also blue fairies in each level, which you can collect, and use to buy items in the game’s shop. In the shop, you’re able to buy extra lives, as well as power-ups that you can equip and use as many times as you like until you loose a life, or complete a level. All of the items in the shop are very reasonably priced, all between 80 and 150 fairies. If you explore a little bit in each level, you can usually get around 200-350+ fairies in each level. All of the levels are also re-playable after you beat them, so if you get stuck, you can go back and play some previously completed levels, and buy some items to help you.
The controls for Terra Noctis are set-up like most platformer games on the iOS. You’ve got your left/right arrows in the bottom left corner, and then your bottom right corner has your duck/smash/option button, and your jump button. While standing on the ground, your duck/smash/option button is used to duck, while in the air, it can be used to make your character, Allen, curl his legs up, and smash down into the ground, which can break certain blocks, and be used as an attack, and when in front of a cave entrance, can be used to enter the cave. Your jump button is pretty self-explanatory, and you are able to double-jump, or fall off of a cliff, and use your 2nd jump while falling, which does come in handy quite a bit. You are able to throw projectiles as well, and this is done by tapping and holding on the play area, and then dragging your finger to aim where you want to throw your projectile, having it fly in the direction chosen when you lift your finger. Tapping on the play area while you‘re in the air will allow Allen to throw a projectile straight forward, which works perfectly for taking out enemies on higher up platforms. The controls are tight, and very responsive. Actually, they’re probably some of the most responsive controls for a non-speed run platformer within the AppStore. The movement arrows could go to be a tad bit smaller, but they are very transparent, so they don’t really get in the way. Would just be nice to have it look a little slicker.
Now, once you start up the game, choose a difficulty, enter the first level, and start making your way to the end of the level, you’ll notice immediately that the level design is very well thought out. You’ll have quite a bit to look forward to as you make your way through the game, because it only gets better as you progress. The level design throughout the game is actually some of the best I’ve ever experienced. The amount of time and thought that must have gone into the design is apparent pretty much every step you make. Not to mention how much time must have gone into testing the levels to make sure jumps were just right, and everything got lined up perfectly.
Another aspect of the game that jumps right out at you once you first start playing are the graphics. The colors that have been chosen, the details that have been included, the backgrounds, objects throughout the levels that you can interact with, and objects that you can’t, there is not one thing that looks like it doesn‘t belong. The entire Terra Noctis world is mind-blowing. Smooth, modern graphics and textures that still hold a retro feeling within them, making it feel old-school while still being graphically impressive by the standards of today’s iOS games. This, along with the awesome back-ground-music, and smooth as butter animations for everything from walking and flying, to the fairies life like movement and particles of dust traveling through the air comes together to create one hell of an immersive environment.
On top of everything else, the amount of enemies you’ll face while making your way through the game is just perfect. Once you get through the first world, and start on the second, you might start to wonder if you’ve seen all the enemies there is to see, and then one will pop up that you haven’t run into previously. Then another, and another. To make things even more impressive, all of the enemy designs are incredibly well done, and fit perfectly within the game. There are also bosses at the end of each world, all of which are amazingly well done, with battles that change up the gameplay quite a bit, and throw an extremely high scoring situation at the player.
It’s clear, after playing the game, that Terra Noctis is very deserving of it’s $2.99 price-tag, if not more. Being Universal, including iCade support, the amount of content, especially for 100% completionist fanatics, and the OpenFeint leaderboards, 24 hard to snag achievements, as well as top scores for each level that are shown at the level select screen, should keep any gamer, even platformer fanatics, busy for quite some time. It’s easily one of the best platform games I’ve ever had the pleasure of playing, and the amount of work, time, effort, and testing that has gone into Terra Noctis, shines through with every single frame of the game. After being able to play this for the last two weeks, I can very confidently say that it is my #3 favorite game of 2011, right under Space Tripper and Anomaly Warzone Earth. With Normal difficulty very reminiscent of the difficulty in old-school Mario games, Terra Noctis is great for all gamers, and is HIGHLY recommended. FireFruitForge has given iOS gamers a phenomenal piece of art all wrapped up in a tightly controlled, highly enjoyable, modern/old-school mesh of a video game. Everyone with an iDevice should grab it as soon as possible


Bulkypix and FireFruitForge’s retro platformer, Terra Noctis hits the AppStore tonight!

–=TERRA NOCTIS=–
Last week, we posted an announcement for developer, FireFruitForge’s title, Terra Noctis (being published by Bulkypix). If you didn’t have a chance to read the announcement, you can here. Terra Noctis is a retro-inspired platformer, influenced by the likes of Super Mario Brothers, and Donkey Kong, and has quite a bit of exploration tossed in, which expands the gameplay and level design quite a bit. Well, after obsessing over the game for the last couple of weeks, we’ll finally be able to gush over the game with everyone else.
40 levels spread across 4 worlds, each having 100% completion available. To get it, you’ll need to grab 15 red fairies, which are scattered throughout the levels, the large gold coin, which is almost always hidden in a harder to reach area, and 5 orbs with letters in them, spelling out S-C-A-R-E. You can also track your stats, like how many gold coins you’ve collected, how many enemies you’ve killed, how many fairies you’ve collected, your total distance ran, fallen, and more.
The controls, graphics, physics, animations, level designs, gameplay mechanics, they are all top notch and extremely professional. The story in Terra Noctis is also a high point within the game. The main character, a little nightmare creature named Allen, is attending the local Nightmare School, but with the teachings, he’s still not quite scary enough. Then, after failing a test, he reads a local legend that says “Eat the heart of the scariest nightmare and become a scary nightmare, too.” Here is where his journey begins to become the scariest nightmare in the land.
Terra Noctis will be available tonight at 11PM, EST, and 8PM PST, in the US. It is a Universal app, and is also supported by OpenFeint, as well as having iCade computability. It’s easily one of the best platformers in the AppStore, if not the best, and ranks up there among the best platformers released on all consoles/platforms over the last 25+ years. FireFruitForge has definitely given gamers an exploratory platformer that hits all the right gaming nerves in our little video game obsessed brains. If you’re a fan of the genre, DO NOT let yourself miss out on this amazing game. Even if you’re not a fan of the genre, you should pick this one up, it might just make you a platformer freak.
You can also expect to see The App Shack’s review posted up tomorrow, if you’d like to wait and read some more in-depth information about the game.
You can also get some more info about the game on the FireFruitForge website;
on the Touch Arcade’s Upcoming Games Thread;
TA’s Main Game Thread;
and –
The Bulkypix Webiste;


CheeseMan – 0.99 (Alphanoize Games)

Super Meat Boy has been a pretty big influence on iOS games over the last year or so. Sadly, very few of the titles influenced by SMB really capture the true gameplay and challenge of the original. ChocoRun is actually the only title I can think of that really hit’s the nail on the head. However, the lack of virtual controls puts a lot of people off. Don’t Die and it’s invisible controls didn’t really sit right with gamers, and since virtual buttons were added in the last update, it really shows how funky the physics in the game are. Tobor had the potential to be a decent SMB clone, but sadly, the developers refusing to have any sort of control scheme but tilt put the game straight to the bottom of the SMB clone list. Well now there’s a title that, at first, seems like it might just have the perfect set-up to be the best Super Meat Boy influenced game in the AppStore. Alphanoize Games’ CheeseMan. With its virtual controls, great physics, and some very nice level design, at face value, it stands out quite a bit.

So, first off, the major selling point for Alphanoize is the virtual controls. Left and Right buttons, along with a jump button, and the ability to double and wall jump. This is a highlight, as the controls are fairly tight and precise, except for when you’re in the air, and are trying to slow down or change direction, in which case, you’ll probably end up hitting whatever it is you’re trying to avoid. On the ground however, a slight skid is all you’ll need to get use to when changing directions at your characters top speed. For the level design, the controls work well enough to get through the game without any annoying issues, which is a big plus. The controls in other SMB clones are the cause of many un-necessary deaths, which is a huge issue for them. The physics are, surprisingly fairly good. Your cheese character isn’t floaty, or too heavy, which is very important for platformer games, as you might very well know.
You’ll be able to play with one of two different characters, a male and female. Neither having different abilities, or different types of gameplay, just an option to play with two different characters. In CheeseMan, you’re on a quest to save Cheese Land from Professor Mousky. 39 levels plus 3 boss levels (a total of 42 levels) spread across 3 different environments seems like it’s got enough level content. However, each stage only takes about 10-30 seconds to complete, meaning if you know what you’re doing, the game can be completed in about 10 minutes, maybe 20-30 if you’re trying to get a ‘3 cheese ranking’ in all of the levels. There is also one little white-ish orb hidden in every level, only 2 or 3 are semi-challenging to snag, but once you do grab them, if you die, you re-start the level with the orb, you do not need to grab it again.
This wouldn’t be such a bad thing if the levels were challenging. For those of you who are familiar with Super Meat Boy, or probably the best Super Meat Boy clone in the AppStore, ChocoRun, CheeseMan’s levels will provide only a mild challenge when trying to race through them. In other words, if you’ve beaten SMB, or ChocoRun, CheeseMan will be a piece of cake. That’s not to say that the level design is bad. It’s not, not by any stretch of the imagination. However, more hazards and obstacles would have been great to see added to the game.
For $0.99, it is one of the better Super Meat Boy clones in the AppStore. I’d place it right under ChocoRun actually. Though with Don’t Die and Tobor as it’s competitors, that’s not really saying much. I will add that it’s closer to ChocoRun’s quality than to Don’t Die’s, which does count for something. CheeseMan is supported by GameCenter, but does not have any achievements, which is kind of upsetting, as it’s a game that pretty much writes the achievements itself; Complete World 1, Get 3 Cheese Rankings in Every Level, ect. There is a fogged out ‘World 4’ that is supposed to be coming soon in a future update, hopefully the levels will be more challenging. Actually, it would be great to see a difficulty separation for the game, having all of the levels re-worked, adding more hazards and obstacles to each of them, and keeping the original levels as the ‘Normal’ difficulty, and the re-worked levels as a ‘Hard’ difficulty. As it is right now, it doesn’t really feel like a true Super Meat Boy clone in terms of difficulty. But at its current price-point, and with the lack of SMB type games in the AppStore, if you’re a fan of Super Meat Boy, CheeseMan is a game that’s worth picking up. If you’re worried about the difficulty after trying out ChocoRun, and not being able to get through even half the levels, you can quit worrying. CheeseMan is actually one of the easier platformers available for the iOS, but it does show that Alphanoize knows what it takes to make a polished platformer with nice controls, and physics that work. I’m really looking forward to see where they’ll take CheeseMan in the future, and will be keeping my eyes open for potential future releases.