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Review Rewind: Explodables

Today, we’re revisiting two titles that have been extremely entertaining over the last year. Our first one? Explodables developed by Bonpeach. Explodables is a fantastic tap-based score-chasing arcade title that has you blowing up rockets in a 3-color order that changes each level. It might not sound too impressive on paper, but throw in bonuses, health, crown, coin and star pickups, as well as multipliers that you need to drag next to each exploding rocket in order to activate it and multiple environments in each stage, and you’ve got yourself one hectic and action filled, incredibly addictive, score chaser. Since it’s release, Explodables has received 14 updates, each tweaking, and making the game even better, whether it be completely re-designing the tutorial and enhancing the graphics, or improving the performance and altering required level scores, Bonpeach has definitely made Explodables a great iOS arcade title. Still one that I feel will NEVER be removed from my iDevice. 
**Note: This review was written after playing Version 1.0

Explodables is a new tap/arcade game from Bonpeach. Throughout the game you’ll go through levels, which are more like challenges, to complete the game. There’s also a Blitz Mode, which gives you about a minute to score as many points as you can. There’s red, blue, green, and white rockets, white rockets are wild, and can be any color you need them to be. The screen is broken up into 3 sections, blue on the bottom, green in the middle, and red on top, and you’ll always have a set color order that results in a combo. You can tap on the rockets anywhere on the screen, but you only get the massive point combos when you tap the rockets in their respective color sections, blue on the bottom, green in the middle, and red on top. If you miss a color, then the combo re-sets, and you’ll need to make the color combo again. 
Through the levels, you’re usually given a set score to try and hit, but there’s also levels that challenge you to get 3 crowns, which are given off when you make a combo and get a multiplier circle, which you can then move around the screen. Placing this multiplier circle in the color sections that you need to pull off the combo gives you mega points, and moving it to follow the combo gives you crowns. For instance, if the color combo given to you at the beginning of the stage is red, green, blue, then you’ll need to tap a red rocket in the red section, a green rocket in the green section, and a blue rocket in the blue section, then a multiplier circle will appear, you’ll tap on it, and then move it up to the red section, tap a red rocket, move it to the green section, tap a green rocket, then move it to the blue section, and tap a blue rocket, then 3 crowns will appear. These crowns are the best way to get huge scores, and collecting 6 of them puts you into a bonus stage.
There’s also coins to collect, which you can spend in the upgrade and bonus shops, upgrading the amount of time before a combo chain is lost, the amount of time a bonus multiplier is available, or make it so that stars can be used to help complete combo chains. In the bonus shop, you can purchase a bonus multiplier that starts at the beginning of each level, make multipliers increase in value, or decrease the number of stars needed for bonus multipliers. Hearts are also available and appear when you tap on 5 or 6 of the same colored rockets in a row, and quickly. Collecting 4 of these puts you into a different bonus stage. Also, each time you get a heart, a crowd appears, doubling the score for each rocket you tap while they’re cheering.
All of this might sound confusing, and it kind of is, but the learning curve is great, and you’ll get to experience everything one step at a time going through the levels. Blitz Mode is unlocked once you hit level 20 or so, I can’t really remember when I unlocked it, but it’s before you finish the rookie levels. 
The graphics in Explodables are awesome. Very colorful, and stand out on retina supported devices. The movement and animations are smooth and very well done, and the music and effects go along very well with the game. There is a graphics option in the menu which lets you turn the graphics down if you’re experiencing lag, but I haven’t had any problems with jitteriness or any crashing at all. The tap controls are very responsive and accurate as well.
Explodables really is a top notch high scoring game, with GameCenter leaderboards for Blitz Mode and Levels 31 through 45. There’s also 45 achievements, all adding to the extremely high replay value of the game. Bonpeach has shown that they know exactly what it takes to make a professional, extremely polished arcade game for the iOS, and at only $0.99, Explodables is a great buy. Anyone who’s into high-scoring games with great scoring systems, and hectic gameplay should definitely check this out. I know it’s going to be on my iPod until it breaks, and I’m glued to Bonpeach, eagerly awaiting updates for this, and seeing what awesome game they come up with next.


Splice: Tree Of Life [Cipher Prime Studios] – $3.99

It’s a shame that, with the amount of games on the AppStore, there really are very few development companies that can continually surprise and impress gamers with their releases. Granted, this number is starting to grow, and the future does look incredibly bright for iOS gaming, but we all know that that really depends on the market, and who can stick to their guns, deciding to not start making freemium IAP monger type games that are taking over the charts. I’ve felt this way for a while, but this week was an incredible week for iOS gamers, and has put a lot of that oomph back into our hearts. Aside from the best Action RPG to hit the iDevice, an amazing Physics-Puzzler, an incredible, and unique firefighting game, we received one of the most innovative, original and pure Puzzlers as well; Cipher Prime Studio’s Splice: Tree Of Life. If you’re into Puzzlers, Cipher Prime is responsible for the awesome iPad titles Pulse: Volume One [$2.99], Fractal: Make Blooms Not War [$4.99] and the iPhone game, Auditorium [FREE], each of which receiving great reviews with all but Fractal earning multiple awards. 
With all of that in mind, our hopes and excitement for Splice: Tree Of Life was incredibly high, and after playing through the first couple levels of the game, once I started to understand the mechanics, I was hooked. There is no tutorial in Splice. There is a ‘?’ that can be tapped at any time during gameplay, containing 3 screens of instructions, but chances are, you’ll still need to mess around throughout the first world before you really get a handle on everything that’s going on. 
The goal of Splice is to align microbes in the outlined pattern in the given amount of moves. In order to do this, you’ll need to drag-n-drop the misaligned microbes, attaching them to the one center microbe. Once you pick up a microbe, light grey outlines appear in places where you can attach it. If you don’t place it in one of those outlines, the microbe will jump back to where it originally was before you picked it up. 
There are some microbes that have white symbols on them. These microbes, and sometimes, microbes attached under them, can be mutated depending on what symbol they contain. Some have an arrow that’s split in half, these can be mutated to split into two separate microbes, side-by-side, mutating all microbes connected under them as well. Another type has a regular arrow, and these mutate into two microbes as well, however, these mutate by splitting down so that the second microbe is directly under the original one, and these do not effect any microbes attached under them. There is also an ‘X’ symbol, which destroys that microbe, as well as any microbes attached beneath it. Once you hit World 6, you’re able to let microbes float. Here, the grey outlines don’t really matter, as you can  place microbes out on their own. You’ll also come across stages where you’ll need to pull microbes that are out on their own into the design. 
There are 49 original stages spread out across 7 ‘Sequences’ in Splice: Tree Of Life, with each stage called a ‘strand’. Once you complete these 49 strands, you’ll unlock the Epilogue. Here, there are 4 more Sequences, each with 7 more strands, for a total of 28 additional levels. These Epilogue levels are incredibly challenging, with fairly large strands to solve, using all of the mechanics from the original levels. Adding to this great challenge are ‘Angelic’ solutions. Each stage, having a certain number of moves available to complete the strand, has a potential ‘perfect’ solution, requiring less moves than that that are given. All of the levels are challenging enough, not to mention the insane difficulty increase when you move on to the Epilogue levels, but solving each and every stage with the Angelic solution should prove to be a challenge that not everyone can undertake. However, if you do get stuck and would like to know how to solve a particular strand, Cipher Prime’s website has posted all of the solutions via YouTube.  
Like Cipher Prime’s previous releases, the graphics and atmosphere in Splice are phenomenal. The animations and movement for each microbe blends together seamlessly with the other microbes, as well as the movement of your fingers on the screen. This, combined with the beautiful soundtrack make for an incredibly immersive puzzler. You can also listen to and download the soundtrack on Cipher Prime’s bandcamp page, or check it out below. 
GameCenter is supported, and includes 18 achievements (2 of which are hidden), which will only be unlocked by the best players. Unfortunately, there are no leaderboards, so competing with friends to see who can solve an entire Sequence the fastest will have to be done manually. 
Priced at $3.99, Splice: Tree Of Life, is a steal. Awarded as the Best Puzzle Game of 2011 via the Intel Level Up Contest, and including hours upon hours of gameplay and mind-wrecking puzzles, it’s easily one of the best puzzlers available on any gaming platform. If you’re looking for a new and unique game that will provide you with an insane challenge, look no further. Cipher Prime has done an incredible job with the creation of this title, and I feel lucky to be able to have a port of it available in the AppStore, for a fraction of the PC/Mac Version’s price. Splice is a wonderful experience that should not be missed. 


Eufloria [Omni Systems Limited] – $4.99 [HD]/$2.99 [iPhone/iPod]

I’m realizing more and more that Real-Time Strategy is a sort of niche genre. Seems the difficulty keeps a lot of gamers from diving into it, which is a shame, because, well, for one, RTS titles are a perfect fit for the iOS, and two, there’s some extremely console quality depthy gameplay to be had. One prime example of this is Omni Systems first iOS release, Eufloria. Originally released back in February of this year, Eufloria was originally only released for the iPad, but with an update that hit Thursday, the HD version was made Universal, and alongside it, an iPhone/iPod only build was also released. Luckily, the HD build is compatible with the 3rd Generation iPod Touch and up, so gamers who already own the HD version don’t need to double dip. 
Starting it off, Eufloria has 3 different gameplay modes; Story Mode, Skirmish Mode and Dark Matter Mode. Story Mode includes 25 levels, and can be played on either Relaxed or Challenging difficulties. Skirmish Mode contains 8 separate arenas, and Dark Matter Mode lets you replay Story Mode levels on a harder difficulty, providing more of a challenge. 
Granted, the words difficult and challenge have already been tossed around a couple times, but Eufloria is a fantastic title for newcomers to the Real-Time Strategy genre. Actually, I’d have to say that it’s probably one of the best, if not the best title for newcomers to start out with. The UI is fantastic, as the minimal graphics carry over to the controls, making it one of the simplest to control titles within the genre. 
The goal of the game is to completely wipe out the opposition in each stage by taking over each asteroid that is, or can be, controlled by the enemy. To move your creatures, you’re able to either tap on the asteroid that they’re flying around, and then drag to the asteroid you want to attack, or you can tap on an asteroid, and use the icon at the bottom of the screen to enter movement mode, which lets you choose, by tapping, which asteroid you want to move to. Once you’ve got your destination selected, you’re able to alter how many creatures you send to that asteroid by dragging, counter-clockwise, in the green circle that appears. Then just hit ‘OK’. If you’d like to scout an asteroid before sending a massive amount of your creatures to it, there’s an icon at the bottom of the screen aptly named ‘X1’. This sends just one creature to the selected asteroid. 
Once you have taken over an asteroid, you’re able to build trees, which sprout more creatures, or build defensive bomb type objects, by tapping on the icons at the bottom of the screen. You can also change the type of creatures that that asteroid produces by tapping on another icon, and altering the gauges for Strength, Speed and Energy. The last icon sends a beacon to another asteroid, sending all of your produced creatures straight to it. 
Graphically, Eufloria is one of the more beautiful, atmospheric titles available in the AppStore. The minimal environments, matched with the fantastic ambient soundscapes create an incredibly immersive world, one that’s very easy to fall into while playing. Zooming in on the asteroids, you can watch the trees that produce your fleet grow, as well as see the bustling creatures. Zooming out leaves you with an expanded view of the environment, and little dots for your fleet. The animations are very well done, and with the amazingly simple user interface, it all fits together perfectly, and seamlessly, to create one hell of a great game. 
Now that Eufloria HD is Universal, and has an iPod/iPhone only build, it’s very easy to recommend to all gamers, especially fans of the RTS genre, but even for gamers that aren’t really into strategy games. It provides a fantastic gameplay experience, and ranges from casual to hardcore, with basically endless replay value. Being one of the best RTS titles available, on any gaming platform, $4.99 for the Universal build, and $2.99 for the iPhone version is a steal. With GameCenter integration sporting 20 achievements and iCloud support, along with more levels and a new game mode or two promised with future updates, it’s definitely a game worth picking up and supporting. Here’s hoping online skirmish battles will be part of the promised updates, because right now, that really seems to be all that Eufloria is missing. 


Review Rewind: ChocoRun

ChocoRun holds a special place in my heart. It was one of the first games that I got into so much that I started talking to the developer, Alejandro, on a semi-regular basis. I also felt the need to tell everyone in the world about how great this Super Meat Boy-esque, tough-as-nails platformer was. Since its release it’s gone through a major graphical overhaul, and received an easy difficulty mode, as well as other tweaks and additions. It’s also been ripped off a couple of time by unscrupulous developers. I’ve also received a special Chocoplushe, hand-made by the developer, and reserved for players who managed to complete the game. Anyway, more than a year later, and ChocoRun can still be found on both my iPod and my iPad. It’s one of the toughest platformers around, has some awesome level design and is a blast to play. If you missed out on it the first time around, or just didn’t happen to hear about it until now, it’s definitely a game platformer fans do NOT want to miss out on. 
**Note: This review was written after playing Version 2.0.
Super Meat Boy is one of my favorite platformers of all time, so with the clones hitting the AppStore lately, you’d think I’d be a pretty happy camper. But not really. For the most part, there’s filled with horrible controls and floaty physics. But when I first saw ChocoRun, I couldn’t help but get excited. The original build of the game was awesome, and the one touch control to jump worked perfectly. Now, ChocoRun has been totally re-vamped in a new graphical style, has more levels, and an added Easy Mode, as well as unlockable characters. So what better time to review it then now?
This platformer from Alejandro Jimenez Vilarroya hit the AppStore about two months ago, and proved that it was the SMB clone for the iOS that everyone needed to get. Top notch level design, along with great physics, easy, but precise one touch charge and jump controls, and clean graphics helped spur an instant fan following. Over the last two months Alejandro teamed up with a new graphics designer, and the flashy new update has hit iOS devices around the world, and the graphics in the updated version of ChocoRun are awesome. There has been increased detail in the objects and platforms that were already in the game, and the backgrounds were completely enhanced to fit the new graphical style. Also, being retina supported and Universal gives us the opportunity to see all these graphical updates in HD, the way they were meant to be seen. The animations are outstanding, each and every razor blade looks amazing while it’s spinning or flying through the air right at your cute little head. Choco now spins while jumping in the air as well, which also adds to the great look and feel of the game. 
The controls work like they always did, press anywhere on the screen to charge your jump, and let go to perform the jump, hold on the screen while in the air, and let go when you touch a wall in order to wall jump, but now we’ve been given a charge meter that circles Choco while you’re pressing on the screen, letting you know how high and far he’ll go when you let go. This addition helps immensely with being able to pull off those tougher jumps and more tricky areas. The game is still just as frustrating as it ever was though. The death counter at the main menu keeps track of how many times you’ve died while playing the game. Right now, my counter is at 3,342, so you can expect to see your character explode from hitting spikes or razor blades quite a bit. But with unlimited lives, you can also expect to always want to play just one more life, and then realize that an hour has passed.
Level designs in the new update are just as great as the previous build’s levels, maybe even better, and more thought out. It’s very clear that loads of beta testing has gone on, and that each level was tweaked and edited to make them all just right. The game now has 50 great levels, which will keep you busy for weeks. Another great addition to the update is the new Easy Mode. Choco is given 3 lives to waste in each level before re-starting here, along with a cute little pink bow. If you’re having a hard time unlocking the next set of levels, Easy Mode is always there to help out. 
So, with all this said, ChocoRun is definitely one of my favorite iOS platformers, and very easily the best Super Meat Boy clone in the AppStore. With The original SMB developers saying that they wouldn’t port SMB to the iOS device because the virtual controls wouldn’t work, Alejandro Vilarroya has given us a Super Meat Boy clone, not with virtual controls, but with controls that work extremely well on a touch screen. It’s highly recommended to all platformer fans, as well as fans of very frustrating and difficult games. This one will keep you glued to your iPod screen, as well as screaming and banging your head against the wall. For $0.99, it’s a great deal. 
**ChocoRun is still priced at $0.99


Review Rewind: Mos Speedrun

One of our favorite speedrun platformers has to be Physmo’s Mos Speedrun. The graphics, controls, physics, soundtrack, music, challenge and difficulty are all, for lack of a better word, perfect. Since it’s release back in April of 2011, Mos Speedrun has received 7 updates, adding more content, more enemies, more costumes, video recording and uploading to YouTube, and more, making it a prime contender for best Speedrun Platformer on the iOS, next to League of Evil. If you’ve yet to pick up Mos, didn’t have an iDevice back when it was released, or just missed out on it, it’s one game every platformer fan needs to own. Snagging the spolight for our third Review Rewind title, Mos Speedrun is still on our devices, and will never be taken off. It’s a great game that we’ll keep coming back to time and time again when we’re looking for a great platforming challenge. 
**Note: This review was written after playing Version 1.5.
Running. When your pudgy like most adolescent kids these days the sound of that very word strikes fear into your little cheeseburger-loving heart.  Fortunately for you this game encaptures the fun that isn’t running and wont make you sweat at all. The gameplay is quite simple, your goal is to run to the goal in the fastest time possible while trying to be speedy around obstacles and enemies.  
Quick reflexes are the name of the game here but with time even the most pitifully uncoordinated player will be able to play like a pro.  The first level is the of course the adjustment level where you get used to the controls and the nuances of the game. After that you are basically on your own to explore and finish all of the levels. Each level is unlocked once you complete the prior level regardless of whatever you scored on it.  In each of the levels there are a variety of different paths that you can take some of which net you more or less coins that influence your endgame score.  Through a process of trial and error you begin to figure out what works and what doesn’t and how you can begin to improve your time and score.  
The reason I am really enjoying this game is due to that factor of replayability.  No matter how well I finish a level I am always intrigued enough to try it again and try to shave a few seconds off for bragging rights on the leaderboards.  At the end of each level you score badges on the various things you did. For example if you found the hidden skull in each level you get a badge, you finish inside the time limit you get a badge as well.  I usually don’t enjoy games that have a in-game timer but I’m okay with it in this orientation because speed is this games middle name and being able to see the amount of time your wasting trying to find the skull and increase your panic level.  After you die in a level (which will happen often believe me) you are sent back to the start where you can watch as a ghost of your previous attempt runs alongside or ahead of your current effort to not die. You have the option to turn off the ghost respawning and the type of control you use in the blatantly obvious option menu. 
Another nifty feature in the option menu is the fact you can change your characters look from there.  The costumes include a ninja, the atypical purple jogging suit, and a bee.  There are 5 worlds in all and to unlock the next one you need to earn a certain number of badges in the previous level. Overall this a extremely addicting game that has you shaving off the seconds in the pursuit of a better score to boast about.  With tons of replayablility and hidden objects you will always find new content in Mos Speedrun.  I give it a 5/5.


RACEOFF: A SIDE BY SIDE REVIEW; MAD SKILLS BMX vs. MOTOCROSS [TURBORILLA] – $0.99

Two games enter, one game leaves; or takes home the checkered flag; or gets your download or something like that..
Turborilla has just released a new entry to their ‘Mad Skills’ line up with ‘Mad Skills BMX’. In playing this awesome new kid on the block racer, I couldn’t help but compare with their previously released ‘Mad Skills Motocross’ title, and thought I would size them up against one another.
To be honest, I am not going to pick a ‘winner’ out of the two; just provide some similarities and differences, and pros/cons between the two as they are both two of my favorite games on my iPad and iPhone, as this genre has always been one to pique my interest out of all the craziness of titles that make up the AppStore.

 

Controls
Let’s get the big one out of the way, the controls. Mad Skills MotoX provided buttons for throttle/brakes, an un-realistic ‘jump’ button (one of which, I almost never used and still faired quite well on each Division), and most importantly, buttons for lean. There were also options in MotoX for Tilt to lean, and configurable throttle button locations (left/right) and a exclusive option to move the entire control scheme to the center.
In BMX, you still have the option to move the pedaling from either the right/left side. The first thing I noticed was the ‘Tilt to Lean’ on/off radio buttons. When off, I guess I’m kinda ‘slow’ to pick it up, but the tilting was done by swiping in the direction you wanted to tilt. This was quite difficult to master, but by the time I was mid-way through the ‘Intermediate’ division, I had it nailed. You just have to swipe gently/forcefully to get the lean desired.

BMX does not have buttons for anything as it is entirely swiping. My first thought was, well, I didn’t get it, considering how masterful their previous buttons worked on MotoX. The more I played with BMX’s swiping method, the more it jived, and it works…awesome. The key is to not only swipe for the intended outcome, but hold your finger on the screen at the end of the swipe. You swipe down to gain speed on downslopes and to crank wheelies through whoops, swipe up to jump, and contrastingly down to come down quick once airborne. One essential thing for me was to really utilize that down swipe to gain speed on whoops and downslopes. Both games allow you to throwdown back/front flips, but with BMX, you do so by swiping sideways as opposed to hitting the lean buttons on MotoX.
Both BMX and MotoX have very different control schemes, and for their respective games, work perfect.

Graphics/Animations
BMX puts you on one of the bevy to choose from bmx bikes and has you pedaling and flipping through some of the more spot on physics I have come across on the genre. The realism is out of this world and the retina graphics support that feel as they are as lush and gorgeous as they come. Mad Skills MotoX has seen its share of updates, thankfully, and the graphics are not quite as gorgeous as found in BMX, but they are still top notch. When considering wipeouts, MotoX provides ragdoll crunching animations, where in BMX, the riders are a little more stiff. I see the BMX animations as being more realistic, but the MotoX crashes are probably more fun to admire.

Difficulty/Tracks/Bikes
Turborilla has perfected the ability to allow you to get good with their game progressively, and the difficulty curve is among the best I have seen in any games. In MotoX, there are five(5) divisions, with Division 5 being the easiest. The welcomed option found in MotoX is that they included both an ‘Amateur’ and ‘Pro’ difficulty settings, for all divisions, with the former designed for casual players, and the Pro settings for a little more challenge. In MotoX, your competitor could always be seen taking a nasty wipeout allowing you to crank past them with ease and take home the checkered flag. Not so in BMX. The Difficulty in BMX is stiff. Not overly stiff. This time, Turborilla labeled their divisions more accordingly with the first division titled ‘Novice’ and the last being ‘Pro’. BMX however, does not include the option as found in MotoX, for amateur or PRO. This had me replaying some tracks several times over, as to progress to the next Division, you have to take at least 4 wins in your current division.

Another thing to note is that in MotoX, a separate ‘Time attack’ mode exists allowing you to race your previous time, and also includes a ‘Replay’ option in this mode so you can watch your race.
Both games also include the Reset button at the top of the screen, which immediately sends you back to the starting gate.

The tracks in both BMX and MotoX are superb, and ramp up in perfect correlation with your current division and stage/level in the division. The Tracks seemed longer in MotoX than in BMX, and even appear to take longer to complete, but maybe that is because that is true to life. BMX tracks are not long whereas MotoX tracks are the opposite. The obstacles you encounter are sick, and only getting more badass as you progress. What I found best about BMX’s tracks was that there was not one perfect sequence to crank out through the jumps, as in MotoX I was typically hitting the same jumps or rolling over them similarly as I did on the first lap. BMX gave me more freedom to decide what I wanted to roll over, and what I wanted to huck off.
BMX comes with 40 tracks, with no options (currently of course) to purchase additional ones, whereas MotoX currently has 52 tracks in the game, 20+ free downloadable tracks, and a lot of purchase-able really cool and funky tracks as well, that are well worth the extra .99cents to unlock.
One thing I immediately noticed was that in MotoX your point of view/camera angle is a lot further out than as found in BMX, allowing you to see what’s coming up a lot easier than in BMX as in BMX the camera is slightly more zoomed in.

Turborilla does a fantastic job in providing us with cool bikes to choose from, even if we have to pay for some of them. MotoX has 28 bikes, with 6 of them to choose for free, and the rest unlockable at .99cents each. BMX has 10 bikes, with 5 of them to choose for free. One of the funniest out of both games, was ‘The Hound’  in BMX which looks like a dude in a Dog suit with an overgrown head. Too funny.

Both games are Universal, and are priced at a buck. Personally, I found the BMX to be slightly more difficult, and therefore more of a challenge and more engaging. The swipe controls take a bit to get used to, but really, it flows perfectly after only a few races. Turborilla has noted in their app description ‘Tons of Updates to Come’, (ie. GC achievements) and judging by the fact they updated MotoX just a few days ago, I know they have a lot of great things in store for us
Weighing all the things I noted, do yourself a favor; if you don’t have MotoX yet, just buy them both! They play differently enough that you will be entertained by either for quite some time. I have had Mad Skill Motocross on both my devices since its release as it is just mad fun, and I know without question that BMX will remain as well.

Check out this Hilariously original Mad Skills BMX trailer below.

Mad Skills BMX Download

Mad Skills Motocross Download


Super Mole Escape [Grumpyface + Adult Swim] – $0.99

Grumpyface Studios is easily one of my favorite dev teams working on iOS games today. Their previous games, Robot Unicorn Attack, Wispin and Bring Me Sandwiches! are some of the most unique and original titles within their respective genres, and are 3 games that I will NEVER delete from my iDevice. Well, last night, Grumpyface released another title, again, published by Adult Swim, who really can’t seem to do any wrong these days, called Super Mole Escape, an Endless Digger game that has you controlling a mole digging through layers and layers of the earth, trying to escape the fuzz. 
Super Mole Escape  has two separate modes; Single Player and Versus. In Single Player Mode, you’re able to choose between two different moles when you start out, a male and a female, both with different stats; The male has equal Speed, Acceleration and Strength, while the female has less Strength and boosted Acceleration. There are also 5 other moles which you’ll be able to unlock as you gain gems while playing the game. In Verses Mode, you’re able to match up either randomly, or with select friends through GameCenter to play side by side. Both modes are essentially the same; control your mole while trying to reach the furthest distance you can before being caught by the police. Once you are caught by the police, you’re given an option to bribe the judge for 1,000 gems, or take your chance and spin the wheel, where you can either earn extra gems, get a second chance, or get boosters for your next game. In Verses Mode, whoever is caught first looses. There are no second chances given in Verses Mode. 
Aside from the Versus Mode, where the game really shines is in it’s gameplay mechanics. Endless diving games are certainly nothing new within the AppStore, but Super Mole Escape happens to very gracefully out-shine all of them. As you make your way through various environments of the ground below, you’ll be able to collect gems and power-ups. The gems play two rolls in the game; One, collect them to unlock more moles, upgrade your mole’s stats and purchase one-time-use boosters in the shop. Two, to boost. Every time you collect a whole string of gems, your mole will get a speed boost. The more strings you collect, the faster your mole will go, each string giving them an even stronger boost of speed. You’re also able to plow through rocks, enemies and some hazards, which would normally severely slow you down, in the blink of an eye, opening up more power-ups, gems, and special gems to collect. Special Gems are scattered throughout the game. Big and shiny, they’re very hard to miss, but are usually placed in spots that require quick thinking, or a boost of speed in order to collect. But once you collect 3 of them, you’ll get a special Super Boost, which will throw you far ahead of the cop, or your opponent, if you’re playing in Versus Mode. 
There are multiple power-ups to collect as you make your way through the ground; Hammers, which can smash through rocks, as well as smash enemies that have a mission to slow you down, Diggers, which you can ride for a very nice speed boost, plowing through most everything in your path, Rockets, which you can shoot at your enemies, blast through walls with, or shoot at your opponent if playing Versus Mode, Shields, which allow you to take 2 hits without slowing you down, and a Magnet, which draws gems to you. These power-ups are scattered throughout the world in crates. To break them open, you simply need to dig through them. Once you do, an icon with the power-up you’ve collected will sit at either the bottom or the side of the screen (depending on your control scheme), able for use whenever you’re ready. 
Other than rocks, loads of hazards will try and slow you down as you try and escape. Mushrooms which bounce you back a bit, dinosaur skeletons which will chomp down on you, worms, Eskimos, hot lava, spikes, flash freeze devices, and more, will all try and throw a wrench in your escape plans. As you progress, and get deeper and deeper, the hazards become more abundant, and packed together, making the game more and more challenging the further you dig. The separate environments each house their own hazards, and this variety really keeps the game fresh, as you never know which environment is going to come next, or what is around the next set of rocks. 
There are two control schemes; Tilt and Touch. Tilt is pretty self-explanatory, while the Touch Controls let you drag your finger anywhere on the screen to move your mole. Both control options have sensitivity settings, which really helps out, especially when using the Touch Controls on an iPad. It’s great being able to pick your choice of controls, and set it to be as tight or loose as you like so that you can play the game to the best of your abilities. 
Priced at $0.99, being Universal, containing GameCenter leaderboards for Furthest Distance, Total Distance, and most Verses Games Won, as well as having 22 hard to unlock achievements, and 35 in-game objectives which you can do to earn extra gems. There are IAPs, but you can unlock and upgrade everything without purchasing any additional gems, but they are there if you would like to unlock everything right away, or show some extra support to the developers. Grumpyface has made an extremely solid Endless Diving game, one that definitely leaves the rest of the genre in the dust, and sets a new standard for future Endless Diving games to follow. 


Party Wave [Mistwalker] – $1.99

One of my favorite old-school video games has got to be Final Fantasty. Created by Hironobu Sakaguchi, pretty much everything his hands touched turned to gold; Kingdom Hearts, Parasite Eve, Vagrant Story, Legend of Mana, and loads more, Sakaguchi left Squre, created Mistwalker, and has since released some fantastic titles; Blue Dragon, Lost Odyssey, The Last Story, and more. Releasing titles on the XBOX 360, Nintendo DS, and Wii, Mistwalker finally found their way over to the AppStore with the release of Party Wave, a casual arcade title that has players controlling groups of surfers. 
Surfing really isn’t a sport that’s touched on much in the iOS gaming world; Rising Board, Derby Surf, Line Surfer, South Surfers, ePig Surf and Robo Surf are the only titles that come to mind, and with other genres overflowing with games, it’s pretty surprising to only have a few surfing themed games laying around. But with the reputation of Mistwalker, Party Wave has the potential to blow them all out of the water, so to speak, even before checking it out. Fortunately, that’s not how things operate, and getting our hands on the game, seeing how the first step away from the RPG genre Mistwalker has taken, as well as how they approach the casual arcade genre, we’re pretty darn impressed. 
For those of you who have never heard the term, ‘Party Wave’ is a term for any large wave which several surfers ride on. And that’s exactly what you’ll be doing in the game. Starting off, you’ll guide each of the surfers to a specific spot in the water by swiping on them, flicking them to the area. Once you get all of the surfers there, the fun begins. 
Each surfer will start to blink once they hit the bottom portion of the wave. This is your cue to tap them, sending them up and into the air. Once in the air, you can tap them again on their way up to do a trick, and again on their way down to do another trick. It sounds pretty simple, right? Just tap on the surfers when they’re at the bottom of the wave and in the air, no worries. But once you throw three or more of them together, and add in the hazards of the water, it can get very challenging, very quickly. What makes it even harder, is that some stages require that you get a certain number of perfect scores on previous levels in order to play them, and progress through the game, and sometimes you’ll need to go back and try and replay stages without having any surfers fall off of their boards. 
The gameplay is pretty straight forward, but can get awfully hectic at times. Quick reflexes, quicker thinking, and fast fingers are definitely an asset worth having if you’re going to compete on the leader boards, or complete the game. For those of you who really look for replay value when you get your iOS gaming on, Party Wave caters to you as well; the gameplay gets even more depthy the more you get into it. Perfect scores for getting all of your surfers on the wave, and not letting any of them fall off are great and everything, but what will really make you coming back, trying to max out your score? The little mechanics that add that special spark to a game, having it stand out above others within the genre, as well as all the titles available in the AppStore.
When you perfect clear a stage, stars start showing up. Collecting these while you’re playing will give you power-ups, like giving a surfer extra speed to make it to the wave catching area, which you can trigger by pausing the game, and touching the stars in the menu. You can also collect stars by touching the strange UFO which appears in the game at seemingly random times. Also, the closer you get to the hazards and objects in the first part of each level, while you’re flicking the surfers to the wave catching area will give you special little bonuses as well. 
Something else that will keep you coming back? The special ultra spiffy Arcade Mode! Here, you’ll try and get through six sets of four stages in a certain amount of time. Doing tricks adds to your time limit, while running into hazards depletes it. Arcade Mode can get very difficult, but never in a frustrating way, and when you nail tricks just right, it can become a lot more fun than the already incredibly entertaining Level Mode. 
Party Wave, priced at $1.99, being Universal, and having GameCenter support with 2 leaderboards, one for your total score in the level stages, and another for Arcade Mode, is a fantastic title. The experience of Mistwalker definitely shines through out the entire game, from the graphics to the gameplay, and even down to the little special mechanics that make the gameplay deeper than it looks on the surface, and keep you coming back for more. Party Wave is a shining example that yes, everything Mr. Sakaguchi touches really does turn to gold. 


Slydris [Radiangames] – $1.99

iOS ports of games from other platforms are really hitting their stride. But Radiangames has very quickly become one of the top name developers in the dual stick shmup genre within the iOS scene. Porting over Fireball, Ballistic, Super Crossfire and Inferno from the XBOX Live Arcade, they’ve gained an even larger fan-base, and shown that an addiction to spheres can actually be quite healthy. But their most recent title, Slydris, is something totally different. And it’s great being able to see another side of the Radiangames team.
Slydris, originally released for the PC and MAC earlier this year, is a unique block-based puzzler that will have you just as hooked as their awesome DS Arcade shooters. Like Radiangames other titles, Slydris has multiple play modes; Infinite, Zen, and Survival, each offering up varied gameplay. However, the goal is always the same; Keep clearing lines by lining up and moving pieces. 
Now, in Infinite Mode, you’re only able to move one piece at a time, which really puts the emphases on what piece you do decide to move. With blocks falling down from the top of the screen after every turn, as well as pieces moving up from the bottom every time you clear 5 lines after you clear 30, this emphases on which piece you move becomes even greater, because once a block is unable to fall from the top, it’s game over. The same rules apply to Zen Mode, you can move one piece at a time, except you don’t need to worry about making room for blocks. There’s no game over in this mode, and it’s more of either a ‘get comfortable with the gameplay’ or an ‘I just want to play with no added pressure’ mode. 
In Survival Mode, it get a little trickier. You’re given a certain number of random lines while you’re unable to move any blocks. Once the lines are set, you’ll have about 5 seconds to move as many pieces as you can while trying to get rid of those lines. It quickly becomes pretty frantic , and is easily my favorite mode of play. 
In each mode, there is a gauge on the right side of the screen which, when filled, gives you a bomb which you’re able to use to clear any 3 lines with. This really comes in handy, especially in the later levels when you’re looking at a game ending situation. Like in Tetris, every 10 lines you clear is counted as a level, and once you reach that level. Once you reach a level, you’re able to start every game from then on at that level, which, like Radiangames previous titles, eliminates a lot of the starting game boredom after you’ve gotten really comfortable with the game. Also similar to Tetris is the combo scoring system. As you complete lines, more blocks will be able to fall down into the nooks and crannies of your wall which has the potential to wind up knocking out more lines. The more lines you clear, the bigger your multiplier will wind up being, and the bigger the score. 
Learning how to line up blocks so that they fall down, clearing more blocks is essential if you want to compete on the GameCenter leaderboards. And with boards for both Infinite and Survival Modes, as well as 16 achievements, there’s plenty of added replay value if you do decide to go score-chasing. Seeing this other side of Radiangames has given me a newfound appreciation for their titles. With as addictive, hectic and fun as their shooters are, Radiangames has captures that type of frantic feeling and injected it perfectly into this unique, and incredibly entertaining block-sliding puzzler. For $1.99, it’s a must have for puzzle fans, as well as anyone else who’s interested in seeing that Radiangames developers aren’t all orbs and spheres. I really hope to see them branch out like this more often with future releases. 


Major Mayhem [Adult Swim + Rocket Jump] – FREE

Adult Swim has published some fantastic games over the last year. Monsters Ate My Condo, Bring Me Sandwiches!!, Snoticles, and more. But recently, a little title that really just seemed to really slide by a lot of gamers, Rocket Jump’s Major Mayhem got a huge, and I mean HUGE update. 3 new gameplay modes, a crazy amount of weapons and equip items and one of the most requested features, GameCenter achievements (100 of them!) have all been added to the game. Major Mayhem has also gone free, following the freemium trends with the hopes of recouping some of the costs of development. Not to worry though, as this has got to be one of the best paid to freemium conversions to ever happen within the AppStore.

Back in November of 2011, Rocket Jump released Major Mayhem. Being published by Adult Swim, and having a bunch of advertising done on late-night TV, and across the net, it was pretty surprising that the game didn’t really sell too well. Maybe it was because gamers were hoping for some more strange and goofy games after Monsters Ate My Condo and Bring Me Sandwiches!, maybe they were let down by Shadowngun and EPOCH, and didn’t really want to take another chance on the cover-based shooter, but whatever it was, Rocket Jump dove back into the game to try and make it stand out in the AppStore, and recoup some of their losses at the same time. 

One week ago, the Version 2.0 update went live, and I, along with others, were thoroughly impressed with the new game. 3 new gameplay modes, TimeBomb, which has you trying to get the best score you can in 60 seconds, Arcade, which has you go through the levels in random order trying to get the best score you can, without getting any health drops throughout the game, and Survival Mode, which has you trying to survive a whole world without any continues. Not only were new modes added, but a whole gang of power-ups, weapons, and cosmetic equip items were thrown into the mix as well. 
On top of all of this, the game was converted to a freemium title, with the hopes that more players would pick it up for free, see how much content the game has, and how incredibly fun it is, and want to support Rocket Jump by purchasing the game’s new currency. Those who still had the game on their device when the update hit also got 20,000 coins, which would have cost them about $1.99 with the new IAPs, as a little thank you. However, not many people did still have the game on their device, but luckily, the IAPs are very unobtrusive, and are not required to unlock or purchase anything new in the game. You’re able to unlock every game mode, and purchase every new weapon and cosmetic item just by playing and progressing through the game. 
Back when the game was originally released, a lot of players were upset that there weren’t any GameCenter achievements. These have also been added to the game, and not just a couple, a whole mass of achievements and objectives were included. Now, you can try and unlock the 100 GameCenter achievements, as well as try and grab all 150 and the game’s objectives. Set up like Jetpack Joyride’s objectives, every time you earn 3 or 4 of them, you gain a new rank. You’re also awarded with a random prize for every rank you reach, as well as 50 coins for each objective you complete. With the GameCenter achievements, you’re given even more coins, depending on how many GC points the achievement is worth. 

Major Mayhem’s move to freemium is easily the best I’ve seen happen with any game in the AppStore. It’s obvious that an incredible amount of time, effort, and work has gone into making Major Mayhem one of the best cover-based shooters available on the iOS, and it’s incredibly surprising that all of this was done for free, with the hopes that people would purchase IAPs. If you haven’t checked it out yet, now would be the perfect time. Rocket Jump has definitely proven that they are in it for the long-haul, and know exactly what it takes to go above and beyond to create an outstanding video game.