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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.


Review Rewind: Super Drill Panic

Along with Bonpeach’s wonderful arcade title, Explodables, exactly one year ago we also reviewed a great game from a little development company known as Orange Pixel. You might have heard of them. Their title, Super Drill Panic, was released as a FREE game, with ads. There was no IAP for removing ads, but soon after, Super Drill Panic was updated to a paid game, removing the ads, and giving everyone who downloaded the game for FREE, the full paid version. SDP has only received 2 updates since it’s original release, but luckily, it’s not really a game that needed any major updates, and is still one awesome score-chasing arcade game. If you have yet to pick it up, it’s, as you might imagine coming from the amazing OrangePixel Studio, definitely a must own game. 
**Note: This review was written after playing Version 1.0.
Super Drill Panic is the new retro arcade game from Orange Pixel, the developers of the awesome Meganoid and Time Chaos. In Super Drill Panic, you’ll make your way through 30 Levels along with two Endless Arcade Levels, while collecting coins, to upgrade items in the shop, hammers to smash through platforms, treasure chests that hold letters (spelling out DRILL once you collect all of them in a world), hourglasses that give you some breathing room, key cards that let you open doors, and glasses that make you invisible, all while trying to escape from a huge boulder trying to crush you or the jail bars from coming down on you. 
Orange Pixel caught the attention of many gamers when they released the great platform game, Meganoid. This time, they have stuck with the retro graphics, but tried something new. Super Drill Panic is free. That’s right, free. It has ads, but you can’t complain when you’re not paying anything to play this great game. And it is one great game.
Aside from the awesome retro graphics, you’re given two control options, tilting, and virtual buttons, right on the bottom right side, and left on the bottom left side. I prefer the buttons, as most tilting games get on my nerves, but here, you can make quick turns more easily, and it just plays better while using the button setup. 
Throughout the 30 levels, you’ll encounter 6 different environments, along with 2 more in the arcade modes. Each environment has different colors, and different obstacles, but the goal is always the same. Make it to the bottom of the level without loosing all your lives while collecting as much as you can.
In the shop, you’ll be able to upgrade your hammer, to smash through more platforms, your time, which pauses the boulder longer when you pick up the hourglass, your running shoes, which makes you run faster, another time, which pauses jail, burglar vision, which lets you stay undetected longer, and your key tech, which lets you open more doors.
There’s two different characters available to play with, the female is unlocked after beating the first 15 levels. Each has a different set of worlds to go through, different shops, and different arcade levels. With the male character, you try to make it through caves while stealing the treasure and avoiding the boulder, kind of like a vertical version of hook champ, minus the hook, while with the female you try to escape the building after breaking into a vault, avoiding the bars coming down on you. 
There’s plenty of challenge, as getting a high ranking at the end of each level is pretty decently hard to accomplish. The graphics are Orange Pixel Retro goodness, sounds, music, it all feels like an old-school Nintendo game, filled with action. I do, however, wish that I could get rid of the ad bar on the top of the screen, even if it was with an IAP, as I do feel this game is worth a buck or two. The arcade levels do add quite a bit to the replay value, but once you upgrade all your items, the replay value goes down quite a bit. For free though, it’s an amazing game, and highly recommended.
**Note: Super Drill Panic is now priced at $1.99


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. 


Dragon Island Blue [NNT Resonant] – $0.99

Over the last year, we’ve seen quite a few ‘Pokemon’ like games hit the AppStore; Mighty Monsters, Pocket Summoner, Minimon, MinoMonsters and more, with even more slated for future release. MinoMonsters was a decent Pokemon-esque experience, but with some recent updates has pretty much gone down the drain, and no one else has really nailed the different aspects of gameplay. Well, NNT Resonant (Cats Away [$0.99], iGADGET [$2.99], Berzerk Ball [$0.99], GemCraft [$2.99] and Hex Empire [$0.99]) is now taking a crack at the genre with their new release, Dragon Island Blue. 
Dragon Island Blue tells the story of a young boy who’s found a dragon egg, which, for a long time, were thought to be extinct. This starts your journey of collecting, battling, evolving, destroying and mixing over 200 different monsters. Starting off, you’re able to pick a element for your dragon; Earth, Wind, Fire or Water. Like NNT Resonant’s previous release, Cats Away, D.I.B. starts off pretty slowly, requiring quite a bit of ‘grinding’ before you actually get into the real meat of the game, but once you do make it through the slow beginning, the game starts to really shine, turning into one of the best Pokemon-type games available for the iOS. 
When you start off, you’ll only have access to one area. This area contains a main village, a forest, planes, and a cave. Movement is done by tapping on selected areas of the map, with battles popping up randomly. Once you’re in a battle, you’ll have two different options for control. One, lets you select the attack you want to pull off, and then select which enemy you want to attack, while the other has you swipe over the enemy you want to attack in the direction of the arrow on each attack card. 
Depending on which attack you use, you’ll be knocked back in the battle sequence. The battle sequence determines who attacks and when. If you use your regular attack, you’ll be given a lower number, and a higher number for a stronger attack. Each turn that’s made will decrease this number, and once it reaches zero, you’ll be able to attack again. 
There is a bit of strategy within the battle system, given the battle sequence and various attacks that you can use. But also, when you’re thrown into battle, you’ll face an unknown number of opponents. This plays into how you’ll attack each of the enemies. Up to 3 enemies can be on the screen at once, but in the upper right corner is a number showing you how many back-up enemies will appear once you defeat the starting line-up. Not only do these mechanics play a part in the battles, but also which elements your creatures are. Each element has a strength and weekness; Fire beats Earth, Earth beats Wind, Wind beats Water, Water beats Fire. If you’re up against a bunch of Earth creatures, you’ll want to use your Fire creatures more often because even their regular attacks will be stronger that usual. 
As you battle creatures, you’ll also be able to capture them. This is done by purchasing Bronze, Silver and Gold cards in the town’s shop. Each type of card has their own capture percentage when up against creatures, depending on how strong they are. Once you capture a creature, it’s automatically added to your line-up. As you level your main character up, you’ll be able to hold more and more creatures. However, only the creatures that you use while in battle get the experience gained for each fight, so switching out your creatures is something that you should do regularly, or else you’ll just wind up with 3 decently powered creatures, and the rest of them will be very week, pretty much not helping out your team at all. 
If you don’t want to use a creature, once you get back into town, you can destroy that creature, and turn it into a soul stone, which you’re able to attach to another creature. This can be useful, especially if you’ve captured a very low-level creature, or just have duplicates. 
When you level up your character, you’re given a stat point which you can assign to either the defense, attack, magic, resistance, speed or max HP of your creatures. You’re also able to increase the license of your character by battling it out in arenas across the land. After doing this, you’ll be able to attach gems to your character. These gems are available in the shop, or can be won in battle and increase your creatures stats as well. Each license that you earn will add one more slot for a gem. You’re also able to collect totems by completing certain battles. These totems assign a specific creature to your character, able to use a special ability while in battle once each time you leave a town. 
In each town, there are quests you can accept, which reward you with gold and silver, as well as special creatures. Once the quests are explained they go into your quest log. In order to re-read them, all you need to do is tap on the quest again, and you’ll get a full explanation. These quests range from killing or capturing a certain number of creatures to evolving your creatures or taking out a certain creature breeder who’s been causing trouble for the town, and more. There’s a very nice variety within the quests, keeping the gameplay interesting. 
GameCenter is supported, with 3 leaderboards; Collection Percent, Hero Level and Infinite Dungeon, which scores how many levels you can make it through on the endless dungeon. There are also 24 achievements included, which will take some time to complete. Dragon Island Blue contains endless replayability, with the Infinite Dungeon, not to mention the countless hours you’ll be able to spend going through the actual story mode. There is a ton of content in the game, and is easily my favorite Pokemon type game in the AppStore. Right now, NNT is having a launch sale, pricing Dragon Island Blue at $0.99 for a limited time. Soon it’ll shoot up to $2.99. DIB is Unviersal, so no worries about playing in 2X mode on your iPad. If you’re a fan of Pokemon, Dragon Island Blue is a must own game. There’s plenty of depth as well as strategy, and once you get through all the beginning creatures, there are some pretty bad-ass ones you’ll want to try and collect over and over again until you can snag em, building up the best team of creatures that you can. 


Perfect Cell [Mobigame] – $2.99

It’s no secret that The App Shack hasn’t been around for too long. If you’ve been following us recently, you might have noticed that we’re reaching back, reviewing older games that gamers might have missed, or that we weren’t around to review, as well as our new Review Rewind section, re-posting reviews for games that are still on our devices one year later. Well, another fantastic title that we didn’t get around to is Mobigame’s Perfect Cell. After Mobigame released EDGE, they were definitely a development team that many gamers had their eyes on, and like EDGE, Perfect Cell was something that iOS gamers had yet to see, and still has yet to be expanded upon since. It’s an amazingly unique game, and one that all iOS gamers should check out.
Perfect Cell is a Stealth-based Action Adventure title with quite a few puzzle elements thrown in for good measure. Taking place in the near future (2029), a meteorite came crashing to earth. Inside of it, scientists found a living lifeform. Able to regenerate and split itself in the blink of an eye, this lifeform’s special skills quickly became a danger to humans. Now trapped within a secret underwater facility, you’ll need to find your way through corridors, get through a hi-tech security system, and take out guards in order to escape. 
Throughout the 35 Story Mode levels, spread across 5 worlds, you’ll be graded on how long it takes you to complete each stage, as well as how many humans you take out on your way to the exit. The environments are beautifully crafted, and with the latest update, are now optimized for the new iPad Retina Display, which just makes them even more outstanding. 
 
The controls are simple, and explained as you make your way through the first couple levels. To move the cell, you just need to tap and hold on the screen where you want it to move to. Simple enough, right? It can also dash, which is used to break through glass, and take out the humans. This can be done either by swiping or double tapping in the direction you want to dash. There will also be parts of the game where you’ll need to split the cell in two, either to complete a puzzle, or to draw the attention of the guards so that you can sneak up behind them. This is done by touching two fingers on the cell, and spreading them apart. You’re able to split the cell into three pieces, each able to maneuver on their own via the regular movement controls. Another special ability the cell can perform is to disappear. Going invisible is done automatically by not touching the screen, and just letting your cell sit in one spot for a short period of time. The last move you’ll utilize throughout the game is a special drawn out attack. This is done by tapping on the cell and holding down for a second, and then dragging a line along a path that you want to quickly move through. Doing this, you’re able to blast through glass, and cut humans in half, as well as make it through some of the quicker environmental hazards you’ll wind up encountering. 
Perfect Cell’s BGM and sound effects are top notch, adding to the atmosphere and feeling of the game, helping to draw you into the world. The graphics, as already stated, are fantastic, and on retina enabled devices, really pop. The human character models, however, are kind of pixilated, and with the rest of the graphics being smooth, this really stands out. 
GameCenter support adds a bit of replay value to the game, with 2 leaderboards, one for ‘Time To Escape’ and another for your ‘Best Total Time’. 16 Achievements are included as well, but there aren’t many that will have you going back and replaying levels, as they can pretty much all be completed your first time through the game. 
There are very few games in the AppStore that I believe screen shots do not do justice. Perfect Cell is one of them. The amazing Stealth/Infiltration based gameplay is full of action, and the puzzles are blended in seamlessly throughout the stages. Perfect Cell does have it’s flaws, but priced at $2.99 and being Universal, it’s definitely a game you won’t want to miss out on, and will not regret purchasing. Even after 2 years, it still holds up as being one of the most unique games you can have on your iDevice. The only thing I wish it had was a Challenge Mode, with separate leaderboards for each stage. Something like this, with time challenges, score challenges and more would add an incredible amount of replay value, as well as round the game out, making it feel complete. Right now, there is a bit of replay value, with the time limits, human deaths, and leaderboards on GC, but it still feels like it hasn’t reached it’s full potential. Being 2 years old, I doubt we’ll see anything new be added to the game, but it’s always nice to dream, right? Maybe we’ll see more if a Perfect Cell 2 ever hit’s the virtual shelves. 
  


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: Crazy Rings (Previously Riot Rings)

Crazy Rings by Cervo Media, released as Riot Rings, is a fantastic bubble popper. Using zoo animals as marbles, and including boss-like fights, along with the amount of polish, 3 Gameplay Modes and replay value enhanced by GameCenter support all make Crazy Rings one of the best Zumaesque titles on the iOS. Now, still a year later, Crazy Rings can be found on both my iPad and my iPod, and with the added Freeplay and Zen gameplay modes, chances are it’ll never leave my devices, and will be transferred over to every new device I happen to get. If you’re a fan of the genre, this is definitely one game you’ll want to make sure and check out. 
**Note: This review was written after playing Version 1.1
Riot Rings is a new Zuma-type bubble popper from Cervo Media GMBH. In it, you’ll match up groups of 3 or more different animal bubbles to clear out multiple rings thought over 100 levels and 3 different gameplay modes. Right off the bat, I want to say that Riot Rings is now my favorite Zuma type game, knocking The Temple Zumas out of the #1 spot. Cervo Media has taken the bubble popper game, and expanded it in a pretty original way. Instead of trying to clear out the bubbles before they get to the end point, you try and clear out the bubbles before the key on one end, and lock on the other end of the ring touch each other. To make it even more interesting, animals are flung into the rack from the outsides of the screen along with the animals that you fling into the rack from the middle of the screen.
The controls are pretty much like every other Zuma-type game out there, where you touch where you want your bubble to go. And like all other Zuma-type games out there, this is easier said that done. There’s various twists and turns in the rings that give you some pretty awkward angles to shoot at. 
Also, sometimes there’s inner and outer rings, causing you to sometimes wait for one ring to pass before you can hit an outer ring, or you will have a ring around your shooting area, with more rings on other parts of the screen, or even sometimes shake, constantly move, speed up, or shrink in completely, causing you to miss your target, or even worse, causing the key and lock to come together. There are, however, power-ups, which can help out big time. There’s a power-ups ranging from pieces of chicken that clear out big sections of the racks, to needles which can slow down the movement. These, put together with bosses, stones, and really so many different mechanics, that I can’t name or describe them all, makes Riot Rings easily one of the most interesting and fun Zuma-type games available in the AppStore.
The graphics are top notch, very polished, and retina display supported. The clouds hovering above some parts of the screen add a lot to the feel of the game, as do the great animal sounds. The controls are very tight and responsive, there’s GameCenter leaderboards, 3 star time-based rankings to try and snag, and re-playable levels along with Endless and Zen Modes to play after you’re done with the Campaign. 
Riot Rings is great for all ages, and even my wife has started to obsess over it, and there’s 3 available profiles so that multiple gamers can play on one device. I can not say one bad thing about this game. It’s done extremely well, adds a lot of gameplay mechanics to the tired Zuma-like gameplay, and you’re bound to see something new every time you play. For $0.99, it’s a steal. The iPad version is $2.99, which is still a great price for all the content and gameplay you’ll get out of this game. I really can not recommend it enough, even if bubble popping isn’t your thing, this game is sure to show you a great time, and give you tons of hours of entertainment.

**Note: Crazy Rings HD is available for free, and the XL version (iPad Build) is available for $0.99


Rocket Riot (Codeglue + Chillingo) – $2.99

We’ve said before that we absolutely love just about all of the ports that have found their way to the AppStore. One of them that happened to slip under our reviewing radar was released back in 2009 on XBLA. After making its way to Windows Phone 7, it was eventually ported over to the iOS late last year. Getting an 8.5 on IGN, as well as being an Editor’s Choice, and receiving an 80% on Game Rankings, I was really excited when I first saw the trailer, after hearing that it was coming to the AppStore. Rocket Riot, developed by Codeglue, a Dutch development company who had previously released titles for the Pocket PC, J2ME (Java 2 Micro Edition), Nokia, generic Smartphones, as well as previous iOS titles, had also had their hands in Toki Tori, the fantastic puzzle platformer, and had a good 8 years of game development under their belts at the time (now, almost 10). 
Published by Chillingo, Rocket Riot got quite a bit of attention, but still remains a sort of hidden gem of the AppStore, with it’s best position on the AppStore charts at #16, in the Neatherlands, and then fading away into the backlog of lost and forgotten iOS games about a month after it’s release. 
Not to say that Rocket Riot is a game that’s worth forgetting. It was released mid-November of 2011, basically right before the craziness of the December AppStore, when just about every game went on sale, and developers scurried to get their games released before the 2 week shut-down Apple has at the end of the year. Unless you’re a major company and have a game that’s extremely hyped up, chances are your game is going to basically tank if you release it around this time. 
Now, to the game. Rocket Riot is a sort of dual-stick shooter that’s built up like a sort of arena-type platformer (along the lines of Scorched Monster, BlibBlob, Bloo Kid, and to a lesser extent, Super Crate Box, Muffin Knight and Spellsword). You’ll control one of hundreds of available characters, which you can unlock as you progress throughout the game, as you chase after the evil pirate Blockbeard. The controls might take a little getting use to, with a sort of invisible joystick for movement on the left side of the screen, and an invisible tap-n-drag control for shooting your projectiles on the right. Firing works very well, however, being able to swipe frantically in the direction you want to shoot your missile launcher feels natural, and is a perfect fit for the game. 
There are two other control schemes available, with the joystick option, you still need to drag on the left side of the screen to move, but to fire, you can just hold down on the screen, moving the joystick to the right around to auto-fire in that direction. The last control scheme uses the iDevice’s tilt option to move, while utilizing the default swipe to shoot controls for firing your weapon. The controls do work well enough, though I would have preferred an actual static joystick for movement. 
There’s 48 story mode levels, each with their own completion objectives, usually just killing a set amount of enemies that randomly appear throughout the stage, but also thrown into the mix are levels that have you find a football, and bring it back to the uprights at the other end of the stage, given objects which you’ll need to destroy before being taken out by the level’s enemies, boss battles, and more, making for a nice variety of gameplay throughout the campaign. Also included is an Extra Levels Mode, which contains 6 especially challenging stages with either ‘kill every enemy’ or ‘destroy this object’ objectives. 
As you start blasting away at the environments, which are all completely destructible, various power-up boxes will appear randomly, before the environment starts rebuilding itself. These items can either boost up your shot, change your shot, give you extra defense, or be a total pain in the butt. Ranging from super big missiles, to shooting various sports balls and from missiles that drop straight down to a ‘bang’ flag that does absolutely no damage at all, and more, learning what boxes to pick up and which ones to avoid is extremely important, especially when trying to ‘3 Rocket’ (rockets are in place of stars for the level rankings, dependant on how long it takes you, how many shots you fire and how much of the environment you destroy) each stage. 
The graphics stand out as being a highlight of the game. 8-bit stylized pixels are put together in a 2.5D-like environment, with a modern look. It’s something I’ve yet to see done in an iOS game, or any other console game for that matter. The animations for explosions fill the screen with small pixels, making for some very hectic feeling gameplay. The music and sound effects also add to this quite a bit, giving the game a great arcade look and feel. 
GameCenter is supported, including 9 separate leader boards; Total Points, Pirate Levels, Warehouse Levels, Army Levels, Chips Levels, Mansion Levels, Lab Levels, Space Levels and Bonus Levels, along with 12 achievements, which will take even the most hardcore gamers quite a while to unlock (Shoot every type of enemy at least once, shoot 20 enemies in 60 seconds, get 50 long shots, destroy 1,000,000 blocks and more). With it’s content, polish, and the incredibly entertaining gameplay, it feels perfectly priced at $2.99. Being Universal helps out with that as well. Granted, it is a Chillingo publication, and from the long period of games that haven’t been updated since their release, it’s still a great game, with no bugs that I’ve come across, and basically endless replay value, especially if you want to try and better your times in the extra levels, or compete for better scores on the leaderboards. Rocket Riot is definitely a hidden gem that you’ll want to snag if you’re a fan of Dual-Stick Shooters, Arcade/Arena Score Chasing titles, or a fan of XBLA ports (I know you’re out there! I’m one of you…). 


Review Rewind: Cubes Vs. Spheres

Cubes Vs. Spheres, the second iOS release of ShockPanda Games, hit the AppStore August 18th of last year. Since then, it’s gone through only two updates, but those two updates added quite a bit to the game. 3 endless survival levels and an extra difficulty, insane, filled with 10 new levels. Each stage offers up a challenge to get a perfect, or star, rating, done by hitting a certain score, and not taking any damage throughout the stage. The endless levels also add quite a bit of replay value, and that’s why it can still be found on both my iPod, and my iPad to this day. The core gameplay is so incredibly fun, that even though all you’re doing is blowing up boxes with spheres, I find myself playing it for hours on end. It’s definitely one title that everyone should check out.
**Note: This review was written after playing Version 1.0.
Cubes Vs. Spheres is a new 3D physics attack game by ShockPanda Games, creators of Space Bunnies, a personal favorite of mine. In it, you’re job is to fling spheres into cubes, protecting the circled area around your sphere chute. You’re given 30 levels, 10 in each difficulty of Easy, Medium, and Hard. The goal is to blow up cubes as they make their way towards you using different spheres that you can buy in the between levels shop; trying to produce huge combos by hitting cubes with bits and pieces of cubes that your spheres smack into and getting 3 stars, and a P, for “Perfect”, by not letting the cubes hit your area that‘s marked off within a circle. 
The game’s graphics are very minimal, but this makes it so that the engine can handle huge waves of cubes coming at you. The minimal graphics work so well, and look so polished, that it’s hard not to see how impressive they are while you’re playing. The level designs are great, and the structures in which the cubes come off of, and out of once they come towards you get more and more impressive as the move on. I found myself just scrolling around the levels sometimes checking out the structures, not paying attention to the cubes, and ended up with huge waves of them coming at me. It’s really a great looking game. 
You’re given 6 different spheres, that come out of a chute inside of your area. They are selectable at the bottom of the screen, and do not appear until you decide which sphere you want to fling at the cubes. There’s your regular sphere, which you can upgrade to split into 3 and 5 other spheres by tapping on the screen after you fling it at cubes, a fire sphere that explodes on impact into about 8 smaller spheres, a big black sphere that squashes cubes, and can smash through them, hitting cubes behind it, a sphere that locks on to the closest cube to your area, a freeze sphere that slows down cubes, and a decoy that draws cubes to it, exploding after a certain amount of time. You end up unlocking these with credits earned throughout the game, and need to keep buying them in order to use them. This isn’t a real problem though, because you’ll earn enough credits in each level for about 15 different spheres or more, and helps add to the strategic side of the game.
There are only 3 different cube enemies in the game. Red cubes, which you will see a lot of, black cubes, which are mixed in with the red cubes, and are more powerful, and harder to destroy, and sometimes cubes that are almost invisible. There are not very many of the invisible cubes throughout the game, but you will be checking the sides of each level just to make sure you know when they’re there or not. It would have been nice having more types of enemies, maybe enemies that are immune to some of your power-up spheres. Seeing a flaming cube that could melt your freeze spheres ice, or an assassin cube that could take out your decoy would have been awesome. But with the three enemies in the game, you get enough variety to keep you busy, and with the cubes moving differently each time you play the levels, you’ll never have the exact same experience twice. This randomized intelligent movement is great, and coupled with the GameCenter leaderboards, 3 star and P rankings, and achivements, add immensely to the replayability of the game. 
The physics in a game like this are very important, and ShockPanda Games has done an amazing job getting it just right. Seeing each cube explode when it’s hit with a sphere or bits of an exploding cube is awesome, and really nice eye candy and the spheres feel like they actually have some weight to them. The music in Cubes Vs. Spheres is fitting, minimal but kind of catchy, and fits with the atmosphere, but the effects for throwing spheres and hearing them bounce kind of made them sound like hippity hops that were filled to the extreme, and about to blow up. You are given two control schemes, one is tilt to turn, and the other is swipe to turn. Both work very well for this type of game, but there were a couple of times the screen would end up shooting upwards when I tried to fling my ball forward using the swipe controls. Not often, but it did happen. 
I’m giving Cubes Vs. Spheres 4.5 out of 5 stars, because even with it only having 3 different enemies, and experiencing a cube getting stuck way in the back of a level, unreachable, and having to replay that level, it’s an awesome game. Very well made, very polished, challenging, and a blast to play. The replayabilty is off the charts, and it’s one game that will never leave my device. For $0.99, including retina display, and being Universal, it’s a great deal. ShockPanda has definitely put a lot of time and effort into this game, and with them taking part in the Touch Arcade thread, I have no doubt that this game will get even better with only a few updates.