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Blazing Star [SNK + Dot Emu] – $2.99

After the release of Metal Slug 3 by SNK and Dot Emu, a lot of gamers have been hoping for more ports of classic SNK titles. However, I don’t think anyone really expected to see another title so soon. This time around, SNK and Dot Emu have brought the fantastic old-school SHMUP, Blazing Star, to the iOS, and it’s just as faithful a port as Metal Slug 3. 
For those of you who have never played the original Blazing Star, it was originally released in Arcades back in 1998, and is the sequel to the other fantastic Arcade shoot-em-up, Pulstar. Blazing Star includes 6 different pilots + ships, all having their own type of shot, and special shots, offering up quite a bit of varied gameplay. The ships with the stronger shot types tend to move slightly slower than the ships with the weaker shots, leaving it up to the player to find the ship which best suits their style of play. 
Included in the game are 7 stages, each getting progressively more difficult as you progress. Luckily, just like in Metal Slug 3, you’re given continues, and can also choose to play in Mission Mode, which lets you play from the last level you reached in Arcade Mode, so that you’re able to experience playing all of the 7 stages, as well as practice certain stages after you get use to the gameplay and start to go for high-scores. Also included in the game, same as Metal Slug, is the option to switch from pixilated to smooth graphics, add scan-lines, and choose to play in 4:3 or 16:9 ratio. Also available is the ability to play in 2 player co-op mode via Bluetooth, which, like with Metal Slug, is a fantastic addition. 
There are two control schemes, one includes a joystick, and the other offers up 1:1 relative touch controls. You’re able to move the two shot buttons as well as the joystick to anywhere on the screen you like, which is a huge plus, especially when playing on the iPad. 
Unfortunately, a lot of players are having problems getting use to the ship speed. The way the game was made, making stronger ships move slower, this means that the ships will not move as fast as you can move your finger across the screen, and because of this, a lot of players have had problems getting comfortable with the gameplay. Also an issue is the joystick. The dead zone that you’re able to touch is fairly small, and results in the ship’s movement being pretty jerky, and hard to control. Another issue some have been having is that in order to fire, you need to constantly tap on the shoot button. Fortunately, SNK and Dot Emu have stated that they are adding an option for ship movement to be sped up, as well as an auto-fire option. But not to worry, for those of you who have come to love the game in the past, and are accustomed to the ship’s movement, and the firing mechanics, the new control set-ups will have a separate leaderboard, leaving the hardcore players boards safe and sound. 
Graphically, Blazing Star looks amazing. The animations and 2.5D graphics look incredible on both the iPhone and the iPad, and the music is exactly as it was over 14 years ago; hard-edged, and full of energy. The GameCenter integration definitely adds to the already high replay value that almost all SHMUPs inevitably include, having boards for all 4 difficulty settings, as well as 15 hard to snag achievements. 
Being Universal, and priced insanely low at $2.99, Blazing Star is a game that all SHMUP fans need to check out. With it’s slick graphics, awesome gameplay, and fantastic scoring system, it sits along-side the other heavy hitters like Dariusburst and RayStorm, as one of the best non-Cave shoot-em-ups available for the iOS. Hopefully SNK and Dot Emu will keep porting over amazing classics from the past and making them available via the AppStore (here’s hoping for The Last Blade!). Having them available at any time and in our pockets is simply amazing. 


Slash or Die! [PNJ] – $0.99

PNJ has come out with quite a few really decent games over the last couple years. The first game I managed to grab from their studio was Terra – Eternal Chaos, an action RPG. Since then, Real Fishing 3D, Zombie Run, Block Knight! and plenty more have all graced my iDevice. But their latest title, Slash or Die, definitely has that spark that makes it stand out. And even though it’s pretty grindy, and has IAP with expensive items, it’s still a game that I’m enjoying quite a bit. 
Slash or Die has you controlling Blade, a super powered being who’s the only hope for Earth once Machines, Aliens, Ghosts and Demons start invading. There is only one gameplay mode, but you’re given an option for Hardcore Mode once you complete the game, which definitely does add to the replay value as well as the difficulty, and with 24 challenging missions, there’s enough content to keep you busy for a while.
Controls are simple; a left/right slider bar and jump + attack buttons. Your character basically stays in one spot on the screen the whole game, and the slider bar controls which way he’s facing, as well as how fast he goes. Forward increases your speed gradually over time, while facing backwards slows him down. As you make your way through each level, enemies will come at you from both sides, and you’ll often be faced with the decision to either attack an enemy in front of you, but risk a bad attack, causing the enemy to fly backwards instead of die, or maybe even miss the enemy, in order to be able to turn around and hit an enemy coming at you from behind, or turn around, and make sure you get the enemy behind you, and risk not being able to turn back around quick enough to hit the enemy in front of you. Mob control winds up being a core aspect of the gameplay. 
The graphics are top notch, looking fantastic on retina display, and the 4 environments that you’ll guide Blade through each have their own look, as well as enemies and objects. The character design is a huge plus in Slash or Die!, with 4 different enemy races, and a total of 22 separate enemies, each having their own unique way of moving and attacking. There are also various objects which Blade will need to either dodge by jumping, or slash through as he’s running through each of the levels. These various objects generally come at him quicker than the enemies, so keeping an eye out for them is a big priority. If you don’t, chances are these are what will cause most deaths. The animations are also very well done, with the running, attacking, and jumping as well as the explosions and each of the enemies attack animations all look fantastic, and definitely add to the look and the feel of the game. 
With Slash or Die! priced at $0.99, and being Universal, it’s a great title for fans of runners and hack-n-slash games. With GameCenter support including 2 separate boards, one for your Stylish Points, and another for your Max Combo, along with 25 achievements to try and grab driving the replay value alongside Hardcore Mode. Slash or Die! is easily my favorite PNJ title next to Terra – Eternal Chaos, and if this is any indication of the direction PNJ is going in in the future, it’s definitely looking bright. 


Spy Vs. Spy [Robots and Pencils] – $1.99

Remakes of old classics, as well as ports of old-school titles happen to be something I find very hard to resist, and in the AppStore, there’s more than just a few of these titles available. The most recent one to hit my device is Spy Vs. Spy, originally developed by First Star Software in 1984 for the Atari, Commodore 64, and Apple II computers and ported over to numerous platforms, this time around, has been remade by the fairly new Canadian development studio, Robots And Pencils. 
One thing that absolutely love about this version of Spy Vs. Spy is that it includes the original Atari version alongside the remake, and you can change to the retro version before starting any level simply by hitting ‘Retro’ on the level select screen! Now, Spy Vs. Spy is a blast to play, especially when you’ve got another player. I can still remember staying at a friends house when I was a kid, up all night playing this game. And you guessed it; this iOS version of Spy Vs. Spy includes both Local (through Bluetooth) as well as Online (through GameCenter) Multiplayer. 
If you’ve never had the pleasure of playing Spy Vs. Spy, it’s an old-school arcade type title that has you playing as one of the Spy characters trying to collect 4 different items that are hidden inside of different rooms. While you’re doing this, the other Spy character is also trying to find these 4 different items. Included, of course, are various traps which you can set up in order to spoil the other players progress. These include water buckets on top of doors, hidden bombs and guns attached to strings on doors and more. 
There’s a couple of ways you can play Spy Vs. Spy. As you make your way through each collection of rooms, you can either search for the briefcase, which lets you hold all of the items at once, or, you can search through all of the rooms, looking for each item one at a time, and then figure out where to hide it until you’ve found all 4 items, either way, you do need to find the briefcase before exiting the level, but this way, you’re able to trap wherever it is that you’re hiding your items, and you don’t run the risk of running into the other Spy with all of the items on you. Once you enter the room where the other Spy is, you drop all of the items that you’re holding and they go into the nearest hiding spot. Then you either need to get out of the room as quickly as possible, or fight, and beat up, the other Spy so that you can leave with all of the items that you‘ve both collected. There’s also a third option; you can sit in the room with the exit door, and wait for the other Spy to collect each of the 4 items, and then beat them up when they enter. Doing this is risky, and isn’t recommended unless you have no other choice. There’s also an added search going on along-side the search for the 4 items; looking for stars. Each level has a possible 3 star ranking, and however many stars you find in each level is what your ranking will be. All of the stars and items can be seen on your map, which is readily accessible in a slide-out menu with all of your traps. 
All of this sounds well and good, especially if you’re playing in a multiplayer mode. It can be hours and hours of fun. However, there is one big stand out issue with this version of the game; the controls. Instead of using a typical old-school type lay-out, with a d-pad and buttons, Spy Vs. Spy has a floating d-pad, which is very hard to control, and buttons that appear at the top of the screen when you’re face to face, fighting the other Spy. In order to look behind objects, a tap anywhere on the screen does it. It is usable, but unfortunately, the movement controls still need some tightening up, and the buttons at the top of the screen for fighting are kind of awkwardly placed. Hopefully this is quickly fixed in an update, because other than this, it’s fantastic having this old-school hide-and-seek game on our phones/tablets, especially with the online multiplayer. 
Specially priced at $0.99 for launch (originally $1.99), it’s a great buy, and is definitely worth picking up, if nothing else, for the nostalgia value. GameCenter is supported, with leaderboards for each of the 24 levels as well as a board for how many total wins for multiplayer mode, and 29 achievements. The developers are listening to player feedback, and I have a lot of faith that the controls will be handled, but at the moment, it’s kind of hit or miss. Some people can get use to the controls, while others have been rage-deleting the game after getting fed up with them. For $0.99, it’s definitely worth finding out which group you fit into, and if you’re the second, at least you’ll have the game, and be ready to play it once the control issues are dealt with. 


Walking Dead: The Game [Telltale Games] – $4.99

If you’ve been reading the reviewers here at TAS for a while, you’ve come to know that Point & Click games were have never really been a favorite of mine. That is, until I had the extreme pleasure of playing Machinarium, Yesterday, and Myst. And now I can add one more title to that very short list of P&C games that I’ve come to love; Telltale’s Walking Dead: The Game. A survival/horror adventure game, originally released for PC and MAC, ported over to the iOS. 
Now, I haven’t had the pleasure of playing the PC version of Walking Dead, and I don’t watch the TV show, mainly because my wife hates any sort of horror entertainment. I do, however, read the comics, and have come to really enjoy them. But when I heard that Telltale was going to be the team releasing the game on iOS, I was pretty skeptical. Their previous releases have been kind of hit or miss; Back to the Future – blah, Sam & Max – loved it, Law & Order – meh, Puzzle Agent – great. But after seeing the trailer, I was ready to be impressed, and after playing the first episode of Walking Dead: The Game; I am. 
For those of you familiar with The Walking Dead, the game does not follow Rick his group of survivors. Instead, an entirely new storyline has been done for the game. You follow a convict, Lee, convicted of murder, as he tries to make his way to Mason, Georgia to find his family after being in a car crash that freed him from incarceration. On his way, he runs across a little girl, Clementine, who’s parents are somewhere in Savannah, GA, and whom you try to protect, as well as others who eventually make up the group of survivors that you’ll be following. 
Controlling Lee is what really makes the game stand out as one of the best Telltale games to hit the AppStore. As you meet people, and get thrown into situations with zombies, you’ll need to make quick decisions regarding dialogue and actions. Instead of feeling like the game is controlling what you do, it’s more like you’re controlling the game, having an impact over what the other characters think of you, as well as who lives and who dies. What’s even better? These choices are apparently carried over across all of the episodes, so they stick with you throughout the entire game. 
The graphics and animations are extremely well done, and incredibly reminiscent of the comics. The environments and objects are very well crafted, and create an incredible atmosphere. There have been times when I encountered some slowdown and general jerkiness, even while playing on my iPad 2, though not enough to really take away from the games fantastic immersive quality. The voice acting is another aspect which I found myself consistently being impressed by. All-n-all, it’s extremely well put-together. 
Priced at $4.99 for the first episode, and giving players the option to purchase the next 4 episodes for $14.99, it is a bit pricy. Especially considering there’s only about 3 hours of gameplay in the first episode. But if you’re a fan of the series (comic, TV, or both), this is definitely a game you should check out. Even if you’ve never seen an episode of the show, or read one comic, it’s still a fantastic Point & Click adventure game that deserves to be experienced. Once you complete the first episode, it definitely leaves you wanting more. Walking Dead: The Game has set a new standard for Telltale games, and one that I hope they live up to in the future. 


Slydris [Radiangames] – $1.99

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


Car Toons! [FDG] – $0.99/$1.99

Sometimes it seems like physics puzzlers have taken over the AppStore. Ever since the success of Angry Birds, everyone realized the potential for hooking casual gamers. But FDG, a publication/development company that we here at TAS highly respect, and that has been on a roll lately, releasing quite a few titles over the last couple months, has jumped on the physics puzzler bandwagon, and is taking it in an entirely different direction. With Blosics, Expand It!, Cover Orange, Beyond Ynth and more under their belt, they’re continuously releasing new and unique physics puzzlers on the iOS. 
Their newest release, Car Toons!, is another great example of this. With simple gameplay that can also provide a nice little challenge, it’s another physics puzzler that doesn’t follow in the footsteps of any previous iOS releases. The goal of the game is to get your good cars (ie; cop cars, ambulances, fire trucks, ect) into the parking zones while knocking any bad cars (the black cars) off of the screen. Sounds simple enough, maybe even too simple. But when you take into account the level designs, as well as the hazards and other various puzzle elements, it actually offers up a decent challenge while still remaining casual and simple enough to just jump on into when you’ve got a couple of minutes to spare. 
With 100 levels, and possible 3 star rankings on each stage, with more levels coming soon, there’s quite a bit of content. The 100 levels is split up across 9 different worlds, each with different hazards and objects as well as mechanics to help keep the game fresh. When you start out, you’re only able to touch each good car to make them start, and then touch them again to stop them. Doing this, you’ll need to knock all of the bad cars off of the platforms, and stop the cars in the correct parking spots (each parking spot’s color matches the good cars lights). As you progress through the game, disappearing platforms, the ability to jump, nitro boosters, doors that open when you drive into buttons, exploding barrels and loads more are just some of the things that you’ll end up using in order to complete levels.
The graphics and animations are very well done, with each car having a set of eyes, making the graphics pretty cutesy. But the animations really bring it all together, with wheels turning, smoke flying up from breaks, the expressions of the cars’ eyes, explosions, and more showcasing the polish of the graphics, and making the gameplay fun and entertaining. The music sounds like your typical classic 80’s pop tunes, reminiscent of an underrated nerd winning over a jock jerk in a John Hughes flick. 
Rounding it all out is GameCenter support with a leaderboard for your overall time and 23 great achievements. However, the board for time could use some tweaking, as the longer you play, the further down the board you’ll go. This could be fixed by not submitting a time until the game is completed, or by doing that as well as having leaderboards for each world, but right now, it’s pretty pointless. However, priced at $0.99 for the SD build, and $1.99 for the HD version, it’s a pretty unique casual puzzler, and one that fans of puzzle games should definitely check out. With the support that FDG has given their previous releases, I have complete confidence that the leaderboard issue will be sorted out and know that more levels will definitely be included in the future. Another great release to throw on the list that FDG is quickly building up. 


MANOS – The Hands of Fate [FreakZone] – $1.99

Retro platformers have been making a real comeback. It seems like with every new generation of video games, players keep longing for the games that got them hooked in the first place. But it’s always great seeing a new and original title hit the scene, and newcomer FreakZone, has shown that he knows what it takes to create a true NES like experience with his last game, Awesome Land. Now, with that title under his belt, FreakZone has released another retro platformer, MANOS – The Hands of Fate, and this time around, he’s taken everything he’s learned since releasing Awesome Land and thrown it together in a great gaming package. 
Mike and his family have gotten lost while on vacation, and they couldn’t have picked a worse spot to get lost in. Now Mike, armed with a gun, needs to get his wife, daughter, and dog, safely home before the monsters wind up getting the best of them. Like many platformers, the game doesn’t really rely on the story to drive the game, but it does help explain why you’re fighting massive rats and avoiding floating skulls. It also opens up a fairly wide variety of environments and situations which you’ll be able to run, jump, and shoot your way out of. 
Like we’ve said numerous times before, a huge part of having solid platform gameplay relies heavily on the controls, physics, and inertia. With Manos, they’re all NES perfect. With the controls, you’re given left/right arrows, and jump/shoot buttons. They’re placed just right, and you don’t need to pick your finger up to change movement directions, which really helps the fluidity of the gameplay. The physics and inertia are what you would expect from a top-notch old-school title. Not too floaty, not too heavy, not stiff or loose, and landing on one block platforms is a piece of cake, and never winds up being something that you’ll need to struggle with throughout the game. With the game being Universal, the controls on the iPad are also very important. You’ll be happy to hear that the buttons are positioned closer to the edges, and in the corners so that you don’t need to reach inward towards the center of the screen in order to move. Though being able to position the buttons wherever you’d like to would be ideal, and is something I really hope is included in a future update, the current controls work well enough to enjoy the game. 
The level design is top notch, though there are some aspects of the design that I didn’t completely agree with in the beginning. For instance; There’s a lot of screen changing done with stairs. These stairs often go down. However, if you jump just a pixel beyond the stairs, you won’t land on the stairs on the screen beneath, you wind up dying. This is kind of frustrating, and hard to understand at first, but as you progress through the game, and see all of the areas that you can reach by not going down stairs, and by trying to jump, and maneuver around enemies and hazards in order to get there, you see why it was done that way. If you could just fall into a screen under where you were, there wouldn’t really be any consequences for missing a jump, or running into a rotating spike. Though since the game is also centered around speed-runs, falling down screen after screen could have been an even better deterrent from screwing up at those parts, it would also make it easy to fly through a couple screens. And now I completely understand why it is the way it is, and feel I should praise FreakZone for giving thought to every angle, and coming up with the best solution for things like this throughout the entire game. 
Now, as you manage to find your way through each level, you’ll come across many stone hands. When shot, they usually reveal either a health pick-up, extra life, or a gem. There are also special hands which increase the amount of hit points you have, however, most of these will require some searching. And here’s where the two GameCenter leaderboards and replay value come in. In GameCenter, there’s two boards, one for score, and one for how long it takes for you to complete the game. With the stone hands, you can either take your time, look around and explore, finding all of the hands you can, and racking up all the points you can find, collecting extra lives and increasing your available hit points, or you can avoid everything, and try and find the quickest route from point A to point B. Personally, I love when games offer up two or more possible ways of playing, and here, FreakZone nailed it. 
With no save spots, and having to start from Stage 1 every time you start up the game, it truly feels like an old-school plat former. Though being kind of short, with only 7 levels, they‘re fairly large, and will take a while to complete your first couple of times through. The graphics, sounds, as well as gameplay, level design and mechanics are all great as well, making it stand out as one of the better retro platformers available. Manos – The Hands of Fate provides a challenge, and is a game that, even after you complete it, has what it takes to keep you coming back time and time again, trying to better your score, or shave seconds off your time. If it was released back in the 80’s it would have easily been a huge hit. With the game being Universal, and priced at $1.99, it’s a must buy for fans of the genre. Since the release of Awesome Land, FreakZone has nailed everything it takes to produce a top-notch retro platformer, and I hope to see many more titles flow out of their studio.


Jewels With Buddies [Stofle Designs] – FREE

A couple of months ago, I wouldn’t have really called myself an online multiplayer fan. But with all of the great MP games being released lately, I’ve definitely been turned into one. Now, being a pretty big fan of Match-3 games, and with this new-found enjoyment of online gameplay, Stofle Designs Jewels with Buddies has wound up in my current rotation of games that I play every day. Battling it out against another player, trying to get the best combined score for 3 rounds of match-3 mayhem is a lot more fun than I thought it would be.
Once you register, or connect to your Facebook profile, you’re able to start games with friends from yoru contacts list, find a random buddy, have a rematch with someone you’ve already played, search for a username, or have a pass-n-play session with a friend on the same device. 
As you play, you’ll earn coins. These are used to pick power-up animals who are able to help you out throughout your game, and also to take spins on the slots. Each animal has a different ability, and is charged up by making certain types of matches while you play. For instance, the Panda Bear eats a whole row of gems and is charged up when you make white matches, while the Elephant destroys half of the board, and is recharged by matching purple gems, and so on. 

The scoring system is definitely a plus. With each match you make, you earn points, and if there’s a coin inside one of the gems, you’ll gain coins as well. But if you keep making matches quickly, the amount of points you’ll earn will keep rising. There are also multipliers randomly found on the gems which increase as time counts down. If you tap the gems with a multiplier before making a match with them, the multiplier will be applied to that match. 
You’re given 3 rounds, each being 60 seconds long, to earn as many points as you can. After each round, your score is sent to the other player, and then you wait for them to play a round and send it back. I haven’t ever had this much fun with a match-3 MP game. Witch Wars and Matching With Friends both seemed way too unbalanced, and pushed towards IAP, and Syntax Match, while decent, is a little too difficult when it comes to quickly finding matches because of the tiles used. Don’t get me wrong, there are IAPs included in Jewels with Friends, and if you want the best animal power-ups every time you play, you’ll probably need to purchase some coins, but with the coins earned at a decent rate, and being able to choose some of the better animals every 3 or so games, even without purchasing IAPs, it’s very well balanced, and doesn’t feel like you’re constantly being pushed towards the IAPs, which is becoming more and more rare with free games. 
So, if you’re looking for an online asynchronous match 3 title, you should definitely check out Jewels with Friends. Even though there’s no extra modes, and no single player gameplay, what is there is done very well, and priced at FREE, there’s really no reason not to give it a try. It’s definitely a title that’ll wind up staying on my device for quite some time. 


RayStorm [TAITO] – $8.99

Shoot-em-ups are really thriving in the AppStore. But with Cave pretty much having a monopoly on the high-end, extremely polished side of things, it’s hard for others to really compare to the insanely high quality they bring to the table. Fortunately, there are some developers that can compete with this, Taito being one of them. The release of Space Invaders: Infinity Gene, and ports of DariusBurst and RayForce are considered to be some of the best non-Cave shmups available on the iOS, and with good reason. The gameplay, graphics, music and amount of polish are all top-notch. And now they’ve added one more game to the list of ports to hit the AppStore; RayStorm. Originally released for the PSX, SEGA Saturn, and for Arcades, it’s also been ported over to Windows, XBLA and the Playstation Network, it’s now available for your iDevice.
RayStorm is the only Taito Ray-title that’s not connected to the series. Released before RayForce and RayCrisis, what there is of a plot is not connected to the other two in any way. The game takes place between August 4th and 7th, starts on Earth, moves into space, and ends on the planet Secilia. Like RayForce on the iOS, RayStorm contains both an Arcade Mode as well as an iPhone Mode. The two play pretty much exactly the same, but with the iPhone Mode, the enemy placements, game music and color schemes are different, while the difficulty settings have been revised to make the gameplay a little easier. 
In the Options Menu, you’re able to set the difficulty for both modes to Very Easy, Easy, Normal and 5 different Hard Difficulties; Hard 1, Hard 2, Hard 3, Hard 4 and Very Hard. You can also change the movement ratio from 1:1 to 1:1.5, 1:2, 1:2.5, ect, up to 1:4, as well as change the button positioning from left to right. From the first time you start up the game, you’ll be able to start from any of the 7 stages in both modes and select between 2 different fighters. Both of these fighters have fairly different ways of playing and scoring; The R-Gray 1 uses a spread shot and can lock on to 8 enemies at once, while the R-Gray 2 uses a condensed laser shot, but can lock onto 16 enemies at once. The Gray1 is better for new-comers to the game/genre, while the Gray2 is built more for experienced players.
Graphically, RayStorm looks great on the small screen, but unfortunately, the game is only built for the iPod and iPhone, and does not contain retina graphics, so playing on the iPad requires 2X mode, and as a result, is pretty pixilated. But for fans of the genre, this shouldn’t really pose a problem, as there are very few HD/Retina shmups available in the AppStore, so it’s not really a deal breaker. The animations for shooting projectiles, movement and explosions are all fantastic, and with the movement of the backgrounds creating a 3D environment, even though some of the background images can look pretty ugly, coupled with the smooth controls, and great music, RayStorm turned out to be an incredibly immersive shooter.
Priced at $8.99, and including GameCenter integration with 4 leaderboards, one for each ship in each mode, along with 31 achievements, chances are, even though it’s one of the better previously released shmups ported over to the iOS, only hardcore fans of the genre will wind up purchasing it. If you’re new to the genre, you might want to check out some of the cheaper titles before diving right in, but for fans of the genre, RayStorm is a great game, and is really only out-done by Cave’s titles. Taito has shown, once again, why they have been around since 1953, are still highly respected, and have a very loyal fan following. 


Super Ox Wars [Llamasoft] – $1.99

Jeff Minter is sort of a God in the gaming industry. Founder of Llamasoft, he’s been in the business for over 30 years, and has developed numerous games for the Sinclair XZ81, Commodore VIC-20, Atari 2600, ZX Spectrum, Commodore 64, Atari ST, Atari 400/800, Pocket PC, XBLA, PC, and iDevice. Some classic games you might have heard of; Tempest 2000 – 3000 – X3, Traxx, Sheep in Space, Hover Bovver, Abductor, Trip-a-Tron, Virtual Light Machine and loads more. On the iOS, he’s ported over the classics, Minotron: 2112, Minotaur Rescue, Deflex, Caverns of Minos and Gridrunner. He’s best known for his inclusion of llamas, sheep, camels, oxen, and his psychedelic graphics. But his most recent release, Super Ox Wars, an Ikaruga influenced polarity shoot-em-up, could be considered one of his best iOS releases to date. On the distant planet, Parint, two oxen are revered by the people. With each ox representing a valuable characteristic of the society, each person chooses one ox to guide their spirit. Parint was invaded by the Marcab Empire, who enslaved the people. It’s up to you to save the people, and your planet by using the power of the oxen. 

Like most Minter releases, Super Ox Wars is filled with psychedelic graphics and animations, fast moving enemies, a great scoring system, smooth controls and a fantastic challenge. There is only one mode in SOW, but like Gridrunner, you’re able to start from each level that you’ve reached, with your highest score, and lives in-tact. 
As you play through each of the 7 levels, you’ll be able to collect either blue/star or red/heart colors and items. In order to go for a high score, you’ll need to decide which color you want to stick with while going through the stages. As you collect more items from one of the two colors, your firepower will increase, as well as defensive powers; Hearts push back enemy projectiles around your ship, while Stars cause your own shots to push back enemy projectiles. As you collect more items of one color, more power-ups and extra lives will drop more often, but once you collect an item of the opposite color, the polarity is automatically shifted. 

 You’re given 3 different scores at the top of the screen, one for blue, one for red, and one for a combined score. Each of the scores increase depending on your current polarity, so if you’re using blue, your blue score will rise, and if you’re using red, your red score will rise. Both of these are combined together for your total score. Shooting down entire groups of enemies gives you bonuses, and destroying all of the flying enemies in each stage will give you an end of level bonus. 

The graphics and animations are typical of Minter’s past releases, but are not as incredibly crazy. You’re able to very clearly make out enemy ships, and background objects, but there is a psychedelic level to the images, with loads of stars or hearts flying out of your ship when your ship is fully powered up, or explodes, and the animations are reminiscent of Gridrunner. The controls, however, are a very tight and smooth relative touch control scheme at a 1:1 ratio. GameCenter is supported, and with 4 separate leader boards, one for each color, one for a pure run (starting on stage 1), and one for your combined score, as well as 10 achievements, it definitely adds to the already high replay value of the game. Priced at $1.99, and being a Universal build, Super Ox Wars is a fantastic, as well as cheap, polarity based shmup. Fans of the genre, and especially fans of Minter titles, should pick this one up. Though not as psychedelic graphically, and only containing one gameplay mode, it’s one of the most challenging Llamasoft games I’ve ever had the pleasure of playing, will definitely get loads of gameplay out of me and will wind up staying on my device for a long time.