The Quadsphere has been one of my favorite development teams since I got a 2nd gen Touch. Their awesome shmup, Icarus-X has always been one of my favorites, and FMX Riders is a great Motocross Racer. But after not really hearing anything from them for a while, I was surprised when their newest release, Bounty Racer, hit the AppStore.
For those of you who have FMX Riders, you’ll be familiar with the menu setup and UI. It’s almost exactly the same. You have the option to flip the screen, which is great considering the game starts up-side-down, but unfortunately, this still leaves everything like pop-up notifications and GameCenter pop-ups at the bottom of the screen, which means that they wind up covering the controls, and can result in accidental game exits. The control set-up is also exactly the same, you can choose between auto and manual acceleration, as well as tilt, stick and button control schemes, with a tilt sensitivity option thrown in for good measure. The tilt controls work very well, as does the stick, though I prefer the button set-up, especially when playing on the iPad. Drifting is done easily by pressing the brake button while you’re turning. This, along with getting air from jumps and by using the environment, fills up your nitro gauge. Once it’s filled, you’re able to press the nitro button, and boost ahead. You’re also able to stack your boosts, which is fantastic.
There are 3 gameplay modes to choose from; Single Player, Bounties and Multiplayer. The Single Player Mode gives you 4 separate leagues which you can choose from, Rookie, Pro, Master and Elite, though Rookie is the only league which is unlocked at first, and as you progress through the game, earning stars in each race, you’ll unlock the harder leagues. In each league, there are 6 tracks with 3 different types of races in each; Race, which is your typical race against 5 other AI characters, Collect, which gives you 60 seconds to collect as many stars on the track as you can. This is the only mode which you do not need to follow the typical track layout, and do not need to cross the finish line. Your only goal is to find and collect all the stars you can in 1 minute. Elimination is the last type of race, and this is your typical elimination mode. You’ll need to race the other AI characters, and try to never be in last place when you cross the finish line, or else the race is over. Each track has 9 available stars, with 3 for each type of race.
In Bounty Mode, you’ll be able to race against other GameCenter players, trying to get the best time you can in each league’s track. Multiplayer is handled with GameCenter, and has auto-matching as well as the option to match up through your GC friend’s list. It allows up to 4 players to race each-other, and is probably where most of your time will be spent, after playing enough of the Single Player Mode to buy one bad-ass car in each league. Each race lets you save a replay, and you can also upload these replays directly to YouTube from inside the app, which is a great feature. I actually wish more games would allow for this to be done.
Every race has the potential to give you quite a few coins, and you can use these coins to purchase more karts. However, you’re only able to purchase karts which are available for that league, but this also means that as you progress through the game, better karts with better stats will become available to you. There are IAPs available for extra coins, but the pricing for the karts is great, needing to only go through about 5 races to get the best racer available in that league, but you can also buy a better-than-your-default-kart after the first race, so long as you come in first place. So basically, the IAP coins are there to help support the developers, if you so choose to.
There are some additions which would have made the game a bit better, being able to hold it’s head high next to the top Kart Racers in the AppStore; Having a mini-map, or progression bar in the HUD would have been a fantastic addition. There have been so many times while playing when I wanted to know where the other racers were, or how close they were to me. I know there’s nitro boosters, but also having some sort of power-up or special item system would have made the game awesome, though it probably would have made it seem a little too kart racer-ish, I guess you could say, this is a Kart Racer, and without it, the gameplay just doesn’t seem as action-packed.
Now, even though the player UI and menus are basically recycled from FMX Riders, there are quite a few iOS developers which do this, and it doesn’t really bother me. However, if it does bother you, you might want to keep that in mind when thinking about purchasing Bounty Racer. Being Universal and priced at $1.99, it’s a fantastic deal. There’s endless replay value, a wide array of karts, some great level design, very polished graphics, though not many animations or extra effects, like dirt, snow or water flying up, it’s still a very well made Kart Racer, with some great gameplay. If you liked FMX Riders, Bounty Racer is a game you’ll enjoy just as much, if not more so. The Bounty Mode does add some pretty competitive gameplay, and being able to upload your replays directly to YouTube is awesome, but if you’re looking for another Sonic type Racer, this isn’t really going to appease you. But if you’re a fan of the genre, this is definitely a great game to have in your collection.
Endless games are a staple of the AppStore. Almost everyone has more than a handful of them, and even if you’re sick to death of all of the endless runner/climber/diver/jumper releases, chances are, there’s at least one or two (or ten) that will never leave your iDevice. Captain Antarctica, FDG’s newest release developed by Ideal Bureaucracy, might just wind up turning into one of those rare titles. At the moment, Captain Antarctica isn’t an Endless Runner, per say. It’s level based. But there is an endless mode coming in a future update.
You’ll control Captain Antarctica, a penguin who’s on a mission to save his family. After his wife and children were kidnapped, Captain Antarctica decided to team up with a wacky scientist who’s invented an underwater jetpack suitable for a penguin to wear. Now it’s up to you to make your way through 6 different levels, each with a boss battle at the end, and manage to save your wife and kids.
Captain Antarctica is a diver. You’ll need to dive down into the depths of the ocean in order to defeat each level’s boss, and move onto the next one. Fortunately, these 6 levels will take multiple replays in order to beat the bosses. Each time you make it through the stage and down to the boss, you’ll be able to attack him once, knocking off a piece of armor, or injuring him. Also adding to the amount of times you’ll play through each level are objectives. These objectives help you earn coins which you can use to upgrade and buy equipment in the shop.
There are IAPs included in the game, but these are, like most games, only if you’d like to outfit your character with all of the best gear right when you get the game, or want to show your support for the developer, sending them a couple extra bucks.
In the shop, you’ll be able to purchase Utilities, including extra health, a better flashlight so that you can see better in the deep dark ocean, rescue buttons, which let you stay alive if you run out of health, and rush kits, which torpedo you down at light-speed. Bonus items are also available to be upgraded. You can increase your booster, upgrade your magnet, get a better shield, or upgrade your portal gun. There’s also cosmetic upgrades for your jet, you can purchase a trash can, flower, fruit, smiley, Soviet and more jets. Unfortunately, none of the jets increase your speed or agility, and are strictly cosmetic, though it would have been great if each of them had stats.
As you make your way through each level, you’ll be able to collect goldfish and various power-ups while avoiding the wall’s edges, sea urchins, fish, bombs, and other hazards. As you collect the goldfish, you’ll fill up your jet’s booster gauge, which will propel you down to the depths quicker once filled.
The graphics and animations are fairly polished, though having some better animations for when the penguin collides with objects, instead of just having him flash, and having explosions when you come into contact with bombs, would have been great. The comic strips however, look fantastic, and are one of the definite highlights of the game. The music and effects are a little cheesy, but they fit the game well.
Captain Antarctica is priced at $0.99 for the iPhone, and $1.99 for the iPad version. There’s not really a lot of content, but with the added objectives, and soon-to-come endless mode, it definitely has a chance of staying on your device for a while, especially if you’re interested in competing on the GameCenter Leaderboards for Total Coins Earned, and Total Distance Traveled. There’s also 32 achievements, adding quite a bit to the replay value. The addition of bosses at the end of the levels is great, and does kind of help the game stand out. However, not really being able to do battle with these bosses is a bit of a let-down. Having the penguin have to attack certain spots at a certain time would have been awesome. But there’s still enough here to keep endless gamer fans happy, and playing until they complete the game 100%. It’s definitely another nice FDG release. I can’t wait to see what they publish next.
Shmups have really seemed to expand outwards and spawn some new and interesting genres, especially since the introduction of the AppStore. Dodging games like FlipShip, Tilt To Live and Silverfish; Dual-Stick exploration like Isotope and Inferno; Survival games like ElectroMaster, even the endless genre has been touched resulting in games like Hypership Out Of Control and the wave-based Enborn-X.
Taking a page out of ElectroMaster’s book, and expanding even more on it, 2dgames.jp has recently released their bullet hell survival/dodger, Tameuchi.
Tameuchi is a bit strange, well, it’s not very surprising that it’s a bit strange, it’s created by Japanese developers who obviously have a taste for the cute and out of the box thinking. You control a little girl up against wave after wave of purple jelly looking creatures, milkboxes, pudding, and more who all seem to have a wide array of bullets and projectiles all ready to take you out. The good news is, you’ve got an endless supply of bullets, can fly, have proper shielding, can level up, and are able to regain health by collecting bananas.
The controls, like most iOS games, are fairly simple. To move, you just need to touch down anywhere on the screen, and drag your finger in the direction you’d like to move. While you’re doing this, you’ll be charging up your bullets. Once you let your finger off of the screen, your bullets will be released, and the carnage will begin.
As you collect green and yellow bananas, your projectile charge bar, and health will be regenerated, you’ll also be able to level up as you progress throughout the game, killing everything in sight. Once you level up, your charge gauge will get bigger, and your projectiles will get stronger, being able to take out more and more of the ever increasing onslaught of enemies. As your rank goes up, the enemies will get stronger, and more of them will attack you all at once. Their bullet patterns will also get more complex. What really helps out, is that while you’re charging your bullets, you’re able to suck up some of the smaller bullets with your charge shield. However, you can only absorb a certain amount before you wind up taking damage. Also working in your favor, once you defeat the milk carton, or pudding, all of the bullets on the screen turn into collectible bananas.
Priced at $0.99, it’s a fantastic game to pick up if you’re a fan of the slightly weird Japanese gaming culture, or are into dodging/bullet hell titles. The only bad things I can say about the game is that there is only one game mode, it’s not Universal, though, the game still looks great in 2X mode, and there’s absolutely no leaderboards. That’s right, not even local boards, it does save your highest score, which is a plus, but nothing else. GameCenter integration, as well as more modes would make Tameuchi one hell of a game. But for 2dgames.jp first at bat within the AppStore, they’ve hit, at the very least, an inside-the-park homerun.
If you’re interested in the game, but don’t know whether or not to take the plunge, check out Tameuchi Lite.
****After writing this review, I contacted the developer and asked if GameCenter would be added in a future update, they said that yes, it would be, and asked us to be patient. =o)
So those of you holding off on the game because the lack of it, it will be implemented in the future. *****
I’m generally not too big a fan of racers on the iOS. Even on console platforms, racers have almost always seemed a little dull after getting addicted to Kinetica on the PS2, and wasting a good 200+ hours of my life playing it. But there are a few that have that special spark that makes them stand out above the crowd. QuBIT, Protoxide, jAggy Race… and now I can add one more racing title to that very small list of mine; AXL: Full Boost, developed by SpinVector, an Italy based, 15-person studio who’ve won numerous awards. Now developing titles for the iOS, AXL: Full Boost is their second iOS title, the first being the award-winning BANG! With 10+ years of experience under the belt, it’s no surprise that at first glance, AXL looks amazing. But, as with other games that look amazing, the gameplay that lies underneath all the special glitz and glamour can make or break the game.
Using technology developed by another Italian company, Raylight, AXL: Full Boost stands out by including orbs into the racing. These orbs can either be used to boost your racer, reaching insane speeds, or you can use them to take advantage of power-ups found throughout the tracks. The catch is, when you use these orbs, they’re left behind you, giving your opponents the opportunity to pick them up, and use them themselves, adding an extra little layer of strategy to the gameplay.
The technology also allows for Quick-Time Events. This is used for very sharp turns within the game. Whenever a sharp turn is coming up, an icon appears on the center of the screen, letting you know which direction you’ll be turning. When this does pop up, you’re able to twitch your device in that direction, and have your racer attach itself to a track within the turn, letting you keep up your high speed racing, and focus entirely on the racing and orb collecting/strategic aspects of the game.
Looking at the screen-shots for AXL, it’s very clear that the graphics for the game are top-notch. The futuristic, clean, smooth, minimal look of all the buildings and racers definitely creates an intriguing atmosphere. Also pretty noticeable is the draw-distance. In most iOS games this is usually pretty short, but with AXL, the minimalistic graphics help to allow the developers to make the draw distance fairly large, which is a huge plus, and something that I hope is taken advantage of more within the genre.
Once you get into the game, you’ll notice that not only do the graphics stand-out, but the automations are also fantastic as well, drawing you into the game even more. One of my favorite animations in the game is when you break, and get ready to boost, and your whole racer changes shape. It definitely adds to the feeling as well as style of the game.
Like a lot of other racers out there, there is a story intertwined with the game. In 2099, the environment collapsed, and humanity needed to find a new energy source, in 2123, HEX a new form of renewable energy was found. In 2150, Shifters, shape changing racers, were built using HEX, and after that, large corporations create newer and better Shifters, and the AXL Division of racing is established. This is where the game starts.
At the beginning, like most racers, you’re only able to choose between one Shifter, and have to go through training missions before getting into the real gameplay. You also find out that you’re responsible for the loss of 55 Pan-American engineers. You were expelled from Rotco Global Defense Corporation, and have been sentenced to 4 years of civil labor. Later, found with contraband, you’re currently waiting for sentencing from the courts. Ikuma Energetics, a racing company that has scouted you out, has the power to suspend any criminal proceedings for the duration of your apprenticeship. Lucky you, you get to race Shifters.
There is loads of content within the game, 3 different modes; Starcade (or Story/Carrer Mode), Free Run, and Custom Race. As you progress through Starcade Mode, more tracks, and more Shifters will become available to you, there are 12 total, each having different statistics. Starcade Mode offers up 71 different races spread across 7 different locations. Free Run lets you practice on any one of the tracks that you’ve already reached, and Custom lets you race against however many opponents you want, and lets you decide if there’s power-ups included or not, as well as which track you race on.
In the options, you’re able to adjust the Effects, and Music volumes, as well as change the view from First Person, Near or Far views, and adjust the sensitivity. Unfortunately, there is only a tilt control scheme, which really does have an effect on the gameplay. Even though you can adjust the sensitivity, until you get comfortable with the controls, more often than not, you’ll find yourself bouncing from wall to wall, which effects you more than you might like. With the Quick Time Events included in the tracks, you need to be going full speed to use them, which means that you can not accidentally touch the wall of the track, and need to have an orb for boosting right before it, which can result in your Shifter smashing right into the wall of the turn. Without orbs for boosting right before the QTE turns, you’ll need to take the sharp turn on your own, which almost always results in bouncing off the walls even more. But if you have the patience and determination to stick with it, and most likely play track more than once so that you can learn them, the controls become less and less of an issue as you make your way through the game.
Running at a smooth 60FPS, even on my 4th GEN Touch, which, with each passing week, is becoming more and more obsolete, and has fantastic tracks, amazing graphics and animations and great music and effects, with outstanding stand-out of the crowd mechanics with the orbs, power-ups, and turns. There are also 24 achievements, and 14 leader boards included in GameCenter, which definitely adds to the replay value, which is, of course, already fairly high. Sadly, the game is not Universal, which means you’ll be playing it in 2X mode if you’ve got an iPad. AXL: Full Boost is priced at $2.99, which is a fantastic price. Fans of the genre should definitely pick this up. It stands out in a genre full of like-minded titles, offers loads of content and basically endless replay value. It could very well wind up being the best racer available for the iOS, maybe even one of the best racers available on any gaming platform.
Old-school retro score-chasing arcade games have quite a following, especially in the iOS world. With so many older gamers coming back to the scene, finding out that they can enjoy quick gameplay sessions on their phone, it’s not really a surprise that there’s so many of these games available in the AppStore. Dom n’ Tom’s Bug Hunt 8-Bit is a prime example.
The main goal of the game is to eat as many bugs as you can, getting the highest score possible. With bugs going back and forth across the screen, and mixed in with bees, which kill your character, it’s simple, quick gaming. Controlling your character is easy, just place your finger on the screen, and drag left and right to move your little frog, and swipe up and down to move his tongue. Once you have plenty of bugs stuck on your frogs tongue, drag it back down so that he can eat them, and get the points. Sadly, this is the only control setup, no virtual buttons for those of you who are comfortable with them.
There are 7 levels, kind of set up like Tetris’s levels. Each progressive level will give you more bunches of bugs, at a faster speed. While you’re playing, your level will increase as you catch more bugs, but you can choose to start at a specific level if you like. The background colors change as you play, but there are no real different environments.
Unfortunately, this is all the game has to offer. Yes, it’s simple, yes, it has great retro graphics, and yes, it has the potential to become very addictive. But with only one gameplay mode, no power-ups, only 3 different bugs, and the biggest disappointment, no online leader boards, there’s not really much there to pull you back to the game after you play it a couple of times.
Bug Hunt 8-Bit is great for those little spaces of time when you have a minute or two to waste, and being Universal and priced at $0.99, it’s not bad if that’s what you’re looking for. But if you’re hoping for something that will totally draw you in, and have you coming back to compete for high-scores, it’s lacking. Released last year, and not receiving one update, it’s not looking like that will change, but hopefully more attention is given to this little game with tons of potential so that Dom n’ Tom maybe get the push they need to take advantage of it.
Sunny Tam, developer of two of my favorite shmups on the iOS, Danmaku Unlimited and Storm Strikers, has just come out with another title. This time around, it’s not a bullet hell, but it’s still seemingly influenced by Japanese culture. Rainbow Tissue Cat, a Super Crate Box type title where you try and hit birds and collect stars while avoiding bullets and samurai stars was released a couple weeks ago, and if you’re a fan of the SCB genre, or just love cats, Rainbow Tissue Cat is for you.
Starting it up, you’re able to choose to play the Morning Stage. Afternoon and Evening are unlocked after you score a certain amount of points. Your castle is under attack from swarms of woodpeckers, and you need to take care of them by bouncing on your special roll of toilet paper. The controls are easy to use, and surprisingly accurate. Tilting your device moves the cat left and right, while bouncing is done automatically, ala Bean’s Quest. It would be great if virtual buttons were added to the game, since it is Universal, and tilting an iPad plays hell on your wrists.
The graphics are great, and super cute, with the background colors changing depending on what time of day/stage you decide to play in. Each time you start up a new game, the layout of the platforms changes, which kind of makes it feel like you’re playing in a different stage each game.
There are three types of blocks which you’ll be able to bounce on, big, small and blocks with arrows. The bigger blocks stay in place, while the smaller blocks drop down and disappear after you bounce on them, reappearing a short time later, adding to the challenge of the game, and the arrow blocks bounce you higher than you normally would. There are also two different types of birds. Your regular birds, and then pink birds, which, once you run into them, will give you either a 2X points multiplier, a power-up which slows down time, or a special ‘more birds’ star, which sets off a huge wave of birds.
Each time you hit a bird, they will drop a star. These don’t add to your total level score, but they can be collected and used to unlock different suits for your cat. There are IAPs, but these aren’t pushed on you at all, and are really just there if you want to support the developer, and get a couple of different looks for your cute little cat. You can also earn stars by getting promotions, this is done by hitting a certain number of birds as you play through the game.
Like you might expect from a developer who’s done Bullet Hell titles in the past, the scoring system is a huge plus. For each bird that you knock down, you’re given 1 point, unless you can hit them in a special spot giving you a critical hit which is worth 10 points. Unfortunately, this spot isn‘t really clear. Sometimes you‘ll get it if you hit a bird on it‘s stomach, sometimes if you hit it on it‘s tail, sometimes directly in the face. If you manage to hit a bunch of birds in one jump, it’s a combo, and this is where the real points are. Collecting combos adds a bonus combo score at the end of your game, which can boost your score up quite a bit.
Rainbow Tissue Cat is Universal and priced at $0.99. It’s supported by GameCenter with 13 achievements and 3 leader boards, one for each time of the day, adding a bunch to the replay value. Fans of the Super Crate Box genre should definitely check this one out. The only thing it really needs is a nice tutorial, explaining the scoring, power-ups, and what not to come into contact with (the first time I saw a samurai star, I thought it was a special power-up, and then died).
I’ve been a fan of Cave games for about 4 years now, after playing ESPGaluda and ESPGaluda II on a friends PC, and DonPachi on his PSX. Since then, I’ve been on the lookout for any Cave titles I could find. Once they started hitting the AppStore, I knew I would be hooked for life. Now, after 6 iOS releases, 2 HD re-releases, and a whole hell of a lot a bullets, we finally have a BLACK LABEL version on the iOS. Bug Princess 2 (Mushihimesama Futari) Black Label. And I can finally find out what all the fuss is about regarding these Black Label versions of Cave games.
First off, the price. It’s not normally something I worry about too much, the AppStore is filled with dollar bin gems and ports of titles slashed down to less than a quarter of their original or other platform prices. Yes, a dollar here and there adds up, but when you can get between 20 and 60 games for the price of 1 XBOX or PS3 game, it’s very hard to complain. But is getting a different version of a game that’s already released on the iOS for double the price (or for the price of BOTH Mushihimesama AND Mushimesama Futari) of the original really worth it? When it comes to Cave, most fans will say ‘yes’, and in a heartbeat. Especially when the words BLACK LABEL are attached to the title.
Bug Princess 2 Black Label is basically like the original (vanilla) version. You’ve got 3 different gameplay modes, Original, Maniac, and the coveted God Mode. Then there’s the huge list of tweaks that are included in the Black Label version; Background colors have been changed, gems are darker, every mode contains more bullets and they’re faster, God Mode has been added while Ultra Mode has been removed, harsher penalties for bombing including a reduction of 6000 on the gem counter and a zero end game bonus if you finish the game with no bombs and Extends (Extra Lives) are different; 100 and 200 Million for Original Mode, 150 and 250 Million for Maniac Mode and 350 and 700 Million in God Mode.
The biggest changes are that every stage has numerous changes with the enemy and bullet placement and patterns, bullet patterns for the bosses have changed, are faster, and boss fights are harder, shot types are no longer available, instead you have a mix of Normal and Abnormal and a new TLB “Spiritual Larsa” has been added in God Mode if you no-miss (including the Stage 5 Boss Battle).
TLDR: It’s been completely re-done, and feels like a new Cave game.
The main reason Cave fans will probably wind up buying BP2BL is for God Mode. But once you actually get into the game, and see how much has changed, the new Original Mode, new bullet patterns, and new enemy layouts, chances are, you’ll get hooked all over again. The new Original Mode really stands out, as the difficulty at first glance doesn’t seem too impressive, especially when compared to God Mode, but after you get the hang of the scoring system, Original Mode becomes just as entertaining as God Mode. Needing to stay up in the top 1/3 of the screen for most of the game makes the difficulty shoot up, as does figuring out when and where enemies are going to pop out, and which ones give off large quantities of gems, which is how you shoot your score way up. All 3 of the modes have been equaled out, each having their own fantastic mechanics, not one of them being out-shined by the other, and each one offering up endless hours of replayabilty.
Control-wise, BP2BL is like any other Cave title. Relative touch controls with a 1:1 ratio. They’re some of the tightest controls you can have in a shmup, which is very important when it comes to bullet hell titles. Considering there’s literally thousands of bullets flying at you, being able to weave and dodge through them all is what it’s all about, and the developers over at Cave Mobile have done an outstanding job making sure that it’s as smooth and fluid as it can be.
With BP2BL being Universal, the graphics are a bit better than DeathSmiles and DoDonPachi Blissful Death, but not quite as impressive as the HD versions of ESPGaluda II or DDPR, which is kind of disappointing. Especially with BP2BL having an XBOX 360 version (Mushihimesama Futari Black Label), I was hoping that the graphics would be a little more clearer, but the menus, and dead zone around the gameplay area look super crisp and sharp.
Bug Princess 2 Black Label is basically a Cave title that will only appeal to hardcore Cave fans. With so many gamers complaining about the price tags of their previous releases, I doubt many of them would be interested in grabbing a $14 suped-up version of a game that they’ve already bought. But for extreme fans of the Bullet Hell genre, knowing that Mushihimesama Futari Black Label is one of the best, if not the best, Bullet Hell title you can expect to experience, and with copies of the game on the XBOX selling between $40 and $120, the price-tag isn’t really a deterrent. There are IAPs, but they’re set up like they are in DoDonPachi Blissful Death, all basically for cheating, and making the game easier (less fun). There is a Boss Mode, which takes you through the bosses of either BP1 or BP2, but you’re given 1 free play a day, so it’s not a required extra purcahse if you want to check it out, only if you want to play it more than once a day, which you might after you’ve gotten your fill of the main game. But by then, another $6.99 for the mode, and endless hours of entertainment will probably seem like a decent deal.
Here’s hoping BP2BL sells well, and that it pushes Cave to port over more of their Black Label titles; ESPGaluda II Black Label, DoDonPachi DaiFukkatsu + Daioujou (Blissful Death) Black Label… I’d jump through hoops (actually, go to more severe extremes which I probably shouldn’t say) to have them all available in the AppStore.
For those of you into RPG titles, last years release of Squids, developed by The Game Bakers, was a great one. It was a casual action RPG title that definitely stuck with people, and managed to stand out in a genre full of clones, copies, and repetitive release after repetitive release. Since then, fans of the game have been waiting for the epic continuation of the story, and now it’s finally here with the release of Squids Wild West. Steev and his friends are on a quest to find Winnick, and save the underwater world from the evil Black Ooze taking over. And it’s just as memorable an experience as the first.
Squids Wild West is just what you’d expect in a sequel. The same great characters, graphics, mechanics, and type of story, merged with new characters, new mechanics, new hazards, and new enemies, and like all fantastic sequels before it, you don’t need to play the previous title to fully enjoy the second. Controls are just like they were in the original Squids, you move your characters by slingshotting them around the level, knocking them into enemies, and getting them in position to use their special powers.
Each squid is one of 4 different types of character; Shooter, which is able to shoot pearls at the enemy, Trooper, who can produce a large shockwave, knocking all enemies around it back and into anything behind them, Scout, who can dash without costing it any movement points, and Healer, which heals characters just by bumping into them.
As you progress throughout the game, you’re able to collect many new hats, all of which, you’re able to transfer their powers/stats to the squids who can equip them. This is a huge plus, as it gives you more of a drive to collect and purchase all of the hats you can, because doing so makes each of your characters that much stronger. Hats are unlockable after certain levels, and can also be found in chests throughout the game. It’s a good idea to try and explore each of the levels thoroughly to make sure that each and every item is found.
Exploring is also required if you want to try and grab the 3 stars that are available for each level. One for finding the secret star, which is hidden somewhere in the level, one for getting all of your characters through the level without dying, and the last for making it through the level in a certain number of turns. This also adds some replay value to the game, but if you’re willing to play through each level twice, you should be able to snag each of the stars, as well as earn some extra pearls which you can use to upgrade your characters and buy hats in the shop. There are IAPs in the game, but it is in no way pushed towards buying them. You’re able to earn more than enough of the game’s currency, which is pearls, just by playing through each of the games levels once.
With new mechanics, like warping whirlpools, stables and creatures which you’re able to ride, 12 characters to choose from and make up your team, tons of new levels, new areas, new enemies, and tons of stuff that made the first Squids such a fantastic game to experience, Squids Wild West, being Universal, and priced at $0.99 is a MUST BUY for anyone with an iDevice. It’s a great adventure for hardcore RPG players, as well as casual iOS gamers, and provides hours and hours of great entertainment. Squids Wild West is definitely going to wind up on my top 10 games of the year list.
Every time a new shmup hits the AppStore, I get extremely excited, especially when it’s from a well known developer. Iskandar, developer of Bit-1, Brutal Fantasy, Cut Him Up, and the ever popular shmup, Buster Red, has just released a follow-up to Buster Red called Buster Spirits. This time around, Iskandar has created a shmup more directed towards fans of the genre than another casual shooter.
The first thing that stands out about Buster Spirits are the new graphics. Even though they’re retro-inspired, and look old-school, they’re a huge change from Buster Red, which had a more cartoony look to it. But aside from the graphics, like most sequels, Buster Spirits is a lot like it’s predecessor. The game is level based, containing 20 separate stages spread across 4 different worlds, and having 4 huge boss battles. There are also tons of enemies with randomized power-up drops, but in Buster Spirits, the enemies also drop coins, which you’ll need to collect to build up your score.
Now, unlike Buster Red, Buster Spirits contains a new scoring mechanic which definitely adds to the hardcore feeling of the game. Grazing. Just mentioning the word gets shmup fans charged up. Buster Spirits gives you bonus firepower for grazing bullets and enemies, which can result in clearing out screens after screens full of enemies in a flash, and adds a ton to the difficulty, as well as the fun, factors.
Unfortunately, it’s not all great. There is no main menu, and no options for the game. Considering the controls are more like a Minter game (think Gridrunner) and there’s no option for 1:1 relative touch controls, it’s a pain to get into. Constantly re-adjusting your finger, and under/overcompensating for the extra space your ship will move while trying to dodge huge amounts of bullets of enemies gets very frustrating, very fast. This is kind of a shock, because Buster Red’s controls are fantastic 1:1 relative touch, so it’s strange that this was left out of the sequel.
Also, there’s only one Mode in the game, whereas Buster Red has a Boss Rush Mode, and an Elite Mode. This doesn’t really take away from the replay value, because there’s always a high replay value when it comes to shmups, and GameCenter leaderboards, but it does take away from the feeling of a complete game. Almost every shmup in the AppStore either has Arcade and iPhone Modes, Boss Rush Modes, Practice Modes, or more, and not having this included in Buster Spirits does make it seem kind of incomplete.
There’s also no difficulty settings, and only one ship to choose from, which, when it comes to shoot-em-ups, is a very big deal. Considering almost all of these things were included in Buster Red, I can’t help but wonder why they were left out of it’s sequel. But priced at $1.99, and being Universal, if you’re a shmup fanatic, it’s hard to pass up another Buster title. Unfortunately, you might not be too pleased with the product. Hopefully Iskandar Inc. adds to the game in future updates, but as it is now, it’s a hard recommendation, even with some great Buster titles under their belt.
It’s always exciting seeing a new coming development company come to the AppStore, especially when they have previous iOS experience, release their first iOS game. Suspect In Sight, from Jujubee Games (founded in 2012 by ex-Projekt RED, Traveler’s Tales and Infinite Dreams developers), is their first release, and it shows that they have quite a bit of experience behind them.
Suspect In Sight has you controlling a helicopter, chasing suspects cars, lighting them up until the police can take them out. The game has 4 separate game modes, and 3 cities to chase the criminals in. the main game mode is the campaign, where you’ll gain experience points and chase down wave after wave of cars until your time runs out. Starting in Miami, you can choose between two different control schemes, tilt and joystick (on the left or right side of your screen), and are given a basic helicopter to start off with.
As you chase down the cars, gems are given to you after each capture which add to your overall score. There is a multiplier gauge as well, which increases if you can keep the cars in your spotlight until they’re taken down. Each car also adds 5 seconds to your time limit, and there are also “?” scattered throughout the stages which give you little bonuses, like extra time, increased speed for a short time, extra points, stopping the cars for a short time, and more. Experience is gained depending on how many suspects are arrested, how many waves you complete, and your time played.
Leveling up is required to unlock the extra modes. Race for Gems Mode has you following a stream of gems throughout a level, trying to get them all in the shortest amount of time. As for the other two modes, AC-130 Mode, and Bird of Prey, I haven’t been able to unlock those yet. Which brings me to pretty much my one and only complaint with the game.
Unlocking modes requires you to reach certain levels by gaining experience. Race For Gems requires Level 3, AC-130 – Level 7, and Bird of Prey – Level 12. After playing for about an hour and a half, I managed to reach level 4. Generally, each game takes about 5 minutes, and only nets between 300 and 600 experience points. Level 3 is at 5,000 experience points, and level 4 is at 10,000 experience points, with level 5 at 15,000 points. With the gameplay being pretty basic, and everything that might make the game a lot more entertaining locked away when you first pick the game up, the grind to get up to level 12 (which is when Bird of Prey is unlocked) can turn out to be long and boring. I’m assuming others are experiencing the same type of grind, as I’m currently #11 out of 5,125 players on the Highest Score board, and #18 out of 5,141 players for Total Experience Points.
This is pretty disappointing, considering how great the graphics are, and how much potential the game seems to have right now. GameCenter leaderboards for Highest Score, Total Experience Points, and Best Time in the Race For Gems, along with 18 achievements. Being Universal, priced at $0.99, and having loads of replay value, it’s a great game that all action/arcade + high-score chasing fanatics should check out. Hopefully the experience points required for leveling up will be lowered, or the next helicopter I unlock (whenever I reach whatever level I need to reach in order to unlock it – it doesn‘t say when it is unlocked) helps me gain experience points faster. In the beginning it’s a pretty big downer seeing how long it’s going to take to unlock all of the modes.