Archive for the ‘PlayStation’ tag
‘Whale Trail’ Creators Release ‘Johann Sebastian Joust’ Clone
There was quite a debate in the TouchArcade command center today regarding whether or not we were even going to post this, as our community seems to simultaneously hate it when we post about clones, but absolutely loves talking about them. So, we’re going ahead with this along with the caveat that we’re trying to get in touch with all parties involved to get to the bottom of things. With that out of the way, let’s back things up a bit.
is a no-graphics game designed for the PlayStation Move controller by . The game seems to be a staple at any indie game developer party, and features Bach’s as the soundtrack. The idea of the game is to jostle the PlayStation Move controllers of the other players to get them out. The threshold of how much the controller can be jostled is adjusted in time with the music, and it’s a ton of fun to watch people playing. It’s a very difficult game to explain, so, watch this trailer:
Today, released an eerily similar game called Papa Quash [ Free ]. I suppose we should cut right to the chase here, so, assuming you’ve watched the above video, imagine that… But with dub step:
The rabbit hole goes much deeper here than your typical tale of game cloning. According to , the concept of the game was actually cooked up by , a YouTube pseudo-celebrity whose original claim to fame was appearing on the TV series Big Brother.
Allegedly, Pepper contacted the guys at Die Gute Fabrik who gave him to go ahead with the game and wished him luck. Die Gute Fabrik fired back by saying, “Just to be clear, we have never and would never approve, give permission, or encourage anyone to clone of any of our games.” Where things get interesting in all this is that Mills, the ustwo co-founder and self-proclaimed Chief Wonka, has been very vocal in the past regarding cloning. In the past, he’s told :
“Making games, entertainment, a new design, a product should always be about unearthing something that makes you proud no matter what happens on the financial side… Fakes and copycats quite simply have to absolutely f**k off to another paradigm.”
Bittan, speaking with continues:
“This is a quick, short-term project, in and out of the door very quick. Obviously the concept is quite similar. We don’t want to be dragged into it too much – it’s not anything to do with our app division.
We don’t copy – everyone is influenced by certain things. It’s like saying Sega is copying Mario or something. Whale Trail people said was similar to Tiny Wings, but we went back to the drawing board with that. If people think we’re happy to clone people they’re very much mistaken.”
We’ll see how it all shakes out once more people start talking. We’ve yet to hear back from ustwo ourselves, and Die Gut Fabrik is preparing a statement on the matter. Now, I’m going to go sigh a lot.
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‘Lego Harry Potter: Years 5-7′ Review – A Few Feathers Short of a Phoenix
It’s been over a year and a half since we last covered the boy wizard and his Lego debut on iOS. Now, after much waiting the adventure is finally ready to be concluded with Lego Harry Potter Years 5-7 [ $4.99 ]. While most Potter diehards will likely flock to this version and have a decent time, a few annoying missteps keep the title from having a wider appeal.
As was the case for the previous Lego Potter game, Years 5-7 is a port of an already existing portable game for the 3DS and more recently, PlayStation Vita. This means that you’re going to have (for the most part) a fully-featured game with a wealth of content. You’ll play through the final four movies of the series reimagined in the now-typical Lego way, each with its own chapters and sub-chapters. In addition, there are tons of unlockable characters as well as collectables. Suffice to say, there shouldn’t be any worries about getting your money’s worth with this title.
Gameplay is standard for what you’d expect from a Lego game at this point. You’ll spend the majority of the game engaged in simple exploration and puzzle solving, with some occasional combat thrown in for good measure. And, of course, you’ll spend a lot of time collecting studs which can be used to unlock new characters who have abilities that can open up previously locked areas. One new element added to the mix is the inclusion of Wizard Duels, which pits your character against another wizard in what is essentially a rock-paper-scissors battle for wand supremacy. While I didn’t think it added much to the overall gameplay, it was still a welcome sight for variety’s sake.
It feels strange saying this, but I was impressed with the visuals in Years 5-7. There was a certain clarity and visual sheen surrounding the in-game environments and character models on the iPhone 4S which put the game on par (or even better than) its portable console brethren. Unfortunately, the same can’t be said for the movie cutscenes, which were incredibly compressed. The audio suffers from a similar fate with annoying artifacts which simply feel out of place.
An interesting side effect is the fact that Years 5-7 will drain your iPhone’s battery very quickly. It seems like an obvious statement to make when you’re dealing with graphically-rich games, but I was still surprised at the how fast it drained (60-70% in about two hours of play). Just keep this in mind if you plan on a heavy gaming session away from a power source.
One of the areas we enjoyed in the previous Lego Harry Potter game was its intuitive control scheme, which used a more touch-centric (tap to move, swipes, etc.) method for controlling your character vice a virtual control pad. Unfortunately, Years 5-7 moves away from that style and settles firmly on a virtual joypad complete with various action buttons. While a virtual gamepad scheme is nothing new, the implementation feels off with small buttons that aren’t clearly labeled and the occasional non-register of a tap. Other actions, like specifically selecting a spell, become exercises in redundancy with the current control setup.
There are also a few nagging issues on top of the controls that just bring the experience down. The camera angle occasionally put you in a position where it’s hard to see pitfalls and other insta-death elements, causing sudden death if you’re not careful. I also encountered several situations where it was possible for your character to just get trapped on objects and just hang. Thankfully, the game will mercifully kill you after being this way for a while, but these sorts of bugs just shouldn’t be happening.
I’m happy to see that the Lego Harry Potter series finally completed on iOS. However, I’m not sure why it took so long for this port to land on the platform. Sure, Years 5-7 looks good visually, but the switch to a virtual gamepad along with the issues mentioned above deter the game from being better. As it is, the Lego gameplay is intact, meaning that fans of the series should continue to enjoy it. However, you can do better if you’re simply looking for the next great action/platform game.
TouchArcade Rating: 
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‘Canabalt’ Hits PSP Minis
Adam Saltsman and ’s moody and atmospheric daring escape runner, Canabalt [$2.99], will soon be available for download across the PSP, PS3, and PS Vita in the US. The studio, in collaboration with , have launched a PSP Minis version of the game in Europe. A US version of the flash-turned-iOS-turned-Minis game will follow later this week, on the Twitters.
We’ve been enjoying Canabalt on touch platforms for what feels like eons at this point, but that doesn’t put a damper on our desire to check it out on other devices. Canabalt and its infinite action is as timeless and as fast as a vampire with track shoes. Here’s a few screens and a trailer of this version:
[via ]
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Japanese Language-Only ‘Shin Megami Tensei’ is Now Available on iOS
So this is pretty weird. Last week, the classic Japanese role playing game from , Shin Megami Tensei [$13.99], appeared in the App Store.
Originally released for the Super Famicom in 1992, the game was re-released for the PlayStation and the Game Boy Advance about a decade later, but the game has never been released outside of Japan (though unofficial English-translated versions do exist around the web). The original Shin Megami Tensei has spawned tons of sequels and spinoffs, and the entire series has an extremely dedicated following.
Now, when I first saw Shin Megami Tensei in the App Store, I was almost certain it wasn’t a sanctioned port. In this line of business, unauthorized ports or ripoffs of popular games appear fairly often, especially as of late it seems.
The iOS version of Shin Megami Tensei definitely did not look legit. It had an atrocious virtual control overlay that took up more than half the screen, and the app description sounded like it had been carefully reworded from the on the game.
Oh, and the entire game was still in Japanese only. Let me repeat that: the game is entirely in Japanese with no English whatsoever.
So based on that, and given the fairly hefty price tag, I was ready to write Shin Megami Tensei off as just another unauthorized cash grab. Except, upon further snooping, it’s not.
It’s published by , the Japanese company that bought Atlus several years back. from Atlus Japan’s Twitter account confirms that they are officially behind this iOS version. It appears to be a bare-bones emulated port of the 2003 Game Boy Advance version, with no special care put into translating it to iOS. But hey, it’s Shin Megami Tensei on your iPhone, I guess.
If you know Japanese and can deal with a no-frills port, then this is likely your dream come true. For anybody else, this is probably just a frustrating example of what could have been. A proper, English-translated port of Shin Megami Tensei that has been carefully crafted for the iOS platform would make a lot of people happy, and although I don’t think it’s likely, I’m holding out hope that Atlus is considering something like that for the future.
For now, if you are down to drop $14 just so you can carry around the original Shin Megami Tensei in your pocket, then I won’t judge you.
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The TouchArcade Show – 40 – Day One Purch’
In this week’s episode of the TouchArcade Show, Eli Hodapp brings the heat when I note my recent PlayStation Vita purchase. Later, we dig into the usual — the latest, hottest and best in iOS. Topics include WrestleFest and Midway Arcade, the new IGF controversy, how Apple is responding to clones, and the disappearance of Battlefield: Aftershock.
If you’d like to give us a listen, you can do so via the links below. If you dig us and want to grab our episodes without having to find these posts, consider subscribing to us on iTunes or Zune. These services automatically give you the latest shows. No fuss, no mess. Well, usually.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-040.mp3, 47.7MB
Here are your show notes:
GAMES
- WrestleFest [$2.99 / Lite / HD / Lite HD]
- Rush City [$.99]
- Midway Arcade [$.99]
- Little Acorns [$.99]
JARED’S KITTY KORNER
- Meowch! [$.99 / Lite]
FRONT PAGE
- EA Pulls Broken ‘Battlefield’ Title
- ‘Pokemon Yellow’ Hits The App Store
- The App Store Could Use A Yelp-Like Review System
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‘Furmins’ Review – Housemarque’s Brilliant Physics Puzzles Come With Poorly Planned IAP
We’ve been watching for Furmins [$0.99 / Universal] for a while now, because when you hear is launching a game on iOS, you sit up and take notice. These are the guys behind Super Stardust HD, Dead Nation and Outlands, some of the best games on the PlayStation Network. Furmins hasn’t blown us away like their console titles have, but it’s a gorgeous little physics puzzler that’s great fun to boot.
Only one little problem—Housemarque jammed things up a bit with a pretty off-the-wall in-app purchase system. I’ll get into that a bit deeper once I tell you what the game’s all about, but suffice it to say that you may end up stuck behind a paywall before you’re done. It’s a bummer, because you’re going to want to get your hands all over as much of this game as you can.
From the start, great level design sets Furmins apart. Each level has the same goal: get all the fuzz-ball furmins into a basket. You can’t directly interact with either, so you have to play with the environment to create a path. Though the game keeps a pretty tight rein on the tools you can use, each level manages to feel like a new challenge, and some have seriously entertaining solutions.

Those tools you have to work with are a mix between objects that need to be placed with pixel-hunting precision and interactive elements that can be triggered with a tap. At first the game comes off as a pretty by-the-numbers physics puzzler – move a platform here for the furmins to bounce off, a wall there to keep them from going too far. This all changes when timing elements are brought in, and things start to get a little crazy.
If you’re into puzzles because you like slow, thoughtful experiences, Furmins probably isn’t for you. Once you sort out the platforms, ice blocks, and other pre-set bits, the real fun starts. As soon as you set things in motion you’re responsible for quick reflex moves like triggering other platforms at just the right moment or switching conveyor belt directions. This makes it extra hard to manage your positioning since a winning setup will depend as much on execution as anything else. Tap at the wrong moment and you won’t land the jump that sets your whole plan into motion.
This might be frustrating in a worse game, but here it’s occasionally brilliant. Pulling off some of the more difficult levels will make you feel both clever and skilled, which is a pretty great reward. Even better, you’re doing so in a charming game with lovely art and music.
For all the pleasure the game has to offer, though, we must eventually get to the pain. On one hand Furmins does a great job opening up its content, letting you jump around between levels and most worlds whenever you want, playing in any order that strikes your fancy. On the other hand, four worlds are completely inaccessible to start, and unlocking them is a surprisingly obnoxious process.
It’s complicated, but I’ll try to be brief. You unlock worlds with the stars you earn from collecting all the sweets in each level (yeah, a three-star system. What physics game is complete without one, right?). You earn three per level, or six if you pick up the (pretty much free) star-doubling addition tucked away in the store. If my math is correct, you should be able to open up all but one level with double stars and perfect three-star performance. If you don’t notice that optional multiplier right away, though, you may only be able to open two of the locked worlds and a handful of the bonus levels before hitting the wall.
So instead of spending time playing the game, this star doubling option leaves you either spending the start of the game calculating out the possible IAP paths or locked out of a good chunk of content. Then, of course, you’ll have to replay completed levels (and, I mean, at least that is an option, but who wants to replay already-mastered puzzles?) or purchase stars to make up the difference. Conflating achievement with currency looks good on paper, but this is just plain confusing. It’s sure to leave a bad taste in the mouths of players who learned they needed to game the system a little too late.
If you hop into the store and grab the star-doubling multiplier straight off you’ll be pretty much fine, assuming you leave the bonus levels until last and eventually earn three stars on everything. If you pull all that off you can enjoy the game thoroughly with nearly all of its content intact. And Furmins is a great game to enjoy, with gorgeous visuals and a ton of really sharp physics puzzles to work through. I just wish I could have avoided the mind games that came along for the ride.
Furmins, $0.99
Furmins HD, $2.99 (Universal)
TouchArcade Rating: 
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‘One Epic Game’ Review – Stick a fork in "Epic," folks. It’s done.
Way back in 2010 when Monster Dash [$0.99] was released it felt a tiny bit lacking. Not that it wasn’t a fantastic game, but it could have used a little more depth. You know, upgrades to earn, a complex mission system, maybe eventual retina support?
Now there’s no need to worry about any of that. Not because One Epic Game [$0.99] brings any of that to the table, mind, but because Jetpack Joyride [Free] came out a year later and blew its predecessor out of the water. So why is it we’re still seeing retreads of an older, lesser product? Could it be, she wonders, because forgot their own game’s roots when bringing it back from PlayStation Minis?

Say it ain’t so, but I can’t see many other explanations for what’s happened here. One Epic Game isn’t a Monster Dash clone, but there are some obvious similarities. To name a few, both have a humorously hardcore hero, randomized levels and weapon drops, the same flavor of non-stop platforming, the same methods of murdering slow-moving enemies, and three-life heart system. Maybe one wasn’t inspired by the other, but that reads like a bit of a stretch. Now, all’s fair in love, war and game development, especially when it comes to making games on different platforms. But if you’re going to bring your game back to compete against its grandaddy, you at least ought to be sure you’ve made a few improvements in the meantime.
Here’s the thing: One Epic Game has more content than Monster Dash. The latter is an endless runner, period. The former has a handful of levels in a story mode and seven challenge modes on top of that. But more isn’t the same as better, and that’s doubly true here.
The game is presented as a parody, hanging a lantern on all those silly things we’ve seen in games. It’s the broadest sort of parody, satirizing concepts that are virtually universal. Ha ha, tutorials are a pain, aren’t they? And so many games have zombies, am I right? Look at this obnoxiously jingoistic story, and mock these bland heroes and villains.
But here’s the rub – the story, heroes and villains are extremely bland. The tutorial is horrid. It’s not a great joke when you actually respect your audience so little you feel you have to teach them the ins and outs of the jump and shoot buttons. One makes you jump. The other makes you shoot. Got it? And yes, there are zombies. And aliens. And World War II settings. Hah, I bet you haven’t seen so much of any of those things before that you might actually be profoundly tired of playing games that fail to use them in any sort of interesting way.
Maybe I’m just not getting the joke, but does it extend to clarifying why the rest of the game is so sloppy? The lack of Game Center and Retina support are the biggies, but if you look any deeper it’s just issues all the way down. The game makes due with the bare minimum of animation, for example. Alpha Dog, your musclebound space marine stereotype, has just one: running. Jumping is just the running animation slowed down. The enemies only get to walk (or fly) in a straight line until they fall off something, still walking. Only the weapons and jetpack do anything of note with the visuals.
So it goes with the platforming. The game just loves to screw with you, sticking the best power-up in a place you can’t survive or hiding the fact that a platform is too small to hit until you’re already mid-jump. That’s the joy of intentionally frustrating design, but then occasionally a platform crumbles away before you can reach the end or an obstacle you jump over stretches a little too far to be survivable. It’s sloppy, pure and simple.
One Epic Game has two things over Monster Dash: you can chain kill enemies to build up a score multiplier, and you actually have a score, making killing monsters distinctly more valuable than avoiding them. All other things being equal, maybe that would be enough to set it apart. But all other things aren’t equal, and we’ve had nearly two years to find better endless runners in the interim. There’s just no reason to go back to something that might have been an okay (if slightly familiar) title two years ago when there are so many fantastic games coming out right now. If you decide to take the plunge anyways, share your thoughts in the. Just don’t say I didn’t warn you.
TouchArcade Rating: 
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60beat’s New GamePad Sure Looks Like A Winner
With it being extremely doubtful that Apple will ever roll out any kind of official game controller for use with iPhone and iPad, it’s up to third-party creators and wizards to fill in the gap. 60beat is the latest we’ve seen to throw a hat into the ring, and its product, , seems like a cool accessory.
In a nutshell, the $50 GamePad is a slick-looking, PlayStation-style kind of controller that connects, unlike many third-party controllers, to the headphone jack. No blu-tooth black magic — just seemingly straight-up plug-and-play connectivity.
It features of total of ten buttons, two joysticks, a d-pad, and ships with an audio splitter and a luxuriously long four foot cable. We haven’t had any hands-on with one quite yet — it’s in the mail — but creator 60beat has uploaded a video of the thing in action. Take a look:
Looks cool, right? The biggest hurdle for the GamePad — other than being a good and meaningful product, of course — will be grabbing the attention of the iOS development community. It apparently requires some game-side tweaks to work properly, so 60beat and its friends will have to collaborate. As of this moment, support the device: Bugdom 2 [$2.99] and Aftermath [$1.99].
The official web site for the device says we’ll hear a lot more about games support in February 2012. Expect more from us on the device in the future, too.
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‘Prince of Persia Classic’ Leaps Over a Pit of Spikes and Lands on the App Store
In a bit of a surprise today, Ubisoft released Prince of Persia Classic [99¢] into the App Store. Now you might be thinking, “Hey, Ubisoft. Didn’t y0u already release a classic version of Jordan Mechner’s influential platform adventure last year?” And the answer to that is, yes, it’s called Prince of Persia Retro [99¢]. That game was basically a perfect port of one of the earliest versions of the game, Prince of Persia for Macintosh, with some very sub-standard virtual controls tacked on. The nostalgia factor was there, plus it was cheap and Universal, but Prince of Persia Retro was far from the ideal way to play such a finicky game that demanded precision control.
Today’s release is actually another port, this time from the 2007 Prince of Persia remake that was available on Xbox Live and the PlayStation Network. Prince of Persia Classic is essentially the exact same game as the original – same level layouts, same enemies and hazards, same storyline and one hour time limit – but completely redone with fantastic 3D visuals and what appears to be a more zoomed in camera to better suit iOS. Sure, if you’re a purist then that might not sound like such a great thing. But if you love the original gameplay and can appreciate a shiny new coat of paint, then Prince of Persia Classic fully delivers.
As for the translation from controller to touch screen, obviously it’s much more difficult without tactile feedback but at the very least the controls feel leaps and bounds better than those in Prince of Persia Retro. There’s a more intuitive use of action buttons, and there is a slider for movement as opposed to directional arrows which gives you more control over running or walking. The controls aren’t perfect, and they make an already difficult game that much more frustrating, but I think they’re the best they can be while still being true to how the original game played and they certainly shouldn’t prevent you from playing through the game with a bit of practice.
So if you’re in the mood for some good old fashioned Prince of Persia gameplay, but want an extra dose of shiny, then Prince of Persia Classic is where it’s at. From my limited time with the game, it appears to be a very faithful port of the 2007 remake with virtual controls that are about as good as you can expect from a touch screen. You’ll get a headache from some accidental leaps to your own death, but after a bit of play it’s pretty easy to work within the confines of the controls in order to play through the game.

As an aside, some players seem to be having trouble installing the game on an iPod touch device. Indeed, the App Store notes that it’s compatible with “iPhone 4 and iPhone 4S” only, with no mention of any iPod touch or iPad devices. I’m not sure if this was just an oversight when uploading the game to iTunes or if the game really does require the two latest iPhones in order to run. If you own an iPod touch or iPad, it might be worth waiting a few days to see what the final verdict is on that, but if you’re an iPhone 4 or 4S owner and enjoy yourself some Prince of Persia, then I’d jump all over Prince of Persia Classic for just 99¢.
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‘Bug Princess’ Review – Unsurprisingly, CAVE’s Latest Bullet Hell Shooter is Another Winner
In April of last year, iOS gamers scored big when longtime Japanese developer decided to task their mobile division with bringing some of their classic shooter titles to the Apple App Store. All of these games – Espgaluda II, Dodonpachi Resurrection, and Deathsmiles – received critical acclaim from media and gamers alike, and set the benchmark for what we should expect from our bullet hell shmups on the App Store.
In between two of those releases, CAVE decided to branch out into something different, and brought out an iOS exclusive game called Mushihimesama Bug Panic. It was a departure from their typical offerings as it was a dual-stick action game, but it retained the frantic nature of their bullet hell games extremely well and was equally adored amongst critics and fans.
Now we have CAVE’s latest release, which kind of brings things full circle. Mushihimesama is a vertical shmup released in Japanese arcades back in 2004. It’s seen a sequel with Mushihimesama Futari, and a spinoff title called Puzzle! Mushihimetama. Bug Panic on iOS is actually based in the Mushihimesama universe, featuring the same female main character and insect-based enemies. Now the original Mushihimesama title is available on the App Store as Bug Princess [$4.99].

Typically with CAVE’s iOS ports, there will be the full original arcade version of the game along with an enhanced Smartphone Mode which contains additional things like scoring tweaks, different enemies or ships, and alternate ways to play the game. Bug Princess bucks this trend and doesn’t have a reworked Smartphone Mode, but the original game had three different modes anyway so there are still different ways to play through the game. The three modes in Bug Princess are Original, Maniac, and Ultra. Sadly, the special Arranged mode from the PlayStation 2 port didn’t make it to the iOS version.
Gameplay across each of the 3 modes is similar. You can pick from 3 different ships to play as, each offering a different firing style. One sends a concentrated spray of bullets in a straight stream, one fires less powerful shots but in an incredibly wide stream, and the third ship fires both straight ahead and diagonally at the same time giving a balance between shot coverage and power. You’ll play through 5 stages absolutely filled to the brim with enemies and bullets flying everywhere, along with crazy mid and end of level boss fights. In every mode, you can choose to play straight through the 5 stages in a single run, or choose each level individually to play through score attack style.
Along the way, you’ll be able to collect upgrades for your main firepower, increasing the strength and quantity of your shots. There are bombs which will clear a huge area of the screen, and you can also pick up a little squad of support ships to fly along with you and add some firepower. You can choose two different formations for this support squad, a wide spread or concentrated in a narrow spray.
Scoring in Original mode is fairly straightforward. Shoot every enemy you see, collect the gems they leave behind, and have them tallied up at the end of a level to determine final score. Maniac and Ultra modes, however, add a wrinkle to this formula. In those modes a counter in the upper corner increases with every shot that connects with an enemy, and decreases when no enemies are being shot. Whenever you kill an enemy, whatever the number that the counter is at is added to your score as a bonus. So if you’re at the 2000 mark on your counter, ever enemy you kill gives you an additional 2000 points, each.
Needless to say, this tiny facet can drastically change how you approach the game, and adds lots of strategy to getting high scores. If you’re mindful of the need to always be shooting something, you can get that counter up into the tens of thousands or more, especially with some of the larger bullet sponge enemies and bosses. This added score complexity makes Maniac and Ultra the more interesting modes to play, but they are also significantly more difficult than Original mode.
Speaking of difficulty, you can choose from 4 of them in Bug Princess. It’s a trip to see just how different they are from each other too, in terms of the amount of bullets onscreen and the complexity of bullet patterns. Novice is an easy trip for any casual gamer who merely wants to be able to play through the game without much fuss. But crank the difficulty up to Hell, which is basically exact to the arcade original, and you will be crying for momma before the halfway point of the first level. The 3 modes and various difficulty options really help cater the game to a wide audience, and even if you’re not a bullet hell pro (which I’m not!) then there is still plenty to enjoy.
There were a couple of things about Bug Princess that I didn’t enjoy, though. First off, the game uses both Game Center and OpenFeint for achievements and leaderboards which is great, but they plaster that awful OpenFeint game feed onto the title screen. Admittedly that’s not a problem with the game itself, but the feed is distracting and ugly, slow to load, and cheapens an otherwise top-notch presentation. At least give me the option to turn that bad boy off, please. My other issue with the game is that the load times in general are a bit long, which isn’t a great feature for a mobile title.
Aside from those small quibbles, Bug Princess offers yet another stellar entry in CAVE’s series of iOS shooters. It’s probably the most straight forward and least complex out of them all, which makes it a great starting point for bullet hell newbies, but it does have its share of depth for those looking to master its strategies. And like all CAVE shooters, the touch controls are fantastic, the visuals are striking, and the action is non-stop. Plus, Bug Princess is the first from CAVE to be Universal, and while I prefer playing on the iPhone, it plays pretty nice on the iPad too. At its current price of $4.99, Bug Princess should be a no brainer for your next bullet hell fix.
TouchArcade Rating: 
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