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Review Rewind: iBlast Moki 2

iBlast Moki is easily one of the best physics puzzlers available in the AppStore, winning quite a few awards, and being named the best puzzle game by IGN in 2009, it was no surprise to see a sequel released a couple years later, and Godzilab nailed it. iBlast Moki 2 contains more of the same great things that made the original so great, including the great physics, fantastic level design, and awesome level creator, along with cool new bombs and gameplay mechanics. It’s also no surprise that after a year, you can still find the game on our devices. Though the hype has gone down quite a bit, with the release of Godzilab’s newest title, Happy Street, they made both the original and the sequel for iBlast Moki available for FREE, either reminding everyone how great the game was, or giving everyone who missed it the first time around another chance to pick it up. Now, with just about everyone who owns an iDevice having iBlast Moki 2, the user created levels have started getting more attention, and there’s still tons of new, unseen, and great content to be played, and I wouldn’t be surprised if you found iBlast Moki 2 on our devices in another year. It’s simply one of the best puzzle games available for the platform. 
**Note: This review was written after playing Version 1.0
iBlast Moki needs no real introduction, the physics-puzzle game from Godzilab is one of the most popular on the iOS, snagging the #2 game spot of all time on metacritic. So when iBlast Moki 2 was announced, everyone was eagerly anticipating this sequel, and for good reason. In iBlast Moki, you use bombs and other items to get Moki’s into the portal at the end of each level. The physics are amazing, the level design is top notch, and the environments are varied, and extremely vibrant. The sequel includes even more kinds of bombs and items to help the Moki’s reach the portals, the same amazing physics, even more interesting level design, and more vibrant environments, and it takes advantage of retina and HD display. There’s also a level editor and a level sharing service thrown in for endless hours of entertainment and fun. 
In iBlast Moki 2, you’ll encounter some very interesting bombs, and you don’t need to play for hours to get into the new game mechanics. They are thrown at you almost from the beginning. Paint bombs that each have different characteristics, ropes, and balloons are some of the first you’ll see. There’s also objects that you can stick your Moki’s to in order to get them to the portals at the end of the levels. In the game, it’s your job to place bombs throughout the levels, and set them to go off at specific times in order to fling the Moki’s to the end while collecting all the flowers in each stage, and doing it as fast as you can.
Your regular bombs are the ones that you’ll really have to play with trial and error getting the timing just right, making them explode at just the right time to send your characters off in another direction. This is done easily because the level resets every time you press the stop button in the lower left corner. The paint bombs, however, are more about where you place them, and timing isn’t really an issue with these. You’re given red, green, and orange bombs. The red acts as a bouncy liquid, and once your characters or any other objects touch it, they bounce up into the air. Green bombs act as glue, making your characters stick to whatever objects get covered in the liquid when the bomb goes off, and orange bombs act as turbo speed bombs, drawing your Moki to them, and shooting them forward at faster speeds. 
Because iBlast Moki 2 is a physics-puzzle game, the physics are a huge part of it, and Godzilab has done an amazing job with them. Everything feels real, and sometimes it might seem like you’ll have to be a physics major in order to get the solutions on the first or second time through the level. I actually would not be surprised if Godzilab had some physics majors help them with this aspect of the game, as they’re done so perfectly. This, coupled with the superb level design, add a ton to the challenge of getting up on the high-score board that’s in-game in the pause menu. The top 3 scores for each level are shown, and if you’d like, you can pay 1 Moki coin, which you earn throughout the game, to see these top solutions. This, is something that’s already upsetting people. Some gamers work for hours on a level trying to get the best score they can, and then their solution, if one of the best, is saved to the server, and accessible to everyone for 1 Moki coin. Godzilab has commented on this issue, and said that they will come up with a fix for it in a future update, but until then, the best solutions for each level are there, ready to be seen by everyone, unless you play offline. This is the only bad issue I can find with iBlast Moki 2 though.
With 90 levels spread across 6 different environments, and a level editor that lets you share and download created levels, there’s pretty much endless gameplay. A cut-throat leaderboard helps immensely with the replay value, and like I’ve said, some people will spend hours with one level, and some might even spend weeks creating one. iBlast Moki 2 could very well end up being the best puzzle game in 2011, maybe even the best puzzle game for the iOS, period. The scoring mechanics are great, the graphics are cute and polished, physics are perfect, level design is mind bending, and the gameplay is endless. For $3, it’ll be pretty much impossible to find a better puzzle game out there. It’s highly recommended to fans of the genre, and new-comers to the scene alike, and is on sale for launch, so you can grab it now for a buck! The universal version is $3, and should shoot up to $5 soon. If you don’t have it yet, make sure you get it soon, because it’s going to be a game that you end up buying eventually after hearing everyone you know talk about it.

**Note: iBlast Moki 2 HD is priced at FREE for a limited time, so if you don’t have it yet, you should definitely pick up this great physics puzzler!


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.


Disney Fish Hooks [Disney] – FREE

As much as I hate to admit it, Disney has put out some incredibly good iOS games over the last couple years. Where’s My Water?, Puffle Launch, Breakspin, Jelly Car, Where’s my Perry?, it’s becoming harder and harder not to check it out when Disney releases a new title into the AppStore. Their most recent, Disney Fish Hooks, is a prime example of a game I didn’t think I’d like, and ended up eventually loving. What’s even more surprising, is that Fish Hooks is a physics puzzler, something I, personally, got sick of some time ago. But Fish Hooks has so much charm and that spark that keeps me coming back to it that I just can’t ignore it.
Fish Hooks is one of very few Disney original cartoons currently in production, which I guess says something. It revolves around a tiny fish Milo and his friends at Freshwater High, a school in a pet store’s aquarium. Why does this matter? Because you’ll be able to watch some cut-scenes, and unlock Milo’s friends in the game, and it’s always nice to know a little backstory, right? Anyway…
Disney Fish Hooks contains 5 worlds, with 50 levels split up between them and a bonus level in each world which, once completed, unlocks another of Milo’s friends for you to play as. Sadly, the characters do not each have separate abilities or stats, making it purely a cosmetic feature. The goal is to collect all 3 apples in each stage before making it to the exit. This is done by manipulating the environment with bubbles to send your character in different directions, bouncing off of turtle shells, and creating and popping bubbles around your character, making them stop, float up and fall down in specific areas. 
Usually, you’re able to find teeter totter type objects in each level, which can be manipulated by creating bubbles underneath either side of them. Most levels will require that you set up all of these objects before popping your characters bubble, and sending them throughout the stage. As they’re making their way around the stage, bouncing off of turtle shells, you sometimes will need to quickly tap on your character, which will create another bubble around them. This stops them in their tracks, and immediately sends them floating to the top of the screen. This is a handy mechanic when trying to make your character land on a specific turtle shell or when trying to collect an apple that isn’t on the path you’ll travel while bouncing off of the shells. As you move on through different environments, and worlds, more spiffy mechanics are added to the gameplay, like spiky coral which instantly kills you if you touch it, moving turtle shells that require timed bubble pops, anvils that smash through coral, moving coral, and more.
The 3 apples in each stage act as a 3 star ranking system. Unfortunately, there is no GameCenter support, which does take away from the drive to 3-Apple each stage. There is also no scoring system, and no timer, so if you’re not driven by the desire to collect each of the apples, there’s no real additional drive outside of that, which is unfortunate. Fish Hooks would seriously benefit from a scoring system and GameCenter integration, and it is something I hope is added to the game in a future update.
As with most games, when you start playing, it’s a little more than easy. Almost too easy actually. I was almost turned off of the game before completing the first 10 levels. But the physics, level designs, and gameplay mechanics showed more than enough potential that I made myself stick with it, and as the difficulty level gradually increased, so did the amount of enjoyment I was having while playing. 
With Disney Fish Hooks available for FREE, the only thing you’ll really risk if you check it out is time, but if you stick with it, and get through the first world, the game really starts to pick up, and becomes incredibly fun. Seeing GameCenter added in a future update would be great, and judging by Disney’s past releases, and fantastic support through updates with them, I’m thinking it’s a real possibility. Even if you’re sick of physics-puzzlers, Fish Hooks is definitely a title worth checking out, and has the potential to be another Disney game you wind up keeping on your device. 


Random Heroes [Ravenous Games] – $0.99

Ravenous Games is best known for their breakout hit, League of Evil. If you don’t have it yet, chances are you either just got an iDevice, or detest platformers with a passion. If you do, then you know how extremely high Ravenous set the bar for the rest of the platforming development community, as well as themselves. Playing LoE, it was hard to believe that the same developers of Cave Run had come so far, and gained such an incredible understanding of what made a Speedrun Platformer great. But they did, and after the releases of Burger Cat and LoE 2, it was again hard to believe that it was the same development team. Granted, it was great seeing another side of the studio, but they were far from touching the same bar that LoE set. Now, Ravenous has released yet another title, Random Heroes, another action platformer, originally a Flash game, with Run’n’Gun elements. 
Random Heroes is the story of a city who’s been overrun by monsters from another dimension after a couple of kids knocked over the wrong tombstone in the city’s cemetery. Now a group of unlikely heroes are the city’s only hope. The story doesn’t come back into play until after you complete the 30 stage (33 if you include boss battles) game. You’re right if you’re thinking that doesn’t seem like a whole lot of content. A lot of players have beat the game in roughly an hour. Then there are others who might not have a chance.
Seems Random Heroes is plagued by random crashes and lost iCloud save data as well. Crashing has the potential of sending you back close to 15 stages, depending on how long you spend playing, and playing on more than one device could potentially send you back just as far, if not more so, depending on how far into the game you got before trying it on another device. There are quite a few users who haven’t even gotten through the first stage because of crashing, which can be pretty upsetting. There’s also quite a bit of lag and slowdown. 
If you’re lucky enough to not have to deal with those issues, chances are, you might not enjoy the game as much as you thought you would. The enemy AI is pretty bad, requiring a simple jump over and shoot from behind maneuver to outwit them. There are also multiple areas where enemies will get stuck in walls when turning around, making them very easy prey. It does get a little more complex in the later stages, but basically only because of the amount of ammo the enemies pump out, and how quick they are. You’ll also soon discover that there’s a lot of just standing and shooting, as even with a high powered weapon and character, you’ll still need between 2 and 6 slow reloading shots in order to take the enemies out.
Speaking of high powered weapons, there is a shop where you’ll be able to spend your collected coins purchasing various weapons with different reload and firing speeds as well as damage stats. You’re also able to purchase different characters, each having different health, damage, and agility stats, which is nice, and does give the game a little bit of replay value if you’re determined to unlock them all. Also adding to the replay value is GameCenter integration with 24 achievements, but with no scoring or timing system, there’s also no leaderboards, which is kind of a downer. 
The level design isn‘t bad, with multiple branching paths giving players some sense of exploration, which is nice. Though this does lead to some levels becoming very easy if you’re not into exploration, and only taking about 10 seconds to complete. 
Graphically, Random Heroes looks a lot like League of Evil, especially the user interface, which looks like it was ripped out of LoE. For platformer fans, this isn’t necessarily a bad thing, as the graphics and UI in LoE are one it’s strong suits. The animations add to the gameplay’s aesthetic, and never get dull, and the controls and physics are, as you would expect coming from Ravenous, top notch, so long as you aren’t playing on an iPad, which, to be comfortable, requires that your thumbs are as long as hot dogs. 
I really tried to like Random Heroes. I tried not comparing it to League of Evil, I tried to overlook the crashing, lagging and saved data losses, I tried not to get upset when loosing over 2,000 coins, and be positive when barely moving around when confronting enemies, but it’s hard to really focus on Random Heroes strengths with so many issues, problems, and the lack of content constantly staring you in the face. For $0.99, it’s worth checking out to see if it’ll run on your device(s). Coming from Ravenous, there’s no question that a lot of these issues will be dealt with in a future update, though how long that update takes, and what all it adds to the game is up in the air. Basically all I can say is this; if you want League of Evil, stick with League of Evil, if you want a Run’N’Gun platformer, INC is your best bet, and if you ever want to see Ravenous release another LoE, you might just want to get rid of those hopes.


Review Rewind: Mos Speedrun

One of our favorite speedrun platformers has to be Physmo’s Mos Speedrun. The graphics, controls, physics, soundtrack, music, challenge and difficulty are all, for lack of a better word, perfect. Since it’s release back in April of 2011, Mos Speedrun has received 7 updates, adding more content, more enemies, more costumes, video recording and uploading to YouTube, and more, making it a prime contender for best Speedrun Platformer on the iOS, next to League of Evil. If you’ve yet to pick up Mos, didn’t have an iDevice back when it was released, or just missed out on it, it’s one game every platformer fan needs to own. Snagging the spolight for our third Review Rewind title, Mos Speedrun is still on our devices, and will never be taken off. It’s a great game that we’ll keep coming back to time and time again when we’re looking for a great platforming challenge. 
**Note: This review was written after playing Version 1.5.
Running. When your pudgy like most adolescent kids these days the sound of that very word strikes fear into your little cheeseburger-loving heart.  Fortunately for you this game encaptures the fun that isn’t running and wont make you sweat at all. The gameplay is quite simple, your goal is to run to the goal in the fastest time possible while trying to be speedy around obstacles and enemies.  
Quick reflexes are the name of the game here but with time even the most pitifully uncoordinated player will be able to play like a pro.  The first level is the of course the adjustment level where you get used to the controls and the nuances of the game. After that you are basically on your own to explore and finish all of the levels. Each level is unlocked once you complete the prior level regardless of whatever you scored on it.  In each of the levels there are a variety of different paths that you can take some of which net you more or less coins that influence your endgame score.  Through a process of trial and error you begin to figure out what works and what doesn’t and how you can begin to improve your time and score.  
The reason I am really enjoying this game is due to that factor of replayability.  No matter how well I finish a level I am always intrigued enough to try it again and try to shave a few seconds off for bragging rights on the leaderboards.  At the end of each level you score badges on the various things you did. For example if you found the hidden skull in each level you get a badge, you finish inside the time limit you get a badge as well.  I usually don’t enjoy games that have a in-game timer but I’m okay with it in this orientation because speed is this games middle name and being able to see the amount of time your wasting trying to find the skull and increase your panic level.  After you die in a level (which will happen often believe me) you are sent back to the start where you can watch as a ghost of your previous attempt runs alongside or ahead of your current effort to not die. You have the option to turn off the ghost respawning and the type of control you use in the blatantly obvious option menu. 
Another nifty feature in the option menu is the fact you can change your characters look from there.  The costumes include a ninja, the atypical purple jogging suit, and a bee.  There are 5 worlds in all and to unlock the next one you need to earn a certain number of badges in the previous level. Overall this a extremely addicting game that has you shaving off the seconds in the pursuit of a better score to boast about.  With tons of replayablility and hidden objects you will always find new content in Mos Speedrun.  I give it a 5/5.


RACEOFF: A SIDE BY SIDE REVIEW; MAD SKILLS BMX vs. MOTOCROSS [TURBORILLA] – $0.99

Two games enter, one game leaves; or takes home the checkered flag; or gets your download or something like that..
Turborilla has just released a new entry to their ‘Mad Skills’ line up with ‘Mad Skills BMX’. In playing this awesome new kid on the block racer, I couldn’t help but compare with their previously released ‘Mad Skills Motocross’ title, and thought I would size them up against one another.
To be honest, I am not going to pick a ‘winner’ out of the two; just provide some similarities and differences, and pros/cons between the two as they are both two of my favorite games on my iPad and iPhone, as this genre has always been one to pique my interest out of all the craziness of titles that make up the AppStore.

 

Controls
Let’s get the big one out of the way, the controls. Mad Skills MotoX provided buttons for throttle/brakes, an un-realistic ‘jump’ button (one of which, I almost never used and still faired quite well on each Division), and most importantly, buttons for lean. There were also options in MotoX for Tilt to lean, and configurable throttle button locations (left/right) and a exclusive option to move the entire control scheme to the center.
In BMX, you still have the option to move the pedaling from either the right/left side. The first thing I noticed was the ‘Tilt to Lean’ on/off radio buttons. When off, I guess I’m kinda ‘slow’ to pick it up, but the tilting was done by swiping in the direction you wanted to tilt. This was quite difficult to master, but by the time I was mid-way through the ‘Intermediate’ division, I had it nailed. You just have to swipe gently/forcefully to get the lean desired.

BMX does not have buttons for anything as it is entirely swiping. My first thought was, well, I didn’t get it, considering how masterful their previous buttons worked on MotoX. The more I played with BMX’s swiping method, the more it jived, and it works…awesome. The key is to not only swipe for the intended outcome, but hold your finger on the screen at the end of the swipe. You swipe down to gain speed on downslopes and to crank wheelies through whoops, swipe up to jump, and contrastingly down to come down quick once airborne. One essential thing for me was to really utilize that down swipe to gain speed on whoops and downslopes. Both games allow you to throwdown back/front flips, but with BMX, you do so by swiping sideways as opposed to hitting the lean buttons on MotoX.
Both BMX and MotoX have very different control schemes, and for their respective games, work perfect.

Graphics/Animations
BMX puts you on one of the bevy to choose from bmx bikes and has you pedaling and flipping through some of the more spot on physics I have come across on the genre. The realism is out of this world and the retina graphics support that feel as they are as lush and gorgeous as they come. Mad Skills MotoX has seen its share of updates, thankfully, and the graphics are not quite as gorgeous as found in BMX, but they are still top notch. When considering wipeouts, MotoX provides ragdoll crunching animations, where in BMX, the riders are a little more stiff. I see the BMX animations as being more realistic, but the MotoX crashes are probably more fun to admire.

Difficulty/Tracks/Bikes
Turborilla has perfected the ability to allow you to get good with their game progressively, and the difficulty curve is among the best I have seen in any games. In MotoX, there are five(5) divisions, with Division 5 being the easiest. The welcomed option found in MotoX is that they included both an ‘Amateur’ and ‘Pro’ difficulty settings, for all divisions, with the former designed for casual players, and the Pro settings for a little more challenge. In MotoX, your competitor could always be seen taking a nasty wipeout allowing you to crank past them with ease and take home the checkered flag. Not so in BMX. The Difficulty in BMX is stiff. Not overly stiff. This time, Turborilla labeled their divisions more accordingly with the first division titled ‘Novice’ and the last being ‘Pro’. BMX however, does not include the option as found in MotoX, for amateur or PRO. This had me replaying some tracks several times over, as to progress to the next Division, you have to take at least 4 wins in your current division.

Another thing to note is that in MotoX, a separate ‘Time attack’ mode exists allowing you to race your previous time, and also includes a ‘Replay’ option in this mode so you can watch your race.
Both games also include the Reset button at the top of the screen, which immediately sends you back to the starting gate.

The tracks in both BMX and MotoX are superb, and ramp up in perfect correlation with your current division and stage/level in the division. The Tracks seemed longer in MotoX than in BMX, and even appear to take longer to complete, but maybe that is because that is true to life. BMX tracks are not long whereas MotoX tracks are the opposite. The obstacles you encounter are sick, and only getting more badass as you progress. What I found best about BMX’s tracks was that there was not one perfect sequence to crank out through the jumps, as in MotoX I was typically hitting the same jumps or rolling over them similarly as I did on the first lap. BMX gave me more freedom to decide what I wanted to roll over, and what I wanted to huck off.
BMX comes with 40 tracks, with no options (currently of course) to purchase additional ones, whereas MotoX currently has 52 tracks in the game, 20+ free downloadable tracks, and a lot of purchase-able really cool and funky tracks as well, that are well worth the extra .99cents to unlock.
One thing I immediately noticed was that in MotoX your point of view/camera angle is a lot further out than as found in BMX, allowing you to see what’s coming up a lot easier than in BMX as in BMX the camera is slightly more zoomed in.

Turborilla does a fantastic job in providing us with cool bikes to choose from, even if we have to pay for some of them. MotoX has 28 bikes, with 6 of them to choose for free, and the rest unlockable at .99cents each. BMX has 10 bikes, with 5 of them to choose for free. One of the funniest out of both games, was ‘The Hound’  in BMX which looks like a dude in a Dog suit with an overgrown head. Too funny.

Both games are Universal, and are priced at a buck. Personally, I found the BMX to be slightly more difficult, and therefore more of a challenge and more engaging. The swipe controls take a bit to get used to, but really, it flows perfectly after only a few races. Turborilla has noted in their app description ‘Tons of Updates to Come’, (ie. GC achievements) and judging by the fact they updated MotoX just a few days ago, I know they have a lot of great things in store for us
Weighing all the things I noted, do yourself a favor; if you don’t have MotoX yet, just buy them both! They play differently enough that you will be entertained by either for quite some time. I have had Mad Skill Motocross on both my devices since its release as it is just mad fun, and I know without question that BMX will remain as well.

Check out this Hilariously original Mad Skills BMX trailer below.

Mad Skills BMX Download

Mad Skills Motocross Download


Tread of the Dead [Spencer Cordes] – $0.99

I am constantly amazed by iOS games. Whenever I even so much as start to think that there’s nowhere else for games to go, WHAM. I find myself in the midst of an original and unique type of game that I’ve yet to see in the AppStore, and it’s almost always by an indie developer I’ve never heard of prior to that release. Well, here it is again, another awesome surprise from a new-to-the-iOS-scene, Spencer Cordes first foray into the AppStore, Tread of the Dead. Ready for another surprise? It’s a zombie game. Yeah, that’s not the surprise. It’s a zombie game, and I’m not sitting here wishing it wasn’t. SURPRISE. 
Tread of the Dead is a tilt-based survival game that focuses more on quick thinking and puzzle solving than actual zombie killing and survival. Each stage gives you 3 different weapons to fling at the oncoming zombies, and your goal is to guide these weapons into the various patterns of zombies, slicing each of them in half before you run out of your available gear. 
Starting off, you’re only given chainsaws, which are able to take care of the first patterns, and usually in one go, but as you progress through the game, and the zombie’s patterns get more complex, some swift and skillful tilting will be required in order to destroy all of the zombies. Then you’re given another weapon. Shuriken. These nifty little ninja stars are able to either stay locked together as one zombie killing weapon, or split up into 3 equally separated stars preformed by tapping anywhere on the screen. Pulling this off just right can slice up tightly nit zombies while transforming from one to three stars, but only if timed just right. As you progress even further, you’ll unlock pipe bombs, zombies with bombs strapped to their chests, direction changing machetes and more will help you take out the crazy amount of zombies in even crazier patterns as well as some incredibly tough boss battles. Another fantastic thing that’s been thrown in for good measure is the between-worlds ride where you’ll get a environment specific vehicle to mow down road fairing zombies as you move on to your next location. 
As if that weren’t enough, Tread of the Dead also contains 4 additional gameplay modes, with one being unlocked every time you complete a world in Adventure Mode. These 4 additional modes? Arcade, where you’ll be armed with a never-ending supply of chainsaws to take out an endless amount of zombies. Once a zombie reaches you, it’s game over. Infinisaw lets you tilt a never stopping chainsaw into an endless mass of zombies as a timer runs down. Here, for each large combo you get, more time will be added to the timer. Once it runs out, that’s it. There’s also Vehicular Mode, which lets you chase down zombies while avoiding objects. Gas is given to you for building up large combos, and once you run out of gas, game over. The last mode is Zombified, where you get to take control of a zombie, and play an endless distance game, avoiding all of the objects that come flying your way. 
The graphics and animations are well done, though they are reminiscent of many other Doodle games, they aren’t really cheap looking, but graphics are not this game’s strong suit. However, the animations are great, with nice deaths and cheesy explosions, it’s hard not to laugh, and be drawn into the gameplay even more. GameCenter integration is also included, with leaderboards for each of the Adventure Mode’s 4 Worlds, your Total Adventure Mode Score, and for each of the 4 other gameplay modes as well as 38 great achievements. Tread of the Dead also contains a great in-game stat section where you can check out loads of different stats, and a skin menu, where you can change the colors of all of your weapons once you kill a certain amount of zombies, giving the game even more added replay value. 
Priced at $0.99, being Universal, and with the incredible amount of content, as well as the crazy high replay value, Tread of the Dead is a great buy. Developer Spencer Cordes has also stated that more content is on the way, as well as touch screen controls so that iPad gamers won’t have to deal with the sore wrists that come with tilting your device for long periods of time. There’s also a lite version if you’re still on the fence after reading this, and checking out the trailer. I, for one, definitely hope to see more games come out of Mr. Cordes head. There’s obviously some incredibly good ideas bouncing around up there. 


Combombo [Wales Interactive] – FREE

There are so many great games in the AppStore that don’t get nearly enough attention, and are highly underrated. Miss Claire Garden, iDaTank, Space Tripper, Fractal Combat, Magnetic Baby, Up And Up!, Jelly Pops, Light Guardian, Eve of Impact, Awesome Saucer, Cubes Vs. Spheres,  I can go on and on and on and on. It really is a shame that all of these fantastic games get buried under hundreds and thousands of other games that don’t even compare. So is the nature of the AppStore. One such title happens to have been released last month. Developed by Wales Interactive, not really known for anything, they have put out 5 other releases; Kitten Calculator, Jibs Jump, Mrs Sprat Next Doors Cat, World Torch Challenge and Mr Frog the Neighbors Dog, all of which have basically tanked. But Wales Interactive has pushed on, and finally developed one outstanding game. Combombo. 
 
Combombo is a retro inspired arcade shooting game with some obvious influences from Pang. You’re put in control of a little character named Bombo. No one really knows where he’s from, or why he’s here, but one thing’s certain; he’s addicted to coins. And his top-hat, of course. Controlling Bombo is easy; drag your finger along the screen to move him. That’s it. While he’s moving, he automatically fires purple blobs of goo that turn green orbs red. Once you stop moving, Bombo produces a shield that will protect him from the orbs for a short time. If you get hit by an orb, you loose a life. Now, here’s where it gets incredibly fun – the goal of the game is to turn as many green orbs into red orbs as you can, by automatically shooting them, so that you can bank your points and collect your coins, a lot like Flip Ship’s scoring mechanics. If you get hit before you bank all your points, you’ll loose the points you’ve built up. The more red orbs you have on the screen, the higher your combo, and the more points you’ll receive. 
There are 4 separate gameplay modes in Combombo; Waves Mode, Speed Mode, Timed Mode and Lives Mode. Waves Mode starts out slow, only spitting out one green orb at first. But as you progress through this mode, more and more orbs are added to the mix, and soon, it’s one hectic free-for-all. Speed Mode requires that you bank at least 10 red orbs before you cash in in order to speed up. You start at 1, but for each set of 10 red orbs that you bank, the speed goes up. Timed Mode gives you 90 seconds to bank as many points as you possibly can, while Lives Mode gives you the chance to bank as many points as you can with only one life and one shield. 
Graphically, Combombo is extremely colorful. The environments all contain nice details, but the colors are dulled down a bit to make the incredibly vibrant orbs stand out against it. As you can imagine, this helps quite a bit, especially when the game gets hectic, and you’ve got 20+ orbs flying around in all directions. The animations are well executed, and add to the overall polish of the game, while the sounds and background music complete the picture. 
Originally priced at $0.99, you can pick up Combombo for FREE right now via DailyAppDream.com. Being Universal, it looks, and plays great on the bigger screen as well. However, there is one fairly big downside. There is no GameCenter integration. This means no achievements, and, since no leaderboards are contained within the game, no scoreboards. This does put a fairly big damper on the otherwise fantastic score-chasing drive of the game, and does take away from the long time replay value. Hopefully GameCenter can be added in a future update, but like almost every other title, I can really only see this happening if the game sells well. But with it FREE for the time being, you should definitely take the opportunity to download the game, and write up a review in iTunes, as well as help spread the word about this fantastic title. Otherwise, it’ll just fade away like so many before it. 


Critter Escape [Chillingo + KIZ Studios] – $0.99

Earlier in the week, we reviewed a new Chillingo title, Chimpact. In that review, we kind of noted a couple of complaints about previous Chillingo titles, and their lack of updates and support. But recently, I’ve been chatting it up with a couple of developers who have had their games published by the big name company, and it really looks like our complaints might just be a thing of the past. Hopefully. 
Chimpact, Orc: Vengeance, Jelly Jumpers, Catapult King, Eager Beavers, and more are recent releases that have either already received updates, or have updates in the works, which is fantastic news for gamers, and Chillingo. Hoping to add to the revival of this tradition is KIZ Studios, offering up their first iOS title, Critter Escape. 
The first thing that drew me to Critter Escape wasn’t the screen shots, or the game’s description. It wasn’t word of mouth, that it’s a Chillingo publication (meaning that it was most likely going to be a very well made, and nicely polished title), or even the trailer for Critter Escape. Nope, what drew me to the game was the development team. KIZ Studio has a great little section on their Official Website detailing not only their History, but also their studio’s Values. In this section, they list some pretty impressive traits that was what really piqued my interest in Critter Escape. Not only do I have faith that Critter Escape is going to get updates, and be tweaked to become the best possible game KIZ can make it, but they’re a development studio that I have no problems in wanting to support. 
Now, Critter Escape. Critter Escape is a sort of stealth influenced action/arcade adventure title that puts you in control of a cute little creature that kind of looks like a bean with arms, legs, and a face. Of course, completing the look is his spiffy crash test helmet. When you start the game up, you’ll be able to watch a cut-scene showing you how this little critter was captured by a scientific team in order to perform various tests on him. Before you start the first level, you’ll see another cut-scene showing the critter cuddled up in bed, sucking his thumb, and looking incredibly worried about his future. 
Luckily, the scientists forgot to pick up every chemical agent, and you’re able to use these to your advantage. Items that turn you into a huge monster, able to smash your way through guards, speed boosters that let you zip by and away from guards and ghost pick ups, turning you invisible and a superhero pick up that gives you super speed and strength can all be found scattered throughout the world of Critter Escape. While you’re playing, you’re also able to collect, and will earn gems which you can use to purchase these power-ups from the pause menu. When purchased, instead of only taking effect for a short period of time, the pause menu items last the entire level. So if you’re having trouble with a certain level, you’re able to blast through it by purchasing these power-ups. You’re also able to purchase gems through IAP, but these are not required to complete the game, or to unlock any specific levels, as everything can be seen, experienced and completed without the gems. 
Each of the levels fits into different objective categories. They are grouped together, with about 4 levels in each group. These range from not being detected, escaping the level before the timer runs out, knocking out all of the guards, rescuing other critters, escaping without using any special items and more. With 120 levels, there are more than just a couple of these objectives. There are also 10 separate environments, adding to the look, feel and immersion of the gameplay. 
Critter Escape contains two different control schemes. One is a virtual joystick that appears whenever and wherever you set your finger down on the screen, and the other is a line drawing scheme. I have had some issues with the joystick controls, as they’re pretty finicky, and I’ve constantly found myself needing to readjust my thumb on the screen, and if you’re controlling your character, and accidentally touch the screen with another finger, or the side of your hand, the controls stick until you pick your finger up again. The line drawing controls work a lot better, but aren’t really quick enough for the speedy levels, when you’re being chased, or to avoid a lot of the environmental hazards. The controls are nothing game-breaking, but they could use some tweaks, and I wouldn’t say no to a static joystick. 
Graphically, Critter Escape looks great. The character models, objects, and environments all provide a pretty immersive atmosphere, and with the great animations, the atmosphere is only increased. The various enemies and hazards all stand out, even though they graphically fit in perfectly with the environments, which is great, especially when speed running through the stages. The music and sound effects also add quite a bit to this atmosphere, and immersion, making it an extremely polished and well produced game. 
Priced at $0.99, being Universal, including GameCenter integration with 36 great achievements and having iCloud support, even with the control issues, Critter Escape is an incredibly fun and entertaining game. It has the usual polish that most of Chillingo’s publications include, and comes from a fantastic development team. KIZ Studios is definitely one to keep an eye on, especially if they follow through with their values, and make Critter Escape the best it can be. Let’s hope this is a new beginning for Chillingo, because they really do publish some outstanding mobile titles. 


Flip’s Escape [Shaun Inman] – $0.99

One of the AppStore’s most addictive, and incredibly awesome puzzle platformers has got to be Shaun Inman’s The Last Rocket. With it’s great retro graphics, simple one-touch tap/swipe/hold controls, and fantastic gameplay filled with style, it’s one iOS game that everyone should own. Fans of the game will be happy to hear that Flip the rocket is back, in an all new game, Flip’s Escape, an endless game that takes place after the events of The Last Rocket. 
One thing I should bring up before we start. Flip’s Escape is not a sequel to The Last Rocket. In fact, aside from having Flip as the main character, it’s nothing like The Last Rocket. Flip’s Escape is more of a mini-game when compared to it’s predecessor, but that doesn’t’ mean it’s not worth checking out. Rather than go the Kickstarter route, Shaun Inman decided to take 3 weeks, and throw together an endless game to appease fans of The Last Rocket, and let them in on what Flip had to go through after the ending of the game. The money made with Flip’s Escape is all going to help fund Shaun’s next game. It is nowhere near as depthy or content rich as The Last Rocket, but is a great idea when you look at the alternative. 
Now with that out of the way; Flip’s Escape. There’s one mode contained in the game, but there’s quite a bit of drive and plenty of ‘one-more-go’ gameplay. Flip moves left and right automatically at the bottom of the screen. Tapping anywhere causes Flip to stop moving. The goal of the game is to avoid hitting asteroids while collecting the stars that orbit said asteroids and get as far away as you can from the blast lingering behind you. 
Collecting the stars that orbit the asteroids fills up your star meter. Once you’ve collected 6 stars, it’s WARP time! While you’re warping, if you tap the screen as quickly as you can, you’ll build up your warp meter, and travel further distances. Flip also collects gems while he’s warping, which you can use to purchase and upgrade items in the shop. 
In the shop, there are two cheap consumable items which you can use to get a little further in your travels; the Nose Cone Drill, which lets you survive 1 asteroid collision and the Star Magnet, which attracts 5 missed stars. These are stackable, and you’re able to take 3 of each into each game with you. What’s great is that if you die and you haven’t used up all of the magnets yet, they are carried over into your next game. Also available in the shop is the Speed Inhibitor, which reduces your maximum speed, and the Speed Booster, which, you guessed it, increases your minimum speed. These have a pretty big effect on your warp distances, as the Speed Inhibitor will cause you to not travel as far while warping, no matter how quickly tap, and result in not collecting as many gems, and the Speed Booster will make you travel further while warping, resulting in more collected gems. You might be asking, ‘Well then why even include the Speed Inhibitor?’ – well, the game can be pretty difficult, and avoiding asteroids can be a challenge, and slower movement helps with that, which could wind up getting you further in the long run. It really depends on how you feel about the difficulty of the game as to which booster you choose to purchase. 
Also included in the shop are Friends. These friends are fairly costly, but totally worth saving up for. The Fare earns you 1 gem for every 10 lightyears traveled, and when you’re traveling upwards of 10,000 lightyears each game, that really adds up! The Trailer is your other available friend, tripling the amount of consumable storage space, letting you carry up to 9 of each consumable item. The last items are the Hulls. These are the most costly, priced at 200 and 300 thousand gems, they are purely cosmetic, but do give gamers something to play for after all the other items and upgrades have been purchased. 
The graphics and animations are, of course, totally reminiscent of The Last Rocket. If you love the whole retro 8-bit throwback look, you’ll love the graphics. The background animations are also top notch, with stars racing by leaving little streams of light behind them when traveling fast, and those streams of light disappearing when you stop Flip, it definitely adds to the whole feel of the game. The music is also just like TLR’s chiptune tracks, completing the whole retro feel that Shaun Inman has become so incredibly great at creating. 
So; is Flip’s Escape worth checking for $0.99? While it is Universal, and supports GameCenter, with leaderboards for Furthest Distance Traveled, Furthest Distance With Upgrades, Furthest Distance Without Upgrades, Furthest Distance Without a Collision and Furthest Distance Without Warping along with 20 pretty hard to snag achievements, all adding the typical endless replay value all endless games have, there will be people that this just doesn’t click with. After The Last Rocket, Shaun Inman set a bar, not only for himself, but for future puzzle platformer developers to come. Flip’s Escape doesn’t come close to hitting that same bar, which will upset some gamers and fans of The Last Rocket. However, if you look at Flip’s Escape as more of a great, unique, original endless game that you got as a special thank you for helping to contribute to Shaun Inman’s next video game project, chances are, you’ll totally enjoy it. The challenge is crazy, and with some insanely high scores on the leaderboards already, the score-chasing has already hit full throttle. Hardcore gamers looking for a hardcore endless distance gameplay experience will eat Flip’s Escape up. It has the ‘just-one-more-time’ hook perfectly done, and lets fans of The Last Rocket in on what happened to Flip after the end of the game. With Flip’s Escape only taking 3 weeks to complete, I’m totally stoked to find out what Shaun’s been working on, and is continuing to work on. I just hope we don’t have to wait too long to find out.