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‘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. 


Legendary Heroes (Maya Games)

The moment we have all been waiting for has arrived. The thrilling aspects of an Action RPG and the genius behind real-time strategies have been combined into one awesome game. Surely, you have heard of the massively popular free-to-play computer game, League of Legends.  With LoL, Riot Games not only championed the free-to-play structure but also built on the “battle arena” gameplay of DoTA.  In Legendary Heroes, Maya Games has brought this same gameplay and a somewhat similar monetary structure onto the iDevices. This game does not disappoint.
If you are not familiar with games like DoTA or League of Legends, here is what you need to know about the style of gameplay.  In Legendary Heroes you have 3 heroes on your team. You can control each of them (1 at a time) and the other 2 will be AI when not in your control.  The goal of the game is to protect your “source” or base, and destroy the other team’s source. Before you do this, you have to destroy all of the other team’s towers. To help you do this, these little guys called “minions” are automatically spawned and pretty much charge the other team and fight to the death. There is quite a bit of strategy involved if you actually want to do well. For example, you don’t want to sprint ahead of your minions and go tank one of the towers. More often than not you will be left with a minuscule amount of health and will be easy prey for the enemy.

If you have ever played a game like DoTA or LoL, you are probably thinking to yourself, ‘How the hell did they take into consideration the fact that you are constantly clicking your mouse to move your hero?’ Sure, you could just translate the mouse clicks into screen taps and tap-away at the screen to move your hero, but the controls let you drag your finger around to move your hero. This works very well and it gives you pretty solid maneuvering skills.  One thing to not is that screen space is very limited on the iDevices. In Legendary Heroes the on-screen UI is minimal so you won’t need to worry about having a cluttered screen. While playing a round, you have access to a mini-map that shows where you and your teammates are (fellow heroes and minions) along with where your enemies are, as well as a few skill boxes and your hero info.  The way this is all set up makes it very accessible and above all comfortable to play.

In terms of the Free-to-play structure, Maya Games has done an excellent job of keeping it balanced and reasonable. It’s always good to have options, especially when it comes to IAP’s on iOS.  It has become apparent from previous games that if there isn’t some alternative to the IAP’s many people will be infuriated beyond reason.  It’s safe to say that in Legendary Heroes the IAP’s are in no way necessary. Basically, there are two types of currency, gold and crystals. Gold is gained by completing a mission, and crystals are gained by accomplishing all of the tasks/goals withing a mission. The currency is used to unlock power-ups and heroes. In total, there are 32 power-ups and 8 heroes to unlock. Of course, time is the only thing standing between you and the unlocks, and if you want to speed things up you can choose to stock up on the currency through IAP’s.

An important thing to note is that power-ups and skills are not the same.  While you play the game, your heroes will level up. Killing enemies and enemy structures will give you experience. When you level up, you get points that can be used to upgrade your hero’s skills. Each hero has 4 unique skills ranging from leap-attacks to teleportation. These skills are one of the keys to success in a mission. On the other hand, power-ups have temporary effects like extra health, bonus attack power, or more speed. These must be purchased each time before a round and are one-time uses. If you are confused about the power-ups just think about them like health potions. When you use them once, they are gone.
Maya Studios has taken the successful gameplay and free-to-play structure of League of Legends and essentially “ported” it over to iOS. The fact that they were able to make it flow so well on the small touch screen is nothing short of amazing. Of course the game is not perfect, and the lack of a multi-player mode could make or break its success. Future updates are on the way with new heroes and hopefully new game modes. At the price of free, there is no reason not to pick Legendary Heroes up today and try it for yourself.

Get it on iTunes: Legendary Heroes


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.


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!


CrimsonHeart – 0.99 [Launch Sale Price] (ANB Soft)

Action RPGs have flooded the AppStore over the last couple of years. This isn’t necessarily a bad thing. In my case, it’s driven me back towards Turn-Based RPGs, which I use to love as a young teen, but kind of feel out of until earlier this year. Anyway, with the insane amount of Action RPGs available to iOS gamers, it’s hard to think that any of them can really bring anything new to the table, or generally impress gamers to the point where they’re given hope for the genre again. Enter ANBSoft. Their title, CrimsonHeart, might just wind up being the game that changes your perspective.

CrimsonHeart puts you in a world where Humans and Demons have fought for control of the world, with Demons trying to control the Humans with force, and the Humans trying to fight them off with intelligence. Dragons act as judges, having both intelligence and strength beyond that of both races, they limit themselves from getting involved. Dragons are immortal, but fall into deep sleep every 200 years, which is when the fighting between Humans and Demons is in total chaos. You’ll play as Pochi, a young warrior who has all of this going on around him, and Ann, a young mage, who has no memory of who she is, or what is going on in the world around them.
The game starts you off in a Prologue , which is the game’s beginning tutorial. Here, you’ll control Sire Ka’arin, a level 90 character who will not die during the gameplay in the Prologue. You’ll be able to control your character with a joystick in the bottom left corner, and attack with a button in the bottom right, along with having 4 spells and spell attacks around the basic attack button, all of which use SP, which is displayed in the top left along with the character icon and HP gauge. In the bottom center of the screen is where you can find the healing and SP potions. One thing you’ll notice right off the bat is that your character has 360 degree movement. It feels very natural at first, but if you play CrimsonHeart for a while, and then go back to almost any other Action RPG, the movement will probably end up feeling clunky and un-natural. It’s a very big plus for CrimsonHeart’s gameplay.
Now, CrimsonHeart does have your typical main quest, then talk to people throughout the villages, and complete quests for them to get little items, or some extra experience, and that’s fine. But what also really helps out with leveling up and becoming stronger, are the additions of the Arena, Forging Equipment, and the Card system. With the Arena, you’re able to pay to battle it out against a certain amount of enemies. Once you beat all of the enemies, you’re sent back to the village where you entered the arena from. As you level up, and progress through the game, more arenas are opened up and made available for you. What’s nice about this, is that if you’re having problems with a certain part in the game, instead of going out and grinding in the fields, you can just pop into an arena a couple of times. The experience gained is carried over back out of the arena, as well as all of the equipment you might get from the battles. As for Forging Equipment, you can visit a blacksmith, and give him items to forge, which has the potential to make them stronger. There is also a potential that they will become weaker, but it’s a great thing to try out if you’ve got a bunch of extra items that you’ve picked up from going on quests. You never really know what you might end up with. The blacksmith is also able to craft items. If you have enough materials, he will be able to make some very strong items for you to use. The Card System is one of the more interesting mechanics of the game. If you’re familiar with Infinity Blade II’s Gem System, the Card System shouldn’t be too hard to grasp. Every town has a Card Master. This Card Master can combine cards, which can result in rare cards, and yes, getting a RARE anything in an RPG is always great, and the Card Master can also attach the cards to items that are not equipped, making them stronger.
The graphics and animations are also a huge selling point for the game. The graphics are some of the best I’ve seen within the genre, with loads of detail, and an insane amount of color. As you attack enemies, how much damage you’ve done shows up above their heads, a-la Borderlands, which I always thought was a very cool graphic addition for games. If the enemies hit you, the same thing happens, but the numbers are in red instead of a pale yellow. The environments are very well done, with great path layouts, and wonderful objects scattered around the worlds. The trees, water, grass, bushes, rocks, flowers, everything that’s in the game adds to the overall atmosphere somehow, which does help immensely when becoming immersed within the game. The world that ANBSoft has created is beautiful, and the creatures within it are all designed perfectly. On top of this, the animations for moving, walking, running, dashing, attacking, everything is so fantastically well done that after playing CrimsonHeart, pretty much all other Action RPGs are dull and boring by comparison.
With all of these great selling points, it’s easy to see why the regular price for CrimsonHeart is $4.99. But right now, it’s on sale for $0.99! Did I also mention that the game is UNIVERSAL? So if you’re a fan of the genre, or use to be a fan of the genre, and have been disappointed over the last year by the onslaught of Action RPGs released in the AppStore, CrimsonHeart is definitely a game that you NEED to check out. ANBSoft has become a development team that I will be keeping a very close eye on in the future. If their next games are even half as entertaining as CrimsonHeart, they’ll be worth buying. Also, a huge THANK YOU to the developers, for re-igniting my love of Action RPGs. I really can’t thank you guys enough. I hope those of you who end up checking this out will feel the same.


Sleepy Jack – 0.99 [Launch Sale Price] (Silvertree Media)

Silvertree Media’s first iOS release, Cordy, made quite an impression on gamers with it’s fantastic graphics, animations, music and gameplay. However, those who loved Cordy might end up wondering why Silvertree decided to take their second release, Sleepy Jack, in a more casual direction with the gameplay. Sleepy Jack feels more like a Disney’d-up Tunnel Shoot than anything else, having your character go through stages collecting orbs, shooting enemies and objects trying to block your path, and trying to beat level times. Not to say that Sleepy Jack isn’t worth playing, or that if you’ve got plenty of tunnel shooters, that you’re not missing anything if you skip on it, because it does offer up some very top notch gameplay, but those of you who were hoping for something a little more creative based on your experience with Cordy will most likely be disappointed at first.

Sleepy Jack puts you inside the dreams of Jack, the kid who owns the toy, Cordy. Each night, you’ll control Jack as he flies through 40 levels, split up across 4 different worlds. Each level has a 3 star ranking system, with one star for completion, one for collecting a certain amount of the level’s orbs, and another for beating the level’s par time. There are 3 different control schemes, one having virtual buttons for movement, using a double tap to make Jack do a barrel roll, one where you can hold on the left or right side of the screen for which direction you want Jack to move, and then swiping in the gameplay area to get him to perform a barrel roll, and tilt controls, which also give you two buttons, one on each side for the direction you would like Jack to do a barrel roll in. While you’re going through the stages, you’ll sometimes be able to fire projectiles. This is done automatically when your fingers are on the screen with the two touch screen controls. For the tilt controls, you’ll need to tap on the screen when you want to shoot. All three control options fit the game very well. In fact, I’m having a hard time finding out which control scheme I prefer, they are all put together that well.
As for the graphics and animations, well, they have that same Cordy look and feel to them, which is not a bad thing by any stretch of the imagination. Silvertree has done an outstanding job with the graphics in Sleepy Jack, giving the whole game a real dreamy look. Each of the 4 different worlds looks very different. In the first world, it looks more like you’re flying through the sky, and space, with clouds, asteroids, and stars all around you, while in the second world, it looks like you’re flying through a huge hole in the ground with dirt everywhere, along with shrubs, bushes, cactus, and huge rocks, and some levels have you flying high above the desert, looking down on everything. There is a lot of detail in the graphics, especially considering it’s a tunnel shooter game, and you’re flying by everything fairly quickly, Silvertree has done an amazing job making everything very polished. In fact, Sleepy Jack is one of the more beautiful games I’ve had the pleasure of playing on my iDevice. In the game’s iTunes description, it says that the graphics are ‘console quality’, though I’m sure most gamers with an XBOX 360 or PS3 would disagree, it would fit very well with other Wii games.
It would be great to see some additional modes added in the future, as tunnel racers are generally known for having more than one mode. Maybe a zen mode, where you didn’t have to worry about any obsticles or enemies, and could just zone out to the amazingly beautiful graphics, or a full on chaos mode where some of the harder enemy battles were thrown at you in waves, and you survived as long as you could with one life. There’s loads of possibilities when it comes to secondary modes in a tunnel racer game. It would also be great to see some unlockable characters, maybe be able to play with Cordy, and other toys that Jack owns. Even though there is a high replay value with the game already, it would just be nice to have some more variety with the gameplay.
Right now, Sleepy Jack is priced at it’s launch sale price, $0.99, which, even during December, is a fantastic price for this high-quality game. Yes, it is a tunnel racer, yes tunnel racers are not known for their deep gameplay, but once you look past the genre it’s in, and actually start playing it, and progressing through the game, you really start to see how much depth there really is. On top of the 3 star rankings for each level, which provide tons of replay value, there are 3 different difficulties (which also makes the game more accessible to younger gamers, as well as hardcore players), and Game Center + OpenFeint integration. Within GameCenter, there are leaderboards for the first 30 levels, as well as an Overall Score board, and OpenFeint has a board for every level, as well as an Overall Score leaderboard, along with both having 44 achievements. Silvertree Media can add their second title, Sleepy Jack, to that list of top notch, high quality, amazingly beautiful games that they started on with Cordy. I can’t wait to see what they’ll bring us in the future.


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


Mike V: Skateboard Party (Ratrod Studio)

The skateboarding genre is relatively untapped in the App Store. Games like Skater Nation and Skate It shined in their day, but they have since grown old and stale. A new open-world skateboard game from Ratrod Studio has just landed on iTunes and it plays like a blast from the past.

Controls are the selling point for this game. In most games, controls are what make or break the bank, and in Mike V: Skateboard party they nailed it. A joystick controls movement while 4 buttons are arranged in an orbital fashion to pull of jumps, grinds and almost any trick imaginable. Just about everything about the controls can be adjusted, from the size of the buttons to their placement. While the controls are smooth, the player movement is a bit clunky. When you start moving, there will be a bit of a lurch and then you will zoom off. But this doesn’t detract from the whole experience.

Another area that shines in this game is customization. From, looks, to shoes, to boards wheels and trucks, nearly everything about your player can be customized. Even better, almost everything that you change, from trucks to shoes, will affect how you play the game. This alone earns Ratrod Studio a big round of applause because no other mobile skateboarding game has really gone this deep.

In terms of variety of gameplay, Ratrod Studio has done a marvelous job as well.  Any open-world skateboarding game, no matter how great it looks or plays, will bore gamers to death if all you do is ride around in one area with absolutely no goal.  This game excels here in that you have 5 “massive” locations to choose from  along with three game modes, Career, Versus Multiplayer, and Free Ride. The locations are all fairly expansive and although devoid of life, there are plenty of obstacles and ramps to jump over, ride around, grind on, or ram into.  Different themes like the dark indoor skatepark or junkyard and the more pleasant, open community center shake up the mood of the game and add the overall console-like experience. In Career mode, you will play to gain experience and upgrade your character.  Upgrades range from speed and balance to spin, and leveling up these traits will help you dominate in multiplayer. In the Versus Multiplayer mode, you compete against one other player and see who can rack up the most points. Share your scores and domination via built-in Twitter and Facebook integration.  This is a pretty big addition to the other two game modes, and the social aspect gives the game a competitive edge. Free Ride speaks for itself. Just pick a location, and practice your tricks.

From the standpoint of someone who has played almost every console Tony Hawk game along with all of the iPhone skateboarding games like Skater Nation, Skate It, Mike V: Do or Die, TouchGrind etc., Skateboard Party is a near console-like experience. Although graphic quality needed to be compromised a bit to support lower-end devices, they still look better than the older skateboarding games. Also, with all of the features that are included in the game, it is amazing that this is an iOS game. Definitely join the party and see what all the buzz is about. Mike V: Skateboard Party is selling at a mere $1.99.


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;


Funny Hell – 2.99 (Bulkypix + Fazen)

Real time base defense games have generated quite a following in the iOS gaming world. Cartoon Wars was my, and probably a whole lot of other’s, first foray into this genre. Even though there’s not a whole lot of variety throughout the genre, they really seem to sell well, and are almost always fairly addicting. I recently was able to get my hands on Funny Hell, developed by Fazen and published by the ever popular Bulkypix.

Like others in the genre, Funny Hell has you sending out various characters to battle the enemy. However, in Funny Hell, you’re given a mission or two at the beginning of each stage, which does set it slightly apart from other titles. The first 10 of 50 levels, that are split up across 5 different worlds, each leading you closer to the center of ’hell’, and each having an available 3 ‘skull‘ ranking, are set up like tutorial levels, adding another character to the line-up, and getting you acquainted with the enemies, and gameplay in general. Most of these levels are completed when you send out a certain number of characters, or kill a certain amount of enemies. After this, the gameplay picks up fairly quickly, with the first real stage’s mission having you survive for 3 minutes and 30 seconds, which, believe it or not, can prove to be quite the challenge, not often, but sometimes to a frustrating extent. There are more of these mission type levels as you progress throughout the game, having you save up a certain amount of coinage, or kill a certain amount of one type of enemy. It does add some extra strategy behind the already fairly strategic gameplay. Each of your characters has a certain ability, generally either shooting a projectile, or having a strong attack. There are some which both fire projectiles and melee attack, but cost more as well. You will need to go through some trial and error figuring out which enemies require which units to be sent out to ensure the most possible damage is done, but once you figure it out, deciding when on the battle field they should come into contact with each other also becomes part of the strategy. You’re able to build an offensive attacking stone type character on the side of your base, which tosses projectiles out, but only within a certain range. If you’re having trouble with some enemies, sometimes waiting for them to make it down towards your base so that you can also attack with that stone character is the best course of action. It makes for some challenging, and entertaining gameplay.
There is no upgrade store, which is kind of upsetting, but as you progress through the game,
Funny Hell is controlled like most other base defense titles, tapping on the units you want to send out, which are located at the bottom of the screen, and swiping anywhere else on the screen to scroll left and right. There are also coins which pop up randomly as you are battling, and they bounce along the ground, disappearing fairly quickly, and are picked up by tapping on them. This might become a problem for some gamers, because as the coins are bouncing, sometimes in the heat of the moment, you can wind up trying to tap on a coin, and end up tapping on a unit to be sent out since they are directly beneath the bouncing coins, and when it happens, it can be incredibly frustrating.
The graphics and animations are fantastic. Graphics-wise, the game is fairly cartoony, and very vibrant with loads of color. The character and enemy designs are done very well, and fit the extremely vibrant cartoon looking environments to a “T”. The animations for attacking, movement, falling objects, coins bouncing around, death, they’re all fantastic, really adding quite a bit to the entertainment. The BGM that’s included with the game brings it all together to create one hell of a great base defense game.
Funny Hell is definitely a release that deserves it’s $2.99 price tag, and then some. Being universal, and coupled with incredible replay value, emphasized by the addition of GameCenter leaderboards for Coins, Killed Monsters, and Skulls, along with an incredible 60 achievements to try and unlock. There’s quite a bit of challenge here, especially if you go ahead and try and grab 3 skull rankings on each stage. Having missions for each of the stages does bring some originality to the game, which is great to see within the base defense genre. It looks like December is a great month for Bulkypix publications. Fazen has created an extremely polished, and well produced title, and I can’t wait to see what they bring iOS gamers in the future!