Archive for the ‘fun’ tag
‘Robbery Bob’ Review – A Sneaky Game of Sneaking
Robbery Bob [ $0.99 ] has moments where you can tell it was designed by someone who cares. I’m not implying that that is a rarity, but you do rarely see the level of care that portions of Robbery Bob exhibits. Unfortunately though, those portions are few and far between, and what is in between is, well… Uninteresting.
But I’m getting ahead of myself.
Robbery Bob’s premise is simple: sneak into houses, steal items of value, leave without getting caught. There is a thin narrative wrapped around these acts, but this isn’t a game about story, it’s a game about the sneaking mechanic. And it is that mechanic that the game lives or, more often, dies on. Things start off real strong. Sneaking around the first few houses shows off a lot of the potential for the mechanic, but the game soon devolves into a repetitive room-by-room hunt with obstacles sprinkled haphazardly around. But, again, I’m getting ahead of myself.

Sneaking into a house is easy, the front door almost certainly is unlocked, and once inside Bob has to assess any potential threats to his mission (taking care to avoid them.). “Threats” can include dogs, cameras, old ladies, other humans, and, most importantly, the police. Luckily for Bob, there are ways to avoid these threats. Unluckily, for you they are almost all a pain to use. The methods for avoiding detection range from mundane (hiding in a planter) to the interesting (leaving doors open to pull patrolling inhabitants off their path). Each one of these methods of avoidance are fun, if not a little frustrating the first couple times, but they show their one dimension-ness and tedium by the eighth or ninth time you employ them.
While playing Robbery Bob, I couldn’t help but think about Shaun Inman’s brilliant The Last Rocket [ $2.99 ]. Inman, like the team at Level Eight, had to stretch a simple mechanic over 60+ levels, while keeping it interesting the whole time. He succeeded by not only developing interesting level mechanics, but also by weaving those mechanics together. If you’ll forgive those cliche, by the end of The Last Rocket, you had a veritable symphony of mechanics woven together beautifully. Robbery Rob goes half way in that endeavor. The mechanics themselves are interesting (seeing, for the first time, the way a camera interacts with open doorways was what inspired the review’s opening sentence), but when those mechanics are just dropped into the level without context, they lose almost everything they have going for them. They don’t work together, they don’t play off each other, they exist only as a standalone obstacle, forgotten as soon as you pass them and move into the next room.
Again thinking of The Last Rocket, another thing it did so well was instilling the notion that once you figure out the puzzle, you could move through it with nothing but grace and ease. Unfortunately, Robbery Bob never seems to get to that point, and therefore you never feel like you could replicate a victory. The last levels of any particular area (of which there are 3) feel like a crap shoot with your victory being tied more to chance than to skill. I, just now in fact, went back to try and finish the last level of the first area again and failed 3 times before I was able to do it.
While the game offers plenty of gameplay for the price, including encouraging you to go back and perfect all the levels (ala Angry Birds), it never hooks you like a game of that ilk should. It is a game where the potential is sky high, but you feel like the game itself stayed on the ground, only looking up every now and again. It fails to make a promising mechanic interesting.
Robbery Bob isn’t bad by any stretch of the imagination, it just isn’t good.
TouchArcade Rating: 
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‘Tractor Trails’ Review – Farming Gets A Breath Of Fresh Air
Does the idea of yet another farming game sound exciting to you whatsoever? Your answer would likely be a resounding no, unless you’ve seen that there are still plenty of seeds to plant with Tractor Trails [ $0.99 ], the farming game that is not only fun and exciting but plays more like a puzzle game rather than the next FarmVille [ Free ] clone.
You see, Red is a tractor that needs to plant seeds on his maze-like farm so he can grow fruit trees. Your (and Red’s) goal is to earn a three star rating at the end of the level by planting as many trees as possible (filling the entire board if you can), collecting the groundhog, and doing it all in the fastest amount of time you can. Earning stars allows you to unlock more level sets, with five in all. Controlling Red is incredibly easy, only requiring that you swipe where he needs to go on the farm so he can plant trees and collect the groundhog along the way.
While controlling Red may be easy, the challenge does ramp up quickly meaning you’ll need to learn fast to stay ahead. The initial levels are pretty much on auto-pilot with little or no chance for error, while more advanced levels will all but require plenty of plotting ahead to make sure you’re going to be able to plant as many trees as possible. In fact, a stage not too far into the game left me puzzled for more than fifteen minutes before coming up with a working solution.
The real challenge in each stage is trying to determine where exactly to send Red without screwing up. Sending him down the wrong path means you have to start over, so planning ahead is best when coming up with solutions. Combine that with the time bonus that’s riding on each stage, and you’re in for a brain buster if you’re not in the correct mindset. The more you play though, the more the mechanics begin to click, and you’ll find yourself having fun without too much trouble. On top of that, the payoff of finishing each stage is satisfying, rewarding you with much-needed stars and achievements for completing stages as efficiently as possible.
Spicing up the gameplay in Tractor Trails are the power-ups you can purchase with the corn you collect (or purchase through IAP). You can buy upgrades such as a queuing system, which is a bit of a saving grace to the gameplay (which can be a bit slow once you get the hang of it). Other power-ups include undo and speed upgrades. These don’t do as much to change the gameplay but can help out if you’re finding some stages a bit too challenging. The problem (albeit minor) with these upgrades lies in the pricing system, as you will have to continually purchase most of these items over and over again with increasing prices after each purchase.
Each set of levels does appear to have its own distinct theme, with its own color scheme to go with it. For instance, the first set of levels has a distinct shade of green, meant to represent a sunny, summer style. In the second set, you’ll be seeing a lot of brown as the theme is meant to represent autumn. After spending a good amount of time in each level set, your eyes will welcome the change of scenery each time it happens. The graphical tone seems to borrow a bit from Triple Town [ Free ] but there was never a vibe of ripping off, although the similarities are clear.
Where Tractor Trails really nails the fun factor is in its simplistic, yet rewarding gameplay. A game that you can pick-up and play for a few minutes or up to a few hours is still rare, so it’s nice to see that Tractor Trails stays as fun as it should long after you’ve started.
TouchArcade Rating: 
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‘Aby Escape’ Review – A Flawed But Fun Runner Starring Sly Cooper’s Distant Cousin
Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone’s popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby’s back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.
To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can’t have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.
The game features two game modes: Story, and Unlimited. In Unlimited, your goal is to stay alive for as long as possible. You accomplish that feat by weaving in and out of danger to pick up shoes that keep your perpetually draining energy meter topped off. Aby gradually picks up speed the longer you survive, making extended play an exercise requiring absolute focus and twitch reflexes. Besides shoes, you can grab coins with which to purchase power-ups, characters, new Unlimited levels, and other unlockables.
And that’s where the trouble begins. The first time you load up Aby Escape, only one Unlimited level, Greystone Park, is available. Two other Unlimited stages are available from the in-game store, but at a cost of more than 3000 coins each. Want to try Story mode? That’ll run you 7500. You can unlock these modes in one of two ways: grind Greystone Park and pinch your pennies for hours on end, or shell out real money for IAP coin bundles.
The unbalanced economy pervades in other ways. Besides new stages, the shop also sells items like speed boosts that blast you forward and render you impervious to harm. The problem is, every item carries an exorbitant price tag. Each item can be upgraded up to five times. The first upgrade for each item costs 400, the next 1200, then 3000, and so on. Handy, but a major cut into your savings when you’re stuck with only one level to play. Playable characters and different types of feet like hairy Hobbit toes go for between 2000 to more than 4000, but don’t alter the game in any way; they’re purely for aesthetics. I hate to harp on this point, but with only one level to play, I simply considered all other purchases a waste until I’d invested in at least one change of scenery to spice up my time with the game.
Unlimited levels feature challenges that reward you with coins, but some of them just don’t make “cents.” Buy two upgrades at 400 coins apiece, get 50 coins back for completing the challenge. Uh, no thanks. I bought an IAP item that gives me two coins for every one I picked up, but that only increased my income from a drip-drop to a steady trickle. Eventually I shelled out five bucks for 20,000 coins—not because I wanted to, but because I felt like I had to. It was either that or more grinding. I unlocked the last two Unlimited levels before diving into Story, a sprawl of levels spread across Greystone Park and two new areas, the same ones you’ll play in Unlimited if/when you fork over the coins.
Story tasks you with racking up a high score by staying alive as long as possible and collecting every pair of shoes on each stage. Running into obstacles knocks points off your score and sets you back at a checkpoint. Most checkpoints set you so far back that you’ll have forgotten earlier terrain in your effort to remember what to do in the area that tripped you up, which amounts to a lot of frustrating memorization and trial and error.
Technical issues also abound. The frame rate chugs sporadically, spelling certain death in trap-heavy regions. Also, since you spend the game running forward into the distance, terrain you pass slides backwards as you run along but some of it slides too slowly, clogging the screen and blocking your view of the next hurdles. More seriously, though, was a store calculation error—I had more than the 400 coins I needed for an upgrade, but the transaction somehow took my wallet down to -97, which shouldn’t even be allowed to happen—and a crash bug that dumped me back to the home screen every time I tried to load an Unlimited level.
With so many strikes against it, what could possibly convince you to help Aby Escape? Because I’ll be darned if it isn’t fun. Grinding grew monotonous only because, really, who wants to look at the same environment over and over in any game? Actually <em>playing</em> the game is quite enjoyable. There’s a feeling of satisfaction and skill in any runner game that comes from guiding your scurrying lemming over, under, and around obstacles, marveling at your response time, dexterity, and lasting for as long as possible before inevitably slamming into something that reduces your bones to a fine powder.
Collecting coins, shoes, and power-ups requires near dead-on collision to register, but aside from the somewhat sluggish tilt-controlled weaving that doesn’t always keep up with the game’s gradually accelerating pace, the controls usually responded sharply enough that I felt encouraged to veer into danger and risk another visit to the Retry screen if it meant snatching an out-of-the-way coin placed in front of a trap. The game also plays fair by giving you a chance to shoulder past obstacles like cars and rocks unless you strike them dead on, which made me even more willing to dash in front of dangerous objects and grab goodies.
Three strong redeeming qualities ultimately saved Aby Escape from outright deletion. It’s fun, it’s deep (you’ve still got all the challenges and your personal records to break even after you’ve opened everything up), and it’s free. If this were a paid game, I’d knock a star off the grade, and fairly. The game really should offer activities from the get go or at least mark down the fee for additional content, but what is there provides loads of entertainment.
TouchArcade Rating: 
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Classic ‘Wings of Fury’ Sees iOS Remake as ‘Wings of Valor’
Any gamer who has been at it for as many years as myself certainly has a shortlist of particular standout favorites that set themselves apart for one reason or another, having indelibly left their mark upon his or her twitchy gamer brain. One such game that can be found on my list / burned into my brain is the Apple II title , written by Steve Waldo and published by Broderbund in 1987. It’s a side-scrolling, carrier based aerial shooter set in the Pacific during World War II. The mission of the game is to use your Hellcat’s canons, bombs, rockets, and torpedoes to wipe out island installations, enemy ships, and defend your carrier against aerial attacks. It’s a lot of fun and is particularly challenging due to the somewhat realistic flight mechanics and the need to delicately land on the carrier to refuel / rearm.

Others out there who, reading this, fondly recall Wings of Fury (it also made it to the Amiga [], C64, DOS, etc.) will be pleased to know that a rather well-done iOS remake has been put together by Korean studio Idea Spoon Games and released into the App Store.
Wings of Valor [App Store] is an iPhone title that pretty much captures the experience of the original — it looks like it’s all there, with simple, clean graphics. Of course, for a game like this, the onscreen analog stick is no match for the real-world, analog Apple II joystick with which I piloted my Hellcat in decades past, but the Wings of Valor controls work well enough.
In a chat this afternoon, author JY Kim of Idea Spoon explained that he is a huge fan of the original game and, lamenting the lack of App Store titles of the particular sort, decided seven months ago to bring the game, himself. Kim is a one-man operation and, as such, has rolled everything on his own, including the 2000 images that were drawn to bring the game together, the physics and particle system, and the camera / zoom system. He takes particular pride in the last, which he felt needed to be close to perfect in order to make the game work. He plans to soon bring improved visuals, better dogfight AI, and iPad support to the title.
Folks in our forums are with Wings of Valor, so far.
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‘Tower of Fortune’ Review – A Reel Good Time For RPG Fans
While dwindling on consoles, RPGs of all shapes and sizes are flourishing on mobile devices. There have been some truly creative and unique RPGs released in the past few years, and perhaps none is capable of tugging at your heartstrings and pushing you to fight just one more battle than ’s new iOS game, Tower of Fortune (ToF) [ $0.99 ].
Like and before it, ToF infuses a basic role-playing game with mechanics drawn from a completely different genre entirely—in this case, slot machines.
The premise of ToF is pretty simple. You’re a hero. You’ve a lady to rescue. You need to gather coin, get loot, and defeat evil incarnate. A “game of the year”-winning story, this is not, but the simple framework provides enough context to the game to make it work.
Before you even get to the gameplay, though, you’ll be hard-pressed to ignore ToF’s eye-catching retro art style and ear-pleasing chip tunes. Both the game’s quirky, NES-era visuals and strong selection of catchy music make the game visually and aurally simplistic and yet undeniably charming, like the greatest Gameboy games of yore.
Presentation is all well and good, of course, but how does the game actually play? Surprisingly well. ToF succeeds in blending the requisite RPG features with the mechanics of a slot machine, albeit with only one truly noteworthy quirk.
Currency is central to ToF, and it’s what powers all of the game’s subsequent systems. To progress through the game’s world, you’ll need coin. To battle, you’ll need to spend (and potentially lose) coin. To upgrade your hero, you’ll need coin. To heal after battle, you’ll need coin. To buy items… you get the point.
There are two ways to earn coin in the game: through fairly nonintrusive microtransactions or by fighting monsters. Given that the combat is the star of the show, most will be content to get their hands dirty and earn money the hard way, and it’s not hard to do so willingly as prices aren’t as exorbitant as they are in similar games.
This is where the game’s slot system comes into play. When you enter combat, you’ll be greeted with a simple one-line, three-reel slot machine. The reels are filled with icons that represent doing damage, taking damage, gaining XP, and gaining coin. Whatever icon appears on the left-most reel determines what happens during the turn, and the more like icons matched, the more significant the effect. In addition, the effect is multiplied by repeat matches, so if you get XP one spin and XP again the next, you’ll get an XP bonus.
One more level of both gambling and depth is added to the battle system by way of a simple “Bet” button. Prior to a spin, you can bet your coin to enhance the effects of the spin. Every effect is doubled after a bet, so you’ll be crossing your fingers in hopes of avoiding taking damage icons and screaming in joy when you hit a full three-match of XP or coin. This becomes critical as bad guys get harder and have more health.
I’m not much of a gambler, and random elements in games tend to annoy me to no end—here’s looking at you, . But after hours of playing, I’ve found that ToF manages a fine balance between feeling cheated and feeling lucky, and hard battles are nail-biters as a result. As you begin to fight more difficult monsters, the high wrought by a good string of luck and the stomach-sinking disappointment wrought by a bad one make the game quite compelling.
In practice, the system works surprisingly well. This is largely thanks to the game’s simple loot and upgrade systems, which allow you to upgrade your character periodically with simple items and stat boosts, you can do a decent amount to prepare for battle and tip the tide in your favor.
If there are any complaints to be had, they would revolve around the game’s sense of progression. Progression is a critical component of any RPG: it’s what keeps the genre’s fans playing, even when everything else—from storyline to graphics and beyond—may falter. ToF struggles a little bit in this regard, as progression is too random and too fleeting to feel rewarding in the long run.
Moving through the game from area to area requires paying escalating “unlock” fees. This means that you’ll need to amass a substantial purse. This in-and-of-itself wouldn’t be that bad, but when combined with the game’s rougelike treatment of death, you can find yourself frustrated.
Should you die, you’ll lose all the equipment, levels, and upgrades you earned as you play—you keep only your unspent coin. As a result, some may beat the game in a day while others could theoretically play it indefinitely and never see the end. This near-complete randomness makes it hard to feel any sustained, substantial, and satisfying feelings of progression.
In spite of this issue, though, the game never stops being fun to play. The game’s ability to produce such a wide spectrum of emotional highs and lows is no small feat for a game, and additional elements, like the game’s fun mini-quest system that introduces small objectives that reward XP when completed, do wonders at keeping things fresh.
Ultimately, Tower Of Fortune may not have the progression elements, compelling story, or depth of its meatier RPG brethren, but it has all the stats, levels, loot, triumph, and tragedy a RPG fan needs for on-the-go gaming.
TouchArcade Rating: 
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‘Ballistic SE’ Review – Radiangames Takes on the Twin-Stick Shooter
How many games does it take before you can call a developer a sure bet? has been bringing its games to iOS like clockwork lately, and we’ve been impressed. Super Crossfire HD [ $2.99 ] and Fireball SE [ $1.99 ] are both excellent games that iterate on arcade classics, and the newest entry, Ballistic SE [ $1.99 ], also returns to a popular well: the twin-stick shooter. Like its predecessors, though, it’s a thoughtful take on the semi-stale genre. It makes up for familiarity with a heck of a lot of fun.
Ballistic SE has two big things going for it. It has a system of enhancements that let you customize your game every time you play (not unlike the Jetpack Joyride update that just landed), and it has ballistic mode, which is pretty much bullet time. Every time you fill up your ballistic meter, a button is primed. Everything slows down when you hit it: your ship, enemy orbs, even the music. As panic buttons go, it’s impressive and stylish.

The game also has a lot of amber. The color is everywhere: menus, interface elements, your ship, explosions, you name it. At the risk of dating myself, I used to play games on a monitor that looked like that; I don’t miss it. But there’s a method to this monochromatic madness. The amber is safe, your eyes drift over it. Every other color stands out, and those colors universally identify your enemies.
The enemy color coding is important enough that colorblind players might be at a disadvantage. The enemies are just orbs—some come in different sizes, but they all have the same general shape. But if you know what a given color does, you know whether an enemy is flying toward you or moving at random, whether it will dissolve before your guns or stand up to all fire. A firm grasp of the enemy colors is a good shortcut to survival.
Whether you’re playing Waves or Challenges, you’ve gotta survive. Waves pits you against ever-increasing waves of enemies, grinding you down over time. Challenges are a more vicious sort of play, with your choice of five pre-set combos of enemy types designed to take you out in short order. The one thing that can help stave off the inevitable? Your selection of enhancements.
Enhancements pretty much make the game. That’s not to say it isn’t good otherwise, but throw in enhancements and you essentially have a leveling mechanic that opens up a huge variety of play styles. You can speed up your ship, drop bombs in your wake, alter your shots, or speed up your ballistic meter. You can even pump points into your score multiplier if your confident that you don’t need any other boost more. It’s a fantastic little system.
Both modes give you access to enhancements, but they differ in how they present them. When playing a challenge you can pick ten enhancements right off the bat, and you’ll live or die by your choices from then on. In Waves mode you’re given a single enhancement point each time you hit a new level milestone. You power up over time based on your picks.

In practice, Ballistic SE plays out pretty simply. You have two sticks (with customizable positioning). One aims your guns, the other aims your ship. Standard twin-stick stuff. Aside from your ship there are three things on the field: enemies, of course, that come at you in waves, immovable bombs that destroy enemies when you hit them, and starbursts that increase your score multiplier. Deciding when it’s best to fly through the bombs is almost as important as learning to avoid and shoot down the enemy orbs. Knowing when to trigger your ballistic meter is another vital skill for long-term survival.
Long-term survival is, in fact, the name of the game. You get extra lives for hitting score milestones, so playing better means living longer and longer. The waves get ridiculous pretty quickly, but there’s salvation to be had with checkpoints that unlock after ever-increasing numbers of waves. You can restart from these checkpoints, but there’s a catch: the further in you start, the more your score will suffer. If you want to remain competitive on the Game Center leaderboards, you’ve gotta start from scratch.
None of these things are revolutionary; Ballistic SE doesn’t rewrite the twin stick shooter or bring us a brand new perspective on the genre. Instead, it’s an incredibly solid, well-balanced game that makes up in entertainment for what it skips in flash. Radiangames is carving out quite the niche on the App Store, and Ballistic SE does it proud.
TouchArcade Rating: 
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‘Omegapixel’ Review – Tacos, Pixels, Spaceships, and Free; What’s Not to Love?
Do you like tacos? How about star fields, spaceships, and throwback games that trade polygons for pixels and full orchestras for beeps and bleeps that hearken back to the glory days of the Atari 2600? Developer Taco Graveyard serves up generous helpings of those elements and more (even the space tacos) in Omegapixel [ Free ], a fast and furious action game that throws in a fair bit of puzzle solving to keep you on your toes.
The first time you load a mission, Omegapixel might remind you a lot of Geometry Wars [ $0.99 ]. Using a virtual stick, you control a small space rig that zips around the cosmos and battles enemy ships. Unlike Geometry Wars, though, you barrel into enemies kamikaze-style instead of blasting them with lasers. While you’re floating like a butterfly and stinging like a battering ram with thrusters, enemies pour onto the screen in greater and greater numbers.

Enemy ships come in several varieties—some that make a beeline for you, others that converge on the pixel. On one stage, I flew around smashing into red ships that targeted the Omegapixel while blue pyramids followed my space vessel in tireless pursuit. Suddenly a vertical yellow line came sliding across the screen like a barcode scanner laser. If the line touched the pixel, I lost a life. Ignoring the red destroyers and blue pyramids for the moment, I flew to the far side of the yellow wall and tapped the lower right corner of the screen, which instantly swaps your location with the Omegapixel’s and vice versa. Teleporting put the pixel safely on the far side of the wall, but right in range of the red ships I’d let live to deal with the wall.
The key to victory lies in shielding the pixel from its enemies, while using it to shield you from yours. To get rid of the blue pyramids that zero in on my ship’s location, I had to lure them into the pixel’s fiery maw by either putting the pixel in between me and them, or waiting for them to draw close enough to touch before teleporting, which dumped the pixel right where I’d been drifting a second before. Easier said than done, especially with bouncers knocking the pixel every which way, red ships spiraling toward it, new purple walls that harmed me instead of the pixel sliding into view, and asteroids that, while harmless, distract you by stealing your attention away from real threats.
It’s stressful, but the kind of stress that leaves your senses crackling from adrenaline. Cobbling together a plan and pulling it off in a matter of moments never failed to invite a thrill of accomplishment. The game almost becomes more of a twitchy puzzler on later levels, forcing you to remain aware of the pixel’s location at all times and pull each enemy type from your memory log the moment it comes into view so you can react to the new threat appropriately.
As you play, you’ll collect credits you can use to deck out your ship: explosive teleports, extra armor plating, defense mechanisms for the Omegapixel, a line of energy that flares between you and the pixel when you teleport, incinerating anything it touches. You can earn credits the old-fashioned way by clearing Story and Arcade missions, picking up credit packs that randomly appear during play, or just drop real money on IAP credit packs and splurge on upgrades.
Like all games that control with virtual sticks, Omegapixel’s controls suffers from minor virtual-stick touchiness, but my fried reflexes cost me more missions than occasionally spot controls. Other than said spottiness and grating music (the sound effects are the right kind of bleepy retro, but the soundtrack, which you can disable, sounds like an 8-bit game that froze right in the middle of a high chord) Omegapixel is a ton of fun, and especially shouldn’t be missed at its current price of free.
TouchArcade Rating: 
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‘The King of Fighters-i 2012′ Review – One of the Best iOS Fighters, Now with New Characters and Online Play
It was in July of last year that SNK Playmore brought their classic fighting game franchise to iOS with The King of Fighters-i [ $4.99 ], and it was the only game that could really stand up to the then current standard for touch screen fighters Street Fighter IV [ $4.99 ], and in many ways it even exceeded it. Which series you prefer is largely a personal preference thing, but I always felt that The King of Fighters-i edged out Street Fighter IV in overall quality and playability.
The problem was that by the time The King of Fighters-i hit the App Store, the superior sequel to Street Fighter IV had already been out for a month. It was called Street Fighter IV Volt [ $6.99 ] and it came packing everything that made the original game so great plus additional characters, new features, and most importantly online multiplayer. The online matchmaking worked surprisingly well in Volt, and despite The King of Fighters-i being absolutely fantastic it was still just a single player- or Bluetooth multiplayer-only game, and online battling was the new hotness.
Now nearly a year later SNK Playmore is taking a page out of the Volt handbook with the just-released The King of Fighters-i 2012 [ $6.99 ]. This latest entry in the iOS KOF series contains everything from the first game that was great in addition to – much like the release of Volt – new characters, new features, and online WiFi multiplayer. Since basically everything from the first game is included in the 2012 edition, you might want to read our original review of KOF-i as well as the details of its extensive update to get the nitty gritty on the game.
As for what’s improved in The King of Fighters-i 2012, for starters the roster has been significantly expanded from 20 playable characters to 32. Art of Fighting, Psycho Soldier, Kim and Ikari are the 4 new teams of 3 that make up the new additions. Also, there are 2 more characters – Nests-style Kyo and Classic Iori – available as DLC for $1.99 each. These are alternate versions of existing characters, and they’re certainly entirely optional purchases, but it will be interesting to see if more characters end up coming down the road and if they’ll be paid or as a part of free updates.
The single player part of the game includes everything that was in last year’s version: an arcade ladder in 3v3 team battles or 1v1 flavors, an endless survival mode, and an excellent training mode. The lengthy Challenge mode from the original game returns, with some new challenges thrown in for good measure. A brand new single player addition to KOF-i 2012 is a Time Attack mode. Here you must battle through 10 straight opponents as quickly as possible, with a Game Center leaderboard tracking your best overall time.
Time Attack is a nice addition to an already great single player offering in The King of Fighters-i 2012, but that’s not why we’re here. We came for the multiplayer. Naturally, the Bluetooth local multiplayer mode from the original game made its way into 2012, and remains a fine option for squaring off against a buddy in your same vicinity. However, the real draw in the new online WiFi multiplayer mode.
The online portion for KOF-i 2012 works about how you might expect if you’re familiar with Volt – that is, it’s pretty good but not great. Naturally there is a bit of lag at times, but nothing too earth-shattering. Finding a match can also take a long time but I imagine that will clear up a lot as more people get the game. When talking about real-time multiplayer on a mobile device like the iPhone, it’s hard to expect perfection. For what it is the online matchmaking in KOF-i 2012 is really fun for people who get tired of fighting against the CPU all the time. With the right expectations, it really is a killer feature of the new game.
So, with a large portion of The King of Fighters-i 2012 being nearly identical to last year’s release, whether or not you should buy this new edition will hinge on how important new characters and online play is to you. With a whopping 12 new fighters added to the roster, I think it’s worth upgrading just for that, and people are totally digging the new version too. Along with a decent online offering and KOF-i 12 is likely a worthy upgrade for fans of iOS fighters. One thing is for sure though, Street Fighter IV Volt now has some serious competition, and it looks like the future is pretty bright for fighting games on the App Store.
TouchArcade Rating: 
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The Reality Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games
You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.
We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.
I’d Buy That For A Dollar
Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.
“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”
Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.
Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.
Zombieville 2, for example, launched and included the service when it was new. Creator learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save.
This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.
“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”
“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.
“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”
“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”
“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”
Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.
End Of The Day
Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.
It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.
That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.
Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.
[]
The Pitfalls Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games
You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.
We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.
I’d Buy That For A Dollar
Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.
“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”
Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.
Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.
Zombieville 2, for example, launched and included the service when it was new. Creator learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save. Bummer.
This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.
“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”
“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.
“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”
“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”
“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”
Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.
End Of The Day
Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.
It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.
That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.
Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.
[]
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