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Powder Monkeys – 0.99 (XMG Studio)

I’m not generally a fan of games with pirates, for some reason, they’ve just never rubbed me the right way. But after getting my hands on XMG Studio’s (developers of Cow’s Vs. Aliens, Little Metal Ball, and more), latest title, Powder Monkeys, I might just end up re-thinking my whole “stay away from pirate games” attitude. This casual exploratory strategy action-adventure RPG mesh of genre’s sunk it’s teeth into me, and wouldn’t let go.

You’ll play as Captain LaQuisha Boniqua III (this name can be changed when you start a game, but with a name like LaQuisha Boniqua, it‘s hard to want to), a monkey who’s after the pirates that are reeking havoc all around his little world. After your short training missions, you’ll be given a huge book of quests that you can take on, both Story Quests, and Side Quests. You will need to complete quite a few side quests throughout the game in order to level up, because Story Quests are unlocked depending on what level your little monkey is.
As you take on various side and story quests, you’ll explore the vast seas, searching for bug pirates, yes, bug pirates, and arriving to the rescue of monkeys around the world. Some of these quests will send you to cloud covered levels that you’ll need to blindly explore while looking for someone or something. Within these areas, there are various pirates and treasure chests to find, all with the possibility of wealth, or items that you can use to upgrade your ship.
Progressing through the game, you will need to build up your ship as you collect pieces from around the globe, so that you can keep up with the growing difficulty of the pirates as you level up. Fighting pirates is a sort of turn-based fight, in that you’ll need to wait to shoot items until they have cooled down. Stronger projectiles require longer cooling down, but generally, it will be a back and forth battle, each of you firing watermelons, fireworks, and other objects at each other until one of you looses all HP. With the inclusion of items that help catch or destroy projectiles as they’re coming at you, a certain degree of strategy is added on top of the already semi-strategic battles. In other words, you will not just be shooting objects at the pirates randomly until one of you dies, you will need to come up with a strategy that works for certain levels of pirates, adjusting your strategy as needed. Once you defeat a pirate, their ship will send out bags and bags of gold, but these need to be tapped on in order to be collected, and the screen fades out to the results screen pretty quickly, so if you’re not fast, the gold can be lost forever. This seems kind of like a useless mechanic within the game, and it being set up like this will most likely frustrate quite a few gamers. The gold at the end of each battle should probably just be automatically collected, and hopefully this is changed in an update.
Now, onto the graphics. XMG Studio has had quite a few games that fall under the “cutsey” cartoony graphic styling. Powder Monkeys is no exception. When you see most of the monkeys, chances are, you’ll want to snuggle them til their eyes pop out. But on top of the cartoonish graphics, there is a nice atmosphere, though it doesn’t change much throughout the game. It’s a game that takes place in the water, and there’s only so much you can do with water. However, the animations are nice, and the water environment doesn’t get too boring. It would have been nice to see some different sorts of rocks, seaweed, different light structures (no nightfall yet), different types of birds (I can hear them, but where are they?!), something to help differentiate between different places. The music goes along with the game, but if you find it annoying, you are able to turn it off, and leave the sound on, in the options menu.
So, has Powder Monkeys changed my perspective of pirate games? In a way, yes. I will definitely not just overlook games with pirates in them just because there’s pirates in them any more. From now on, I will probably give more pirate games a chance, but I doubt many will live up to the standards that Powder Monkeys has set in my mind. Along with a great game, there are 7 different GameCenter leader boards for things like Battles Won, Damage Delt, Coins Collected, and more, as well as 18 achievements, all of which doesn’t really help with replay value, but will make you want to play the game as best you can to try and work your way up each and every one of those leader boards. But who knows? Maybe a low ranking will make you want to replay the game with the hopes of doing even better the second or third time around. With the game being Universal and priced at only $0.99, it’s a must buy for any fan of the action, RPG, exploration, adventure, or strategy genres. It’s clear that this isn’t just a game that was thrown together with a bunch of different aspects, and that a butt load of time has gone into merging everything in the game together just right to make it one entertaining gaming experience. The game also saves from where you close it at, so it’s perfect for 5 minute sessions as well as long gameplay spurts. It’s also easy enough for kids to play, as well as entertaining enough to keep adults interested, and once you get into the higher leveled quests, the strategy aspect plays a larger roll in the game, making it challenging to complete, and not because of it’s length or for any lack of amusement.
Powder Monkeys gets a score of 9 out of 10.


Warm Gun – 4.99 (Emotional Robots)

Multiplayer games on mobile devices have become a pretty big deal, especially within the first and third person shooter genres. I remember starting off with Eliminate, then moving onto Archetype, Exo-Planet, NOVA and Modern Combat. Now multiplayer fanatics have a new title to obsess over; Warm Gun by Emotional Robots, the first to use the Unreal Engine and it’s amazing graphics capabilities.

When Warm Gun was first released, it had quite a few framerate issues, making the game almost unplayable, even in it’s offline mode, but the developers over at E.R. released a patch updating the performance extremely quickly, and now gamers have a semi-playable version to blast away and talk smack through, though it still needs some performance tweaking, and because of that, it’s pretty hard to find someone online to play with. Not to worry though, because the Emotional Robots dev team is still hard at work to optimize the game and are trying to make it run as smooth as possible before doing anything else in regards to adding content.
You are able to play on or off line. In offline mode, you are able to choose between 5 different environments, each with different places to hide, open areas to battle it out, and different stories to climb up to and jump down from. You are also able to choose between 4 different characters; The 49’er, who has a pistol, shotgun, and Molotov cocktail. The Blacksmith, who has a HUGE hammer, massive machine gun, and exploding cans. The Shaman, who is equipped with an electrocution stick, SMG, and exploding bottles, and last, but not at all least, The Preacher, who wields dual pistols, a riffle, and also has exploding bottles. Each of the characters has their own strengths and weaknesses, and which one you pick and get comfortable with will depend on your style of play, but rest assured, there is a character for you. Offline Mode runs very smooth, and is a great place to learn the maps, and each of the different characters, and until the multiplayer mode picks up, and more players get online, as well as the framerate issues get fixed, you can expect to play in Offline Mode quite a bit.
Online Mode is the same for Offline Mode, except which map you play in is chosen by the game, and where you will see the biggest issue for the Emotional Robots team; lag/framerate isues. Because of the framerate issues, it makes it very hard to play online. Your character will jump around quite a bit, and dying when there is no one in front of you, and then all of a sudden a character appears there after you die is a very common occurrence. Also something that most players do not like about online play is that you are not given any stats after your match, so you’ll have no idea what your kill/death ratio was, or anything like that. However, one thing I was very glad to see is that there is no leveling up or experience points in the game, meaning that no matter who you’re matched up with, the game starts out on a level playing field. You will never have to worry about being matched with level 10 or 20 characters while you are a level 1 or 2, or anything like that, so once the issues are fixed, and there’s people actually playing online (as of now, you might be able to find one or two people playing online every 8 or 9 times you start up the game), the online play could really be something special. Also, online battles go through GameSpy, and not through GameCenter, which is better than great news, as GameCenter multiplayer matching is hell to deal with, and GameSpy servers are prepared, and stable enough to handle the onslaught of players that Warm Gun is expected to have in the future.
So, now to the graphics. As always, using the Unreal Engine results in some amazing, console-like graphics. The shadowing is great, and offers nice places to hide, the buildings and objects all have some amazing textures, and everything in the game has quite a bit of detail. The smooth running offline play is something you could feel great about showing off to your friends, and gives hope that more talented developers will start using the Unreal Engine in the future, as it really makes the long loading times and basic looking graphics of Game Salad and other engines pale in comparison.
For controls right now, there are 3 options. One joystick, dual sticks, or 3 joysticks, and all are able to use swiping on the screen to move, as well as tapping on the screen to fire. You can hold down the second or third joystick on the last two control options and keep firing while moving your crosshairs with pretty good precision. However, when moving around, and swiping on the screen, once you let go, you will keep spinning a little bit, making the precision for finding a character, stop movement and start firing pretty frustrating. The developers are looking into this though, and are working on implementing more of a Modern Combat type control scheme.
The big question, is Warm Gun worth the price? $5.00 for a Universal version, using the Unreal Engine, and, after the issues are taken care of, and people start actually getting online, what could possibly be the best multiplayer experience, surpassing even Modern Combat 2. It’s probably better to look at is as an investment. The developers are extremely active on the Touch Arcade forums, and are listening to feedback from every member who is posting there. They are hard at work on fixing the performance issues, as well as making the controls nice and tight, and giving players as many control options as they can, giving players the option to start up and host their own games, and adding more content to the game. When it is completed, what you will have is one of the most amazing online multiplayer FPS titles to ever come along on any mobile gaming device. Right now, it’s nice to have it to learn the maps, and characters, in preparation for when the game is stable enough for smooth and solid online play. If you’re a huge fan of multiplayer gameplay, Warm Gun is a must buy. If you’re still teetering on the idea of buying it, you should check out the companion title, Warm Gun: Carnival of Bullets; which is a sort of training course for Warm Gun. In it, you can get use to the controls, check out the brilliant graphics, and get to know the characters. You will not have access to the original title’s maps, but you will be able to get a really good feel for the game. But if you want instant gratification, you might be better off waiting for an update or two.
Warm Gun gets a score of 7 out of 10.
Version Reviewed; Version 1.04
Reviewed On; 4th Generation iPod Touch – iOS 4.3.3


EnbornX – 1.99 (Lantansia)

Shoot-em-up games have been making a huge comeback over the last couple years. Mainly because you can now play old favorites like R-Type, Earth Defense Force, Galaga and Battle Squadron as well as newer games, like Fast Striker, Deathsmiles, ESPGaluda and DoDonPachi all on a mobile device with touch screen controls that make previously hard to pull off with a joystick moves as easy as swiping your finger across a screen. Mixed in with these classics and new favorites, we’ve been given quite a few new and amazing bullet hell and shmup titles. Enborn-X, by Lantansia, is yet another example of this.

This endless boss battle structured game is a blast to play. There’s two different control methods, both being tight and easy to use. One option is a joystick, while the other is relative touch control, and both have 3 different buttons for attack options. Each attack has it’s own percs as well as weaknesses. Your spread shot can cancel out certain types of shots from the bosses, while some projectile shots go right through your bullets, a laser that you need to charge while avoiding the onslaught of bullets coming your way, and an incredibly strong up close and personal punch attack that, well, you need to be up close and personal to use.
In order to max out your score against each boss, you’ll need to pick them apart, destroying them piece by piece. You can go straight for the middle of them, destroying them fairly quickly, but doing this will cause your score to suffer quite a bit, and in a high-scoring game like this, that’s a big no-no. For each piece of the boss you destroy, you’ll rack up points while shooting that piece, as well as get a bonus score for destroying it before moving on to the next piece. Starting at the edges and moving inward is essential, but also comes with quite a bit of risk. Generally, the edges of the boss are the pieces that shoot out the most bullets. This means you’ll need to get use to weaving in and out of them while attacking instead of staying in the middle and slightly moving to avoid the missiles and big lasers that you’ll usually find there.
The graphics and animations in Enborn-X are very exuberant, and it can sometimes be hard to focus when each new boss is spawned from the orb that you’ll be fighting. The animations for this are great, each bit being flung out of the last in true overdone anime style. In short, it looks awesome. The animations for your character are pretty typical of shooters, but match the style of the game very well. It would be nice to see one or two more moves incorporated to the melee attacking, as right now you punch twice over and over again, adding in a kick or super twirl punch or something would have been a great addition, but as it is, you’ll be focusing more on how much damage you’re doing with those punches than what your character looks like while pulling them off. The sounds and music go together with the anime style too, being full of energy, and adding to the overall feel of the game.
Now, with the game being done in true anime style, it’s amazing that it’s only $1.99, as most anime entertainment is usually premium priced, and with the amount of replay value, and the sheer exaggerated amount of action that’s in the game, $1.99 is a great price. EnbornX is also Universal, and compatible with iCade, giving gamers even more reason to lay down a couple bucks for it. Of course, a high-scoring game like this wouldn’t be complete without OpenFeint and GameCenter leader boards, now would it? Highest score and highest stage boards are included, as well as having 15 different hard to snag achievements. Lantansia has proven that they can make an over the top game that fits within the growing genre as well as expands it. Hopefully we can see another mode or maybe more weapons and characters in future updates, but right now, if you’re a fan of the genre, Enborn-X is a great buy.
Enborn-X gets a score of 8 out of 10.


Parodise – 1.99 (Parogames Limited)

Casual games with a story don’t really come around too often, and casual games with a long, deep, and well thought out story are pretty much non-existent. This is where Parogames Limited breaks the mold with their recently released title, Parodise. In this action/defense swiping game, you’ll learn about Parodise, your main character, Dumy-667, his supposed partner, Dumy-666, as well as his… boss, Yody, GOD, and Doomy.

To get through each day in Parodise, you’ll need to defend yourself against Doomy, a Dumy who has changed due to an insane amount of bottled up negative emotions, who will constantly be throwing objects at you. To do this, you’ll need to swipe on either the left, right, or both sides of Dumy-667, slicing each of these objects in two with your swords, but waiting until they get as close to your body as you can. Each object you successfully slice will add to your Soul Absorber, which, when full, will let you perform a super slash move that slices all the objects on the screen. Each time you get hit, you’ll loose one of two flames burning on the Holy Fire Defense System. Loose both flames and get hit again, and you’ll have to replay the level, but if you loose a flame, then slice an object, adding to your Soul Absorber, it will re-light the flame. Starting to sound confusing? Just wait until you really get into the story. Along with the Story Mode, there’s also a DOJO Mode, Hardcore Mode, Master Mode, and Panties Mode, each of which is unlocked by completing certain objectives in the previous Mode, thought these can be pretty challenging, and time consuming to unlock, once you do, it adds endless replayabilty to the game.
The graphics in Parodise are done in a nice and polished cartoony theme, with pretty interesting environments. The animations for all of the objects are done very well, adding loads of personality to the game, and everything in it. The music and effects give the game that real casual type feeling, and placed on top of the action filled gameplay actually fits perfectly with the game. This casual game with a deep, humorous, and profound story.
GameCenter is supported, with 63 achievements, and 4 leader boards, one for each of the unlockable Modes. There’s not a whole lot of replay value in the Story Mode, but with 4 endless Modes, there’s plenty to replay. Parodise is $1.99, and Universal, and right now is on sale for $0.99. This has quickly become one of my personal favorite casual games, and is so easy to recommend to everyone, hardcore gamers to casual gamers, this game will satisfy you in ways you never thought a casual game could. It’s addictive, funny, serious, challenging, and after the first couple days and little bit of story, you’ll start feeling for Dumy-667, feeling bad for him, rooting for him, and wondering what the hell is going on, all at the same time. This is one game no one should miss out on. Parogames has shown us with their first iOS release, that they are in this for the long haul, and are willing to put more work into their game than almost every other casual game developer.
Parodise gets a score of 9 out of 10.
Version Reviewed; V 1.0
Reviewed On; 4th Generation iPod Touch – iOS 4.3.3


Anthill; Tactical Trail Defense – 2.99 (Image & Form)

Line drawing and tower defense genres really seem to go together quite well from the couple of titles that merge these two genres I’ve been able to check out. Phoenix Defense Force, Boom Brigade, A.I.R. Defense, Into The Blue, and the ever popular Axe In Face come to mind, and now fans of the genre have another game to add to that short list of incredibly well done line drawing/TD games; Anthill: Tactical Trail Defense, by Image & Form International.

To start things off, the graphics and animations. I&F has done an amazing job creating some very vibrant and layered environments. You get an idea of this right when you get to the main menu. The very well done environments match the equally well done bug models and animations. It’s actually so well done that you might end up finding yourself just staring at the screen watching them move around. The bugs are also very colorful, matching the vibrancy of the environments perfectly. It’s easy to tell that a lot of time and effort went into making the movement, look, and flow of everything within the game just right. To top it off, the music is Disney-esque, and almost like something that would have fit very well within A Bug’s Life. It compliments the atmosphere and feeling of the game perfectly.
Now onto the gameplay. You start out looking down at an anthill, surrounded by shrubbery. The tutorial is well explained, learning the basic mechanics in the first level, and then new mechanics when new units are added. You’ll need to draw a line from the top of your anthill to your desired location, and then decide what units to send out on that line. You’ll need to constantly collect food in order to send out more units, and there is almost always a leaf close-by that you can snag about 100 food points from over a short amount of time. So to start things off, you’ll usually draw a line from your anthill to that leaf, and then decide to send out your collector ants on that line. They will go out to the leaf, and start bringing the food back to the anthill. Now, to keep those ants safe, you’ll need to drag your finger across the screen, or pinch to zoom in and out, to scan the area for enemy bugs that will kill your worker ants and deprive you of food. Once you find out where those bugs are coming from, or where they might come from, you’ll need to draw another line starting from the top of the anthill to an intersecting point between the bugs and the worker ants, and then send out your attacker ants. These guys will kill whatever bugs are encroaching on your territory, and leave their bodies for your worker/collector ants to pick up and take back to the hill. So after your attacker ants have cleared out an area of enemies, you’ll draw another line to their bodies, and choose the collector ants to pick them up, and take them back to the anthill for some major food points. Once you’re done with a line, you hold down on it, and select the “X” that pops up. You are able to draw as many lines as you want, but the more you draw, the more spread out our available ants will become, so it’s best to erase the lines you no longer need in a timely fashion. You can also use bomber ants, who fly out of the anthill, and drop goo wherever you tap on the battlefield. A direct hit with the goo can kill an enemy instantly, but to do this, you’ll need to hit a moving target who has the ability to change direction at any point in time. Which brings us to the AI. Each of the bugs behaves differently. This makes learning how each of your enemies moves, and attacks essential in taking them out successfully.
After each level, you’re given a star ranking based on how many points you’ve collected throughout the level. This is more important than usual because you can then use these stars to upgrade your ants. The speed of the collector ants, brutality of the attacker ants, and more. If you don’t want to battle it out to gain stars, you can purchase them through an IAP, 20 stars for $0.99, which can upgrade your ants quite a bit, but it’s not necessary, and the game isn’t pushed toward you buying the stars at all. The difficulty is set just right, and you can replay levels to earn stars that you didn’t earn the first time through. You can not, however, re-earn stars, so if you got all the stars available in a level, you can not replay it and earn those stars to use for upgrades again.
Anthill: TTD is GameCenter enabled, and has leader boards for all 21 of the levels that are spread across the 3 different environments. There’s also a leader board for your total score, which combines all of your best level scores. Having a board for each of the levels, as well as a star ranking that gives you stars for upgrades does add quite a bit of replay value to the game, especially if you’re a high-score chaser. With the game at $2.99, and on sale right now for $1.99, and being Universal, it’s a great buy for the amount of content and gameplay you’ll get. If you’re a fan of line drawing or tower-defense games, this is one that looks beautiful, and has an insane amount of strategic elements. The controls are nice and tight, and really, everything within the game is so professionally done that it’s hard to not call it one of the best, if not the best line drawing tower defense title available for the iOS.
Anthill: Tactical Trail Defense gets a perfect score of 10 out of 10.
Links;
Version Reviewed; V 1.1
Reviewed On; 4th Generation iPod Touch – iOS 4.3.3


Arcade Jumper – 1.99 (Black Hive Media)

I’ve said before that the platformer genre is one of my very top favorites, so when I heard of Black Hive Media’s Arcade Jumper, and saw a couple beta version screen shots, I was instantly intrigued. A “retro-inspired, endless, randomized side-scroller”? If done right, this could be one crazy great game. Considering the dev team is a husband and wife duo with a combined 10 years of experience, and numerous iOS releases under their belt, it was hard not to get excited. So after about 4 months of waiting for the game, it was finally released on September 26th.

In the game, you’ll start off playing as Eddy, and be able to unlock 3 additional characters with tickets that you’ll earn in-game. Now, the game is randomized, but only to an extent. You’ll go through Zones made up on 3 levels, and each Zone has it’s own theme. Zone 1 is Noob Hill Zone, and is a nice introduction. There are no real hazards here, a couple moving platforms, it’s really an intro zone. Zone 2 is called The Tilts, and here all of the platforms move like seesaws, either automatically, or with your character’s weight, and the rest of the game follows this type of set-up. But within each of the Zones, you never know what type of level you’ll encounter, though there are 3 general types, a Space Invaders theme, a Mario mixed with Sonic type theme, and a City-scape, kind of like Double Dragon type theme. It is also only endless in the sense that you can never replay the same game twice, but there are only 10 zones.
You’ll start off running through the level, jumping from platform to platform, either jumping on or shooting enemies, and head-butting blocks, a-la Mario, until you get all the way to the right side of the level. Here, you’ll need to collect the token floating in the air, which opens up the warp machine, which is back at the beginning of the level, so you’ll make your way back to the beginning, going left. The enemies re-spawn, so you can’t just do a speed run back to the beginning, but once you know where they all are, it takes about half the time to reach the warp machine, which, go figure, is an arcade machine. As you progress through the game, each zone requires that you collect more tokens, so sometimes you’ll go all the way to the right of a level, collect the token, and then come back to the middle, and collect a token there, and then go back to the right, collecting another token, before you head back to the warping arcade machine. There is a pretty good variety of enemies, each zone introducing new ones, as well as mixing in enemies you’ve already encountered. In each level, you’re aloud to take 3 hits, but loose those, or fall off of a platform, and it’s game over, and you’ll need to start from scratch. You can, however, earn a continue every 25,000 points.
There are also 3 mini-games, a Plinko like game where you’ll drop balls and have them bounce off of pegs, trying to get them into the highest point slot at the bottom, a Skee-ball type game, and yes, a Wack-A-Mole game. All of these will help you earn tokens which you can use to buy the 3 unlockable characters, along with other items. In the shop, you can buy a different controller set-up, a permanent space ship that will rotate around your character, and help you take care of enemies, and a pinball flipper that will bounce you back up onto a platform if you fall off. You are able to purchase 2500 tickets for $0.99 via IAP, but you can, of course, take your time and earn the tickets in-game, so it’s not necessary.
I did run across some bugs and weird issues while I was playing, for instance, if you’re running, and run against a platform that came down to squish you, while you are waiting for it to rise up again, the screen will keep going right, like your character was still in the middle of the screen, leaving you all the way on the left side of the screen, and then disappearing, until the game over screen pops up. Also, when a platform is seesawing, the coins, tokens, fruits and enemies that are on that platform are not stationary, and are left to fall off of these moving platforms. There were some instances where I would shoot at an enemy, and my shot would go right through it, or I would accidentally run into an enemy, and he would crawl up and around my character without harming him. Lastly, there are some weird collision detection issues with the platforms, enemies, and especially the boxes you’ll need to head-butt. The boxes do not let you jump through them while you’re right under them, but if you go at them from an angle, you will be able to jump right through them. These issues, all but the collision detection and objects on seesawing platforms, are rare, and I only encountered once or twice. But they are still present, though nothing that can’t be fixed with a quick update, and I’m not even sure the free moving objects on seesaws is an issue, might just be something I consider a little weird.
Still, Arcade Jumper is a nice randomized plat former that does present quite the challenge, and does have decent controls, physics, graphics, and gameplay. For $1.99, and the game being Universal and supported by iCade, if you’re a plat former fan, as well as an old-school arcade buff, you should enjoy what Black Hive Media has produced here. There’s also GameCenter leader boards for highest score, furthest zone reached, and all of the mini-games. There are also 20 achievements, but an update is needed in order for them to work, right now none of them are unlocking. If you are bugged by issues, and are looking for a highly polished and top notch platformer, you might want to wait and come back to Arcade Jumper after it’s had an update or two.
Arcade Jumper gets a score of 6 out of 10.
Links;
Version Reviewed; V1.0
Reviewed on; 4th GEN iPod Touch – iOS 4.3.3


Escape From Cyborgia – 2.99 (Manic Dreamers)

We mentioned in an earlier review that the iDevices, with their option for tilting controls, have opened up another little world for game development and genre expansion. Here we have another example of a genre expanded by these tilt controls, ball rollers. Escape From Cyborgia is a new addition the genre, developed by Maniac Dreamers.

First off, the graphics, like most other great ball rollers, are very immersive, drawing you into the dark world full of hazards and obstacles. The animations for all the moving objects, liquids, steams, and fires in throughout the game are also done very nicely. Coupled with the awesome music, great physics, and ability to tilt the camera by swiping on the screen you can see the levels from different angles, the developers have created an amazing atmosphere, making Escape From Cyborgia a game that you’ll experience just as much as you’ll play. There is also a story that is accessible from the main menu, which does add to the experience and feel of the game if you decide to take the time to read it. It’s pretty interesting finding out why you’re trying to “escape from Cyborgia.”
To make it through each of the 30 levels, you will need to guide your mechanical orb through the maze of paths, hitting switches that allow access to new areas, and collecting green, red, and blue orbs that give you points. These points can be used to slow down the timer or plant new checkpoints. You don’t need to plant checkpoints, but if you want to make it through the levels in a timely matter, it’s a good idea. Sometimes the orbs need to be collected by pushing crates or barrels over edges into the orbs, which counts towards your collected points as if you had run into the orb yourself. With this feature, the developers were able to make collecting all of the orbs a task that generally only the better players will be able to do, by placing some on the ground floor, which you are not able to touch without dying, in fire, at the bottom of holes in the floors, or behind other hazards, only accessible by finding the right switch, or moving a crate or barrel to the area, and dropping it on the orb.
You do not need to collect all of the orbs in order to finish the levels, but you will need to open up pathways by clicking on certain switches, which does require quite a bit of backtracking. The level design is extremely well thought out, giving players the opportunity to either spend more time in a level, and gain more points, but also run the risk of dying more, or let players try and speed roll through each of the levels, making it through as fast as they can, gaining a higher star ranking in the level.
The controls and UI in Escape From Cyborgia are very tight, and nicely laid out. You can adjust the calibration at any time in the main, or pause menus, as well as the tilt sensitivity. There are 3 buttons on the bottom right, and 3 on the bottom left corners of the screen. On the left, you can pause, go back to your last planted checkpoint, or reset your checkpoint to the beginning of the level. On the right, you can slow down the timer, requiring 1,500 points, set a new checkpoint, requiring 1,000 points, or enter the birds eye view of the level, which you are able to zoom in and out of as well as swipe and scroll around in. You can also swipe the screen at any point while playing the game to tilt the camera at a different angle, seeing if the pathways are slanted up or down, or maybe see if a path is accessible by seeing the set-up at a different angle.
For Maniac Dreamers first iOS release, Escape From Cyborgia is a very immersive addition to the ball roller genre. The only cons I can see is that there is no online integration, so there’s less drive to go back and replay levels with the hopes of bettering your score or ranking. Also, the level select screen always starts on level 0, so you will always need to scroll through the levels to find the one you last completed. There are also some sections on the paths, in the first couple levels, that have slight tilts on them. These slight tilts are almost impossible to see, even while tilting the camera. To make it over these slanted areas, players will need to tilt their devices to a pretty uncomfortable position. When you finally do make it past the slanted area, your ball will almost always go flying across the path. This isn’t too big of a deal, because the levels that do have these slants are only in the beginning, and there’s guard-rails on the path-ways, so you will not fling your ball onto the floor or into the green goo, but it is kind of strange that these sections only appear in the beginning of the game, and that more was not done to make them visible. Aside from that, which really isn’t anything to seriously complain about, and nothing that could not be fixed in an update, Escape From Cyborgia is a very well made, with skillfully thought out levels and textures. $2.99 for this Universal game is a solid price.
Escape From Cyborgia gets a score of 8 out of 10.
Links;


Space Junk – 0.99 (Upside Down Games Limited)

Space Junk is a new retro styled shooter by Upside Down Games, a 2 man (Ned Langman, and Greg Michael) indie development studio based in the UK. Ned Langman worked on the 80’s Amiga game, Silkworm, as well as SWIV, and Super SWIV, as well as a favorite of mine, Forsaken for the N64, PSX, and PC, along with more games in between and after. Greg Michael worked on Double Dragon III for the Amiga and Atari in the late 80’s, as well as being the lead programmer for the PSX title, Alien Trilogy, and then also on the oh so memorable Forsaken on the PSX, and, also, many more games. Needless to say, these guys know exactly what they’re doing when it comes to making games.

In Space Junk, you’ll control a little space man through Asteroids type levels, using a joystick to rotate, a button to thrust, and a button to shoot, while clearing out all of the objects in each of the 25 levels. Each of the objects you destroy will break up into smaller objects, and each one of those will break into even smaller objects. After that, once destroyed, a tool will appear, and these are what you’ll need to collect in order to score big points.
The retro vector graphics work well here, and there are plenty of different objects that you will encounter while making your way through the levels. Satellites, moon cheese, dogs, asteroids, space ships, and other various objects and shapes will be the main objects in each level, destroying these while they are in their first appearance stages, gives you a multiplier that‘s connected to the amount of tools that you pickup. For instance, if you‘re thrown into a level with 15 objects, and you destroy 5 of them before they start disappearing, which happens faster if you don‘t thrust around the levels, the amount of tools that you pick up will be multiplied by 5 in the end of the level bonus. The scoring system can get a little confusing, but mainly, if you keep moving around, and destroy as much as you can as quick as you can, while collecting as many dropped tools as you can, your score will shoot up. You are also rewarded for being accurate, getting a bigger bonus score the more accurate you are. There are also UFOs thrown into the mix, and destroying these will release a power-up, which could be a shield, extra life, powered up weapon, or a magnet that collects all dropped tools in the level.
Every 4 levels, you’ll encounter a bonus or challenge stage, where you’ll need to destroy all toolboxes and pick up all the tools in a set amount of time, or avoid a bunch of asteroids for 30 seconds while only using your thruster. This does add a nice break into the frantic gameplay, and if you pull off each challenge or bonus perfectly, can add to your score quite a bit.
You are able to play in portrait or landscape mode, and there are no borders on any of the levels. If you fly to the right, you’ll end up running into objects that were on the left side of the screen, but you can keep flying right forever, and your character is always in the center of the screen. This can be a big help if used right, chasing after UFOs is a lot easier if you go away from them instead of follow them, you’ll run into them quicker, and the same with all the other objects that will be flying all around you.
There are no online leader boards in version 1.0, which is kind of upsetting, considering this is a game that revolves a lot around high-scores. But even without online support at the moment, and only one game mode, Space Junk really is a very nicely done old-style arcade shooter. If you grew up playing games in the 80’s and early 90’s, you’ll most likely really enjoy this one. It’s pretty much an expanded Asteroids, with great vector graphics, awesome music, a really nice scoring system, 3 different difficulties, and cool weapons and power-ups. Being $0.99, and Universal, with talk of iCade and GameCenter support coming in the near future, it’s well worth the price, and then some. The developers are also very responsive on the TA Forums, and their FaceBook page, so with the help of the gamers who are playing this one, I can see it turning into something really special over the next few updates.
Space Junk gets a score of 8 out of 10.
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Jelly Defense – 2.99 (Infinite Dreams)

Most tower defense games really feel like they fit perfectly with touch screen devices. For many people, their iPod gave them their first experience with tower defense games, and have sense become hooked. But over the last year or so, it’s been pretty hard to find originality within the genre. Thankfully, there have been a couple of tower defense games that have really added something new, or expanded on previous ideas, instead of just re-packaging the same formula with a different skin. Infinite Dreams has shown, with previous iOS releases, that they know what it takes to put together a game that has substance, and with the release of Jelly Defense, they’ve proven once again that they know exactly what it takes to create an awesome game.
Jelly Defense sticks with the jelly graphics that Infinite Dreams have made popular with the past releases of Jelly Invaders, Jelly Clock, and Jelly Chronicles. Black and white backgrounds with colored characters giving the game quite a bit of personality, while keeping a very vivid yet minimal look and feel to the whole jelly universe. The animations and use of shadows give the world tons of life, and it really has turned out to be a graphic style that stands out and will soon be the first thing that will come to gamers minds when they hear “Infinite Dreams” from now on. Alright, enough gushing over the graphics, let’s get on with the gameplay and mechanics.
To start the game off, you’ll see the jelly’s home planet being invaded by another race of jellies who are bent on stealing the precious gems of the residing species. Thankfully, you are pretty well prepared, and have exactly what you need in order to defeat these wild and crazy beings. Each of the 22 levels has different paths that the enemy can take in order to snag the green crystals, and make it out of the level alive. So you will need to place your attacking jellies on the sides of multiple pathways to try and minimize the amount of gems that get stolen throughout each of the levels. You’ll have 10 gems available, and once all 10 are stolen, or you defeat all waves of the enemy, the level is over.
There are two types of enemies; Red and Blue. Like Jelly Invaders, you’ll need to match the attacking jelly with the color of the enemy in order to take them out. You’ll start off with one red attacking jelly, one blue attacking jelly, and one red/blue attacking jelly that can take out both types of enemies. As you progress through the game, you’ll be able to use more types of jellies to take out your enemies, but the invading jellies also get upgraded enemies, so there’s never really a point in the game where you can just kick the crap out of the enemy with new and more powerful jellies. In order to use your newer and more powerful attacking jellies, you’ll need to grow them in a tree, first paying for the tree to grow them, and then paying again to place them on the paths. This usually takes about 2 or 3 waves to grow the characters before they are made available for use, which adds a bit of strategy as to when you start to grow them, and when you decide to use them.
As you kill each of the enemies, gold will appear; to collect it, you need to tap on it before it disappears. This gold is accumulated in the center of your green gem collection, and is used to buy attacking jellies, and to upgrade your planted characters. I say “planted”, because when you select a spot to place your jelly character, they will quickly grow from a small ball to the jelly that can attack the onslaught of enemies. You’ll need to keep this in mind while placing them around the levels, as deciding where to put them a little late can result in an entire wave of enemies passing by it before it’s ready to attack. This also adds quite a bit of strategy to the game, aside from the obvious strategy of Jelly Defense being a tower defense game. You can most likely count on restarting a level more than once before you beat it with all 10 gems remaining, learning what jellies to plant, and where, to start everything off right. One wrong move in the beginning can ruin the rest of the level. The game is also built around buying and selling a lot of your towers. To make it through almost all of the levels, you will need to constantly be buying and selling jellies in order to take on the current wave that’s making it’s way through the paths at that moment.
On top of all of this, there are power-ups thrown into the game. They are all pretty nifty, and require pretty good planning for when exactly to use them. There’s power-ups that upgrade all of your towers, drop gold from the sky, produce an earthquake harming all of the enemies on screen at the time, sending meteors down in a specific spot that you decide, and more. All of these need to be used at just the right time to make sure they are used effectively. If not, you could end up wasting a pretty powerful power-up, and risking your gems.
Infinite Dreams has, once again, given gamers a quality title with Jelly Defense. The graphics, animations, game mechanics, level design, it all screams professional, and well thought out. Even the soundtrack is great, and you’ll probably end up pausing the game just to listen to the catchy tunes Infinite Dreams have thrown into it. The launch price is $0.99, but the price after will be $2.99. It is Universal, and will provide you with plenty of gameplay. However, it is missing an Endless or Survival Mode, like most TD games have, which could have taken quite a bit away from the replay value; but there are GameCenter leader boards for each level, along with boards for how many coins you’ve collected, how many jellies you’ve killed, and a total global ranking leader board, along with 25 achievements, all filling that replay void that leaving an Endless Mode out of the game left. If you’re a fan of tower defense games, Jelly Defense is a must buy. Hours upon hours of your life will be sucked away, and the feeling you get when making it through a level, keeping all 10 of your gems, is great, especially in the mid and later levels of the game. Infinity Dreams has definitely helped raise the bar within the TD gaming genre.
Jelly Defense gets a score of 10 out of 10.


Gyro13 – 5.99 (Cinemax)

Gyro13 is a physics based helicopter arcade game developed by Cinemax. Within the game, you’ll pilot a steam powered helicopter through South American gyroxide mines while picking up stranded miners, and avoiding hazards, obstacles, and navigating through wind-gusts and sometimes extremely narrow paths. Gyro13 builds on old-school gameplay while using extremely polished graphics, and top notch physics.

Cinemax used the Unreal Engine to develop Gyro13, and it quickly joins the ranks of Dungeon Defenders and Infinity Blade in terms of amazingly beautiful graphics right at first glance. The environments are awe-inspiring, making it hard to go through the levels quickly. But since the atmosphere is toxic, you must get the miners to the safe-zone before they run out of air, and die.
Each of the 24 levels are designed brilliantly. The amount of thought that has gone into the path you will take while making it through level after level is insane. The hazards and objects that will make it harder for you to make it quickly through the mines are also very intelligently, and thoughtfully added, being placed and positioned with immense care. Big active windmills, huge pendulums quickly swinging, mechanical hammers, doors that require you to open them, mines that follow you along with mindfields to navigate through and gusts of wind that can send you directly into the side of the mines are just some of the objects you’ll need to maneuver our helicopter through.
Luckily, Gyro13 has great controls that make flying through even the more narrow corridors a task that can be accomplished even while rushing to the end of the level. You’re given a boost button, which, of course, boosts the rotation of your blades, sending you in the direction that you’re angled at, a slider bar that controls left and right movement, and a gun that gets rid of pockets of toxic gas, and mines, that‘s activated by touching anywhere else on the screen. These controls are, by default, boost on the left, slider bar on the right, but you’re able to flip these in the options menu. This set-up works exceedingly well, and actually gives players more control than you would think. Rushing through levels, you’ll end up narrowly escaping death hundreds of times, most of the time by almost running into an un-seen object. With the control set-up, you’re able to graze the sides of the mine, along with other objects, by flying at a tilted angle, using the objects to push you in the other direction by using the air pushed off of the propellers. Summed up, the controls work exceedingly well because of the top notch physics.
To top it all off, the soundtrack is astounding. I actually paused the game on levels 15 and 16 this morning, plugged my iPod into my stereo, and listened to the tracks on repeat for about an hour. The music adds so much to the feel of the game, it’s a shame I know a couple of people that are going to turn it off while they play just because they refuse to listen to any game music while playing games, but this is yet another game that will be added to my “I seriously hope they release the soundtrack on bandcamp or iTunes” list. The effects fit in with the music as well, the sound of the helicopter and the sounds for running into walls, machines, or picking up miners all fits in with the atmosphere that the music brings.
So by now, you probably think that Cinemax has paid me to write up this review, and might have blown me off as another sold soul, but I assure you, that is not the case. This truly is one of the best iOS games I have ever had the pleasure of playing. It’s incredibly immersive, has amazing graphics, superb animations, intelligent level design, great music, top notch physics matched with outstanding controls, and, of course, awesome gameplay. It’s no surprise that the game is $5.99. I really hope that more developers start putting this amount of work into their games, and bring us more console-like experiences on our handheld devices. The pricing doesn’t bother me at all when the game could be sold on Steam for double the price. Gyro13 is also universal, so you’ll be able to see all the amazing graphics the way they were meant to be seen on your iPad as well. Cinemax has definitely raised the bar for immersive iOS arcade gaming with this release. I really can not recommend it enough.
Gyro13 gets a perfect score of 10 out of 10.
Links:
Website – http://gyro13.com/