Archive for the ‘POI’ tag
‘Ion Racer’ Review – A Futuristic Tunnel Runner
Ion Racer [$0.99] from (makers of Flick Champions) is an endless tunnel runner with a visual style that looks suspiciously like Wipeout (a franchise we’d love to see on iOS). Unfortunately, any similarities with the futuristic racer are skin-deep, as Ion Racer stays close to its roots, offering a score-based reflex-oriented endless gameplay experience. Unfortunately, gameplay stagnation, a somewhat heavy reliance on IAP, and some minor control issues hold this title back.
Like most ‘endless’ games, gameplay in Ion Racer is score-based. Players guide their ship along a never-ending corridor filled with blue and red barriers along with small orbs called ions. Running into red barriers takes away a bar of shield strength, and if you lose your entire shield, the run ends. Blue barriers, meanwhile, offer additional points or shield bars and should be hit as much as possible. Ions serve as a perpetual source of points and energy to refill your energy meter.
The energy meter adds a small amount of strategy as it allows you to enter into either focus or strike mode. Focus temporarily slows down your ship, allowing you to dodge red barriers with ease (focus also increases the score multiplier of ions). Strike provides a burst of speed which also lets you smash through red barriers without a shield penalty. Both focus and strike modes offer some variety to what is otherwise an exercise in collecting ions and avoiding red barriers.
Ion Racer features a currency/upgrade system that is simultaneously interesting and frustrating. On one hand, there are a few different ways to collect kions, the in-game currency. Players earn kions by either collecting ions or passing missions which reward a small amount of kions for completing all objectives. You never feel like you’re not working towards a greater goal, which is essential for replayability.
On the other hand, kion collection just doesn’t occur fast enough. Individual runs typically provide a small amount of kions, with missions offering a bit more (although objectives quickly become difficult). Meanwhile, ship purchases and upgrades cost a lot more than you’d typically earn. Ion Racer also has perks ranging from auto repair to a score multiplier, which are one-use extras that cost a decent amount of kions to purchase. Suffice to say, folks looking to partake in even a modicum of upgrades and purchases are in for a lot of playing.
Of course, IAP comes to the rescue to address the perpetual grind. Based on the entry price, as well as the current state of its IAP, I don’t have too big of a problem with Ion Racer’s implementation as it seems like you could alleviate a great deal of the grind for a decent price. Still, kion rewards should be tweaked somewhat to provide non-IAP driven gamers an easier time.
Controls are another frustrating aspect of Ion Racer. The game defaults to a tilt-based scheme that has the potential to offer precision but feels unreliable. The second, touch-based scheme places left and right buttons on each side of the screen. While the touch controls feel more stable, they are a bit more imprecise in practice. Neither scheme necessarily leads to a poor gaming experience, but they could have been implemented better.
The biggest issue I have with Ion Racer is that the game never really evolves beyond what you see at the onset. You can buy different skins and upgrade attributes, but the gameplay never really feels different. Even the environments hardly change, with the same futuristic tunnels with each run. It’s a shame, because the visuals are excellent and, when combined with the framerate and sense of speed, look very much like Wipeout.
I feel as if the Wipeout vibes may have created unrealistic expectations in Ion Racer. As it stands, it’s still a decent endless racer that’s a bit heavy on the IAP with issues that can be addressed in future updates. As long as you understand that this isn’t a true racing title (and thus, not a Wipeout clone), you should enjoy the experience.
TouchArcade Rating: 
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‘Burnout Crash!’ Review – Paging Dr. Beat
Reviewing games you have a history with is always difficult, especially when they’re derivative titles from a series you hold dear to your heart. Looking back on it, at some point I’ve owned each of the eight Burnout games that make up the franchise going back to the original that was released all the way back in 2001.
If you’ve never played a proper Burnout game (which is a problem you really should look into solving) here’s what the series is all about- Imagine a high-octane arcade racer that not only has a fabulous sense of speed, but takes the typical car damage system dozens of steps further into a car crashing system. Instead of merely beating the competition to the finish line, gameplay focuses on making sure your your opponents never actually make it there.
Subsequent sequels took this many steps further, even evolving into entire game modes that focused entirely on orchestrating the most elaborate pile-ups you can. It’s from these game modes that Burnout Crash [ $4.99 ] is distilled from, making its original appearance on Xbox Live Arcade and PSN late last year.

In Crash, the familiar racing game camera angle is replaced with an overhead birds-eye view of your car. The game consists of a series of intersections, each with slightly different layouts and traffic patterns, and you need to unleash as much damage as possible. Initially, you drive in, and slam into some cars. Cause enough damage, and you’ll be able to explode again, and vaguely control where your car gets blasted to in the process. This continues until you’ve either let five cars escape off screen, or you’ve reached the damage threshold for the level.
Burnout Crash perfectly embodies the horrid cliche of “Easy to learn, but difficult to master.” It’ll only take you a few tries to get a handle on the game physics, but actually learning the nuances of where to try to stack up cars on each intersection and how to position your own car to not mess up existing piles almost turns Crash an entirely unexpected physics puzzle game, especially if you jump into it expecting something like previous Burnout titles.
Gameplay is further spiced up by special cars that appear such as a wave of police cars that block part of the intersection to the insufferably terrible driver Dr. Beat who will restore one of your missed cars if he survives his drive on and off screen. (However, as points out, he’ll crash into anything.) Additional game modes also add a decent amount of replay value.
My first experience with Burnout Crash was on Xbox Live Arcade, as a $15 title. Like most Burnout games, the overall energy of the game was amplified by a real soundtrack, heavy amounts of voice work, and a fabulous tutorial, creating an absolutely fantastic first impression. Those last two things? Nowhere to be found in the iOS port of the game. I could understand cutting a lot of the voice overs if EA was shooting for the 3G download limit, but the game weighs in at 146MB currently. The lack of any kind of tutorial is even more puzzling, and has left confused as to what you’re even supposed to do in the game.
That’s not what has me personally disappointed the most though, as I already know how to play and usually play iOS games with the sound very low or off so voiceovers don’t do much for me. What I’m bummed about is that for whatever reason, EA thought the best (and only) way to control the game was via a weird system of swiping gestures to move your car around after each crash breaker explosion.
If you can “” behind Burnout Crash, it’s apparent that what you’re playing is a very elaborate and cleverly disguised ball-rolling game. Imagine something like Labyrinth 2 [ $4.99 ], except instead of freely rolling the ball you can only move when a crash breaker triggers, and instead of trying to make it to the end, you’re trying to roll into as much as you can. It’s because of this that tilt controls, even when playing on the Xbox 360, felt like they’d make the most sense- as they often do in top-down games.
On the technical side of things, given just how long EA has been working on the iOS port of Burnout Crash, there’s some odd flaws. While I’m thankful the game is universal, some of the textures in game are blatantly low-resolution on the new iPad. I’ve experienced Game Center weirdness, with popups often telling me that the game is not recognized by Game Center. Additionally, most intersections start with some noticeable frame rate drops as you race towards them. Also, the little springy “boing” sound that plays each time you swipe the screen really needs to go.
Admittedly, I’m probably being overly nitpicky because of my experience with this game. However, the things Crash feels like it’s missing don’t make a whole lot of sense, especially when it comes to the game’s tutorial. Regardless, I’m still going to play through Crash over and over again on my iPad, with my fingers crossed that EA eventually addresses some of these things. And even if they don’t, if you’ve never played the console version, I’m not even sure you’ll care or notice.
TouchArcade Rating: 
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‘Magic: The Gathering Duels Of The Planeswalkers 2013′ Is Coming To iPad This Summer
Go somewhere quiet and you might just hear us screaming “yes” at our monitors. Wizards of the Coast has confirmed that we won’t be waiting long for Duels of the Planeswalkers 2013 iPad. It’s coming this “summer,” and launching alongside the 2013 Core Set of playing cards, which will be featured prominently in the game, too. Ten fresh decks are expected at launch, and more presumably will come down the pipe as downloadable content.
We still don’t know a ton about this version of the game, but a dude at Wizards of the Coast did recently blast out a statement name-dropping one of our platforms of choice, and seemed tickled by the prospect of opening up Magic to a hungry and new base:
“We’re excited to make Magic: The Gathering even more accessible to our growing player base by adding iPad iOS to the suite of platforms that Duels of the Planeswalkers 2013 will be available on this summer,” director of Digital Games for Magic: The Gathering Worth Wollpert said in a statement.
“Given that the original Duels and Duels 2012 have been downloaded well over 2 million times combined since its launch in June 2009, our customers are clearly enjoying what we’ve done with the game to this point, and we’re thrilled to be able to offer both new and existing Magic fans exciting content and gameplay options on a world-class tablet platform that many of our customers have been asking for.”
If you aren’t familiar with Duels, it’s a little like Magic for Babies. It gives you pre-built decks, holds your hand if you aren’t familiar with the rules, and lets you play against AI until you’re good enough to take your game online. The previous two iterations have been fantastic, and we can’t wait to see this new one on iPad.
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‘Sky Gnomes’ Review – It’s a Bird! It’s a Plane! It’s… Sky Gnome?
For the last couple days, I’ve been turning a dilemma around in my head. Do I tell you guys how fun Sky Gnomes [$0.99] is, and thereby increase the number of people who are likely to defeat me in a given tournament? Or do I just keep raking in the sweet, sweet prizes for my wins?
I suppose I’ll take the high road and let you in on it. Here’s how Sky Gnomes works: each day you face a new slate of players in a series of races. You launch a garden gnome on a little airship straight down at top speed, dodge storm clouds and ice balls, collect coins and snowflakes, and try to smash perfectly into the landing pad ahead of your foes. Do so, and you can turn your winnings into new parts and upgrades for your ships. Seriously, there is no way I could avoid getting obsessed with this game.
I’m not surprised it’s a solid title. It was developed by , the folks behind the Bug Heroes titles. I expected it to live up to that pedigree. I just wasn’t expecting it to grip me so completely. I’m checking my phone several times a day to make sure I’m still ahead of the pack and furtively sneaking in extra rounds if I’ve slipped down the ranks.
The game’s tournament structure is brilliant, and it’s what drives my obsession. There are four race cups to compete in, three of which can be unlocked over time. Each one has its own theme, length and difficulty level. Each day you’re placed into groups based on your previous results, so everyone starts on even footing. You play against ghosts of your group mates, aiming for a quicker completion time than the rest of them—especially the one randomly assigned as your nemesis.
The more successful you are, the better you’ll be rewarded. After each race your performance is broken down by your placement in that race, the accuracy of your landing and the things you pick up along your route. You earn coins for those, and overall rank for your finish time. You also get a random part from a selection of nuts, bolts and gears. At the end of the day you’re compared against the rest of your group. If you place high enough you take home a big bag of coins, and if you beat your nemesis you’ll get even more.
There are other rewards, too. Each cup has achievements to earn, and earning a set of them bumps you up to a new tier. That unlocks the next cup and gives you coins and parts to mark your success. Each day also offers up a new, special goal. It might be something as simple as taking gold in a race, but it’s often something more esoteric like finishing with an exceptionally low time. Having all these different things to work toward makes it easy to enjoy yourself even when you’re not always winning.
In fact, even when you’re losing you’ll still have fun pulling in coins and parts. Then you can use them to upgrade your ship. Each upgrade costs a mix of things, usually a few thousand coins and a handful of assorted parts. The economy is most limited by the rarity of gears—you only earn one randomly every few races, and most upgrades cost one or two for the first tier alone. But those upgrades are so very worthwhile.
You can upgrade the engine of your ship, improving its speed, acceleration, afterburner and efficiency. You can unlock and rank up a host of powerups. You can also get yourself three slots for trinkets, and that’s where the real fun comes in. Trinkets can do all sorts of crazy things. They can magnetize your ship so you pull in coins more easily, they can improve your steering, or they can make it so dangerous obstacles like storm clouds can be used to boost your speed. They’re costly to upgrade, but they can make or break a run.
Choosing them is a strategic process, or at least it’s meant to be. You can check the weather before each race and adapt your plans, focus on speed or survivability or income. Unfortunately right now it seems like certain combinations outdo others significantly, but Foursaken is keeping a close eye on the trinket balance and plans to adjust it if necessary. Even if the popular combos are great fun to play with, it would be nice to have more viable options.
I should also give you a heads up: you can purchase coin and part packs. These aren’t quite your typical consumable IAP items since they’re used for permanent upgrades, but they feel pretty similar. The way your daily groups are selected keeps upgrades from offering a significant advantage, thankfully. They do offer a bit of one, though, since you can use your upgrades to boost your capabilities after you’re placed. At least the IAP packs are well balanced, so purchases won’t put people far ahead of the folks that are willing to grind. And frankly, the grind is pretty fun on its own.
That’s the thing of it: while it’s pretty obvious that Sky Gnomes is using a grab-bag of standard psychological tricks to keep players coming back every day, I can’t bring myself to mind. The racing is seriously fun. Once you manage to gear yourself up enough you can compete with players for top overall scores, hitting the Platinum league in each race and ranking at the very top of the daily leaderboards. If you get there, make sure to spend some time in our —our forum users are dominating the charts. By the time you reach that point you’re travelling through races at insane speeds, sucking up coins and snowflakes, dodging obstructions like a champ. It’s a great time.
And that’s what keeps me coming back. There are small issues aside from trinket balance—setting your time early in the day isn’t worth much, and even at the highest ranks your success will be partially based on luck—but they are hardly a blip in the fun to be had. There might be an end somewhere in sight, a time where the grind outweighs the entertainment, but the hours of fun to be had in the meantime are well worth the initial purchase. Don’t miss this one. I’ll know, because I’ll be waiting for you out there on the podium.
TouchArcade Rating: 
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‘Saturday Morning RPG’ Review – A Radical Remembrance
Being called a “Child of the 80s” has made me more aware of my mortality recently, than it has conjured memories of the actual time period.
The USSR? Gone.
Hair Metal? Mostly gone. (Thanks for this.)
Reaganomics? Relegated to post-punk indie hardcore band names.
These days you will be lucky to find any kind of media that doesn’t have 1 or 2 glassy-eyed teenagers waiting anxiously for “The Drop.”
Thankfully, the Wonder-Twin powers of Mighty Rabbit and Joystick Labs has manifested a game that absolutely drips 80s nostalgia and helps me forget that the twilight years are quickly approaching. Saturday Morning RPG [ Free ] is as close to a physical manifestation of my childhood as I am going to find, without a truckload of Pixiesticks.
Inspired by the JRPGS of the 80s and 90s, Saturday Morning RPG is nothing special on the surface. Its battle system, littered with quicktime events that modify damage done and taken, is straight forward and pedestrian. In fact, the game’s story (the supposed hallmark of the RPG genre) has the literary alacrity of an R.L. Stine novel. Luckily, none of this matters. One would argue that that is exactly the point.
Episode 1 of Saturday Morning RPG (which comes free of charge) has the game’s hero, Marty, fast asleep on his bed. In his dream, he is spending the day with his sweetheart Samantha, when she is kidnapped by Cobra Commander Hood. Hood intends to wed Samantha, whether she wants it or not. After being beaten down by Hood and his minions, The Wizard (and his powerful glove – which is (so) bad) appears before Marty to offer help. He gives Marty his Trapper Keeper, the spell book Marty can use to defeat Hood’s Army and rescue Samantha. And that is what Marty (and you) set off to do.
The Trapper Keeper enhances the vanilla battle system by throwing in spells and other wild cards. It’s first feature is customizable scratch and sniff stickers. Using up to five, the stickers provide benefits like +15 health or -2 Enemy strength for the length of the battle. The trick is that you have to scratch them to release their bonus, and you are only given a small amount of time at the start of the battle to do so.
Once the battle begins, your Trapper Keeper functions as your spell book. Spells vary from the mundane (a flaming basketball) to the awesome (a glittery-glove-clothed punch, delivered via Moonwalk). There are some balance issues that become apparent, such as getting more bang for your buck via spells and, therefore, not focusing on leveling up melee attacks, but I’m not sure the developers care. The actual gameplay is the plain cracker on which the aged nostalgia cheese is served. No one should complain about the cracker.
When you aren’t battling Lizards or Hood Soldiers, you walk 8-bit Marty around the episode’s environment (they are different in each episode) talking to people and, occasionally, collecting a quest or two. The quests don’t do much to flesh out the universe, instead trading lore for laughs. They vary from the eye-rolling “stop all the downloadin”, to the morbid task of setting animals free by flushing them down the toilet. Completed quests offer you either XP, Spells, or stickers, so they are worth doing when you find them.
If there were any complaints to be leveled against Saturday Morning RPG, they would be the ones I’ve already mentioned. The game is a very basic RPG. Encounters are not random (your character and my character are probably going to be pretty similar by game’s end), quests and quest completions are very linear, and the story lines are pretty dumb. There just isn’t much substance here…much like a Saturday Morning Cartoon.
In that respect, one could argue that this game captures the spirit of the Saturday Morning Cartoon perfectly. And, in the process, litters the game with wonderful nuggets of 80s nostalgia. To play Devil’s Advocate a bit, if the game is called Saturday Morning RPG, and playing it perfectly recreates the spirit and feeling of an 80s Saturday Morning cartoon, doesn’t that make it the perfect game?
You and I could argue about this all day, but I don’t think we could argue as to whether or not you should give this game a shot. The first Episode, which took me 2 hours to complete (I try to be thorough), is completely free. If you like it, you can unlock Episode 2 for a measly 2 bucks. That, to me, seems like an awesome way to sell your game. More Episodes are in the pipeline of course, with Mighty Rabbit shooting for a May/June release for Episode 3.
All in all, Saturday Morning RPG is exactly what it promised. A fun, easy going, RPG with a heavy coating of 80s nostalgia. With an upfront cost of “free”, it’s hard not to recommend it.
TouchArcade Rating: 
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‘Amoebattle’ Review – A Great RTS of Minuscule Proportions
While iOS has become a haven for a large variety of strategy games, good RTS titles seem to come few and far between. Enter Amoebattle [$4.99], the latest title from and . Hitting all the cues, Amoebattle does a good job providing a full RTS experience while making its own mark on the genre.
Amoebattle’s tale centers on your role as a new microbiologist exploring the microscopic world with the Amoeba Control System along with your AI assistant AMI. After some introductory research, you encounter rogue amoebas disturbing the ecosystem, which leads to a quest to discover the origin of these hostile beings. The overall narrative does an adequate job moving the story forward while not detracting from the overall experience. For most RTS titles, that’s all you can really ask for.
When it comes to gameplay, Amoebattle implements the standard RTS mechanics while infusing it with some novel elements. Missions are primarily linear advancement, with some stealth, defense and open-ended objectives thrown in for good measure. Amoebattle is also very unit-centric – there aren’t any buildings to produce units or gather resources.
Instead, your amoeba can simply replicate if they have a full ‘Food Point’ (FP) meter and sufficient power. FP can be acquired in a variety of ways depending on if your amoeba is an omnivore, carnivore, or herbivore (each classification also affects other attributes). For example, carnivores gain FP exclusively through attacking other units while herbivores can eat various plants to build FP. While you can use a full FP meter to reproduce, it also bestows increased stats, adding to the strategy.
Power, meanwhile, is a secondary resource that is slowly produced in the background (but can be sped up by capturing fossil artifacts). Players can utilize power to replicate or to launch a variety of probes onto the battlefield. Probes range from slowing down opponents to infecting them with a long-term poison and work well in providing additional battle options.
In addition to replication, your amoebas can also mutate into a variety of different units. Initially the unit pool is small, but as you journey through the campaign you unlock stronger and more varied units, each with their own stats and appropriate strategies. Mutation also requires power, meaning you can’t just wield it arbitrarily.
The above elements lead to a surprisingly deep gameplay experience. Each mission provides suggestions for completion, but as you unlock more options players can begin to experiment with different play styles. Whether you choose to bum-rush with close-range carnivores or utilize a balanced approach with ranged and support units, Amoebattle certainly keeps your options open.
Props also go to the control scheme, which offers an intuitive approach that works well on both iPad and iPhone. Amoebattle uses a combination of taps, drags, and scrolls (single and two-fingered) to control all aspects of the game. Admittedly, it’s a bit tougher to control on the smaller iPhone screen, but it still works surprisingly well. As expected, the game works best on the larger iPad screen.
There’s something to be said about Amoebattle’s difficulty. In short, this is one challenging game. The tutorial and introductory levels do an excellent job introducing core concepts, but once you reach the middle tier of missions, the game quickly stops holding your hand and leaves you to figure out the increasingly tough objectives. It’s important to note that despite the challenge, Amoebattle’s levels are fair. Just don’t expect to steamroll through all the levels with relative ease (especially if you’re new to RTS games).
Amoebattle’s other weaknesses are few, but do hold the game back from RTS perfection. The lack of a skirmish mode hurts replayability, as the game certainly has a deep enough system to make it enjoyable. The same goes for multiplayer, which would be perfect for this style of RTS. As it stands, Amoebattle has a decent amount of content with its campaign, but it would have been nice to have more to do outside campaign completion (besides achievement hunting).
Regardless, Amoebattle succeeds wonderfully at creating a touch-based RTS for iOS. When you take into account the deep gameplay, beautiful visuals (iPad-retina compatible, no less) and approachable control scheme, Amoebattle is a title well worth checking out and joins the short list of great iOS RTS titles.
TouchArcade Rating: 
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A Look at Jeff Minter’s Ethereal, New Age Shooter ‘Five A Day’
Since he started making games for iOS, indie developer Jeff Minter of has really been cranking them out. The guy has been making games — and, rather unique games, I might add — for over 30 years, but I don’t believe he’s ever dished out one after another faster than he’s doing for Apple’s platform. And that’s really good news for iOS gamers because all of his iOS titles are rather well done and worth playing. His latest title, Five A Day [link], which just landed in the App Store, comes close on the heels of Gridrunner for iOS, his excellent remake of his original 1982 VIC-20 game and one of the best shooters on the platform.
When we first reported that Minter was developing for iOS, about two and a half years ago, we mentioned a Time Pilot-style game that he was working on, set to be his first iOS release. Well, time passed, Minotaur Rescue arrived, and we never saw anything else about that supposed first iOS release. That is to say, not until now.
Five A Day is a shooter (with bananas), but it’s equally an ethereal experience of sorts. It’s a kind of spacey, zen sort of thing. It’s a little hard to describe, so I’ll let the author.
…it should’ve just progressed into a good old banana-oriented shooter as originally intended but by accident it sort of went all New Age and ambient. While still actually retaining the characteristic of actually being any good, of course. It didn’t just turn into a useless ageing hippy of a game that lies around smoking weed and listening to Steve Hillage and burbling on about auras and crystals without ever doing anything useful. Redolent it may be of joss sticks and wind chimes but it’s still jolly good fun and will kick your arse quite handily on the higher levels, just you wait and see.
But what turned the game all auras and wind chimes? Apparently, it’s largely due to the in-game audio which, Minter indicates, lead the way in shaping the game during its development.
It started relatively slowly at first, with just fluffy clouds and the addition of a rainbow trail behind the spaceship. Then I needed some audio and headed out to a site called Freesound, where you can download snippets of stuff and use them in your projects. You can search by keyword so I put in “Space”, and that was it, game was doomed from that point on. All manner of floaty synth sustains, whale noises, chimes and gongs, page after page of them. Once I started putting one or two of them into the game, the game more or less began to shape itself. By the time I got to the first shower of bananas and enumeration of the first end of level bonus the audio was already heading firmly in the direction of “epic New Age”, and that’s how it ended up.
So, there it is. Every Minter game I can think of is rather “out there,” but this one is just a little moreso, perhaps (if you can imagine it).
We’ve got the vibe covered, now for the gameplay. Five A Day puts you in control of a craft soaring through the clouds, forever shooting. The sky is full of baddies that resemble familiar, pixellated villains of video games’ past. Some of these baddies are in possession of fruit. You want the fruit, and you need to destroy said baddies to collect it. There are also rainbow-bejumpered minotaurs floating about. Collecting either of these places them in tow and increases your shield power (which enemy fire drains) and, in the case of the latter, results in a Death Blossom-style weapons discharge that is bad for those around you.
As you progress, other elements come into play as well, such as bosses, sky-mines, homing missiles, and the like. A goal of the game is to finish each round with at least one piece of fruit in tow, as five such completions in a row result in a bonus life for your having been the healthy lad and getting your five-a-day (of fruits and veggies). And the whole thing is set not to a frantic, pumping audio beat-track, but to the whispers and tinkles of a holistic astral massage parlor. It’s an interesting — and fairly odd — scenario.
Your ship can be controlled via touch, by drawing circles anywhere on the screen in indication of how you want to maneuver, as well as via tilt-control. As with most iOS Llamasoft titles, the iCade control unit is also supported. Our gameplay video demonstrates iCade and touch controls. Being a universal app, Five A Day plays nice with both iPhone and iPad.
I’ve been having a lot of fun over the past few days with Five A Day, as I have with every one of Minter’s iOS releases. (The guy’s catalog is outstanding and should be investigated by everyone reading this.) That said, the overall feel and pacing of the game — a bit more relaxed than the typical shooter out there — combined with the ethereal audio stylings deliver an experience that might come across as a bit of an oddity to the typical gamer as compared to most of his other iOS releases, or certainly most other shooters out there. I would recommend Five A Day to any like-minded gamer, but it’s definitely a different sort of shooter experience.
TouchArcade Rating: 
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‘Epic Astro Story’ Review – A New Spin on the Classic Kairosoft Recipe
Kairosoft really got gamers fired up when they released Game Dev Story in Fall of 2010, a sim where you took the reins over building your own game company from the ground up. Then, they realized we liked the formula, and a flurry of other “stories” followed. Pocket League Story. Venture Towns. Grand Prix Story. Mega Mall Story. It was fair to say that most of these games had a lot in common: build a business or town from the ground up. And while I admit I was a major fan, I don’t know that I would have sprung for another title in this series if there wasn’t a little spice thrown in to change things up a bit.
Luckily, Kairosoft also realized we felt that way, and Epic Astro Story [$3.99] is the result. If you take the building sim thing and mix it with some Star Trek and a dash of Phantasy Star for good measure, you’ve got a pretty good idea of what to expect here. Just in case you’ve never played a Kairosoft title before, they give you the reins on building something and managing its growth, much like SimCity.
In Epic Astro Story, you attempt to colonize a planet. The new stuff comes in the form of away missions, which are totally hilarious and buff up the gameplay in a way I really enjoyed. As a solid Trek nerd, I was extremely amused to discover my first residents were “James Turk” and “Jean Vicard.” Later you’ll be joined by Wes Smasher (which cracks me up every single time he says something), Bones Mc Gee, and many more great riffs on the classic Star Trek universe.
The away missions are handled very smartly by a little bar across the bottom of the screen, which takes up very little real estate but makes you feel involved with what is going on. As the team encounters question marks, they will experience events, which can be good (finding money) or bad (finding monsters). If you do find monsters, you’ll go into a battle mode. You can actually get a peek at your enemies and their hot points before you start a battle, and it allows you to equip your team accordingly and choose their placement on the field before a battle. Once it starts, it’s all automatic, but the battles are quick and a great way to earn both money and research points.
If you thought you had a lot to manage in previous Kairosoft games, you have even more now. In addition to building on your land, positioning landscaping for maximum benefit, and keeping an eye on your residents, you’ll also choose when the away team explores new territory and invite people from other planets to come live on yours. Tourists will fly in and out of your Space Port and attempt to make peace with your people. You’ll meet aliens in ships. It’s a lot to manage, but it doesn’t feel over the top or stressful.
On the whole, I think Kairosoft has done a good job dressing up the basic formula. It’s still fun, and the fighting is a welcome addition. I admit I would like to see the company do something completely different in the future, but as far as this goes, it’s my favorite title of theirs yet. Mixing elements of the core simulation gameplay from previous Kairosoft games has worked out extremely well for Epic Astro Story, and if you’ve found yourself enjoying their other titles then this one should be no exception.
However, I’m still waiting for Spock to show up. I pray they changed his name to Glock.
TouchArcade Rating: 
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‘8bit Ninja’ Review – A Cute Time Waster For the Fruit-Phobic
When you’re looking for a simple, compulsive time waster, do you look for something that lets you grind to your heart’s content, or a game where you can dominate a high score board with skill alone? This is an honest question. 8bit Ninja [Free] has a free-to-play model that doesn’t get in the way of simple good times, but it pretty much throws the whole leaderboard thing out the window if you don’t want to pay. Other than that little problem it’s a great way to lose a few hours to that good ol’ craving for just one more game.
Consider 8bit Ninja a companion piece to Halfbrick’s Fruit Ninja. In that game, you are a bodiless ninja with a sword and a penchant for murdering fruit. In this game, you’re a nearly unarmed ninja with a good reason to fear bouncing produce. One’s about the thrill of the attack, the other’s all about avoidance. They make a great pair, but where Fruit Ninja is a one-and-done sorta game that focuses on hitting peak performance, 8bit Ninja holds its big rewards back for the patient player who puts time into its substantial upgrade system.
If you have a weakness for levelling things up, 8bit Ninja is going to eat you alive. Just playing lets you level up your ninja, improving his special ability and shrinking its cooldown. You also pick up coins while you play, and those can be used to unlock and upgrade a whole list of powerups. You can equip three of those powerups in a given run. Eventually you can unlock new ninjas with better abilities and level them up too. It’s the sort of grind that goes straight to your head.
The game is simple: run left and right dodging increasingly aggressive bouncing fruit. Every so often a powerup drops from above. Depending on what you’ve equipped it might give you a few coins or boost your XP, or it might slice up some fruit. Splattered fruits drop coins and the occasional coveted egg.
As we mentioned in our preview, the IAP system is largely inoffensive if you just want to play. You can get by without ever making a purchase and never know the difference. Coins and eggs can be earned by playing, but eggs are quite rare and are more easily acquired with IAP. Purchasing any egg pack has the side effect of removing ads. So far, so good.
You can use eggs then to unlock new ninjas and scenery. They add small bonuses, but nothing outrageous. You can also use them to level up your ninja faster, or swap them for coins to upgrade your powerups. That’s getting a bit dicey from a high score point of view, but you’ll earn your way up there eventually. Things get messy with the last option, though. You can use eggs to purchase one extra life each round if you’re willing to keep plugging in dollars. That’s a pretty big hit to your potential if you don’t want to pay up.
Assuming you’re cool with that situation, 8bit Ninja is otherwise pretty solid. The only real problem is, as with most linear arcade titles, that the early part of the game gets dull and runs get uncomfortably long as you improve. But the game is extremely accessible and its touch controls are great. Between the thrill of random egg drops and the desire to level up and score higher, it’s probably going to get a hold on you.
So ask yourself what you’re looking for. If you want serious competition without hitting the IAP, this probably isn’t the game for you. If you want an entertaining time waster with cute pixel art, go nuts. Just don’t say I didn’t warn you when you’re desperately hunting eggs in the hope of catching up to the rest of the pack.
TouchArcade Rating: 
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‘Kitten Sanctuary’ Review – This Puzzler is the Cat’s Meow
I am undoubtedly a cat person. Although I only own one, I have some close friends that own six, and going over to their house is always like a peek into some magical wonderland I wish I lived in. Suffice to say that any game featuring cats is bound to catch my eye, so when a colleague poked me and said, “There’s a new puzzler called Kitten Sanctuary [$1.99/Lite], and you need it!”, I figured I could be in for something good.
At a peek, it looked like a cute match three puzzler, but after spending some time with the game, you get to see that while the game is simple, it’s really got quite a bit more to it than your average match three game.
Rather than go with the bare bones approach that many iOS puzzlers seem to favor, developers decided to go with a different type of experience, and I really like it. Of course, the heart of Kitten Sanctuary is still a match three. But imagine that cloaked in something like a Nintendogs lite, and you’ll start to get an idea of what to expect here.
In story mode, Kitten Sanctuary brings you to “Kitten Island,” where you must progress through a series of levels to rescue 50 kittens that have been kidnapped by aliens. In each level, you’ll play the match three game to accomplish this rescue. However, the items you match are actually resources, which you will amass on the left side of the board. The goal is to rescue each kitty by making matches over a set of red background tiles, clearing them in the process. Once you’ve cleared the entire pattern of red background tiles the level is cleared, and you can bring your furry friend back to the sanctuary.
You’ll visit your secret kitten hideaway at the end of each level, and when you do, you’ll meet the cat you just rescued and learn something about him or her. This is where the game really shows off its charm. With not only a description of each cat’s background but a funny likes and dislikes list, you really feel like you are building a little family.
The sanctuaries create some depth to the game, and can be a lot of fun to interact with. You can get toys to play with your cats to keep them happy, and you will often find as you complete puzzle levels that an event has happened in the sanctuary, like the cats have colds or need general cheering up. You can check their mood points at anytime by tapping each cat. If they seem down, you can play with them by buying toys from the shop to keep them stimulated.
This would have been an ideal place to throw in IAP, but the game opts to let you earn money in-game instead by matching coins during the puzzle levels. I don’t mind paying for some in-game items from time to time, but I certainly appreciated it here that I didn’t have to spend any real world money to keep my cat family happy.
In addition to toys, you can also earn enough money to add decor to the sanctuary if you have enough. Secret bonus gifts are also available for a higher price, should you want to do some saving.
As far as modes go, you can adjust Kitten Sanctuary to be as easy or as hard as you like. In Easy mode, there is no timer and matching multiple tiles will win you powerups in the puzzle levels. In Normal, you are timed, and in Tricky mode, you have more red tiles than usual to match, but a longer time limit. If you don’t find enough to challenge you there, you can also aim to earn all seven trophies, some of which are very challenging.
Kitten Sanctuary is a very sweet game, but beyond that it’s well-crafted, and the attention to detail shows. For $1.99, it’s simply packed with things to do and feels anything but bare bones, and there’s even a lite version to give you a taste of what you’re getting. It’s a breath of fresh air for a matching game, especially if you want something with a little more to it (but that is also fun to play). The only downside I can think of is if you don’t like cats. Luckily, there’s a for PC, so you’re covered either way.
Kitten Sanctuary, $1.99 (Universal)
Kitten Sanctuary Lite, Free (Universal)
TouchArcade Rating: 
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