Archive for the ‘Time’ tag
‘Space Tripper’ Review – One Word: Finally!
Recently, we mentioned that Space Tripper [$3.99] – the iOS version of Astro Tripper – has finally been released by the makers of the popular game: Jet Car Stunts [$1.99 / Free]. After being released on various other platforms over the past decade, it’s finally our turn for an iOS port of this top-down arena-based shoot’em-up, which features a main campaign plus score attack and challenge modes to unlock.
Although I’m happy to recommend this game now, my initial impressions were less favorable. You see, Space Tripper offers tilt controls as the only option for movement, but strangely, it appears no auto-calibration occurs at the start of the game, so the craft was unresponsive to tilts and left sitting like a lame duck. However, after discovering the tilt calibration and tilt-sensitivity options and testing a few different configurations, the craft became very responsive, ducking and weaving around enemies.
The decision to implement only tilt controls will immediately put some players off, but it actually works rather well (after you play with the settings). The developers conducted some trials with touch-based controls early on in their development process, but decided that touch controls obscured the action and weren’t responsive enough.

Tilting moves your craft, while tapping the left side of the screen changes weapon and tapping the right side flips the craft around, to face the opposite way. When you flip direction, the craft also slides back a little, which is a subtle movement, but it’s often life-saving when you spin to face an enemy that’s too close. This game requires careful approaches rather than always rushing in, however there’s also time limits for each level, so you need to keep attacking.
The weapons shoot left or right, so you need to move alongside an enemy to attack, but there’s no fire button as your selected weapon fires automatically, non-stop. Your ship is equipped with two weapons: red and blue. The blue lazer fires a direct forwards-facing beam, while the red weapon fires a three pronged blast, covering a wider range. When you collect a red or blue power-up, the weapon of that color is leveled-up, so you could potentially have a very strong red weapon, but a weak blue one, or vice versa. These level-ups are definitely worth grabbing, as the extra fire-power is helpful for destroying enemies, but importantly, it also looks cool.
Whereas many shoot’em-ups are set in a rectangular play-field, Star Tripper uses various different shaped arenas, with 3D features like ramps which you can jump off. You can’t fly beyond the arena, but your enemies can enter from outside, shooting at you even before you can get to them. To keep track of their position, you constantly refer to a handy radar, which shows the position of all enemies on the level. The green enemy blips on the radar turn red when they become aggressive and accelerate towards you, which helps prioritize your targets.
There are four unique worlds, each with their own graphics, enemies and objective. Sometimes it’s all about shooting down enemies, but other times you’re destroying generators or knocking down pillars (while also blasting enemies!). The enemies are nicely varied, including tanks, helicopters, heat-seeking missile turrets and even swarms of insects, fizz wheels and killer-worms. Plus there are big boss fights to reward your efforts. Like a massive yellow spider that crawls and jumps, a big fat tank or a massive one-eyed sea creature. You need to find and exploit each bosses weak-spots to take it out.
When your three ships are destroyed, you’re presented with two options – either stop playing and record your score, or continue playing but forfeit your score from the high-score rankings. At first, this seemed like a great feature, as it allows less competent players to continue their game without being forced to restart from the very beginning. However, the continue option only gives one additional life at a time – which is sometimes lost within 30 seconds. This forces you to frequently re-choose continue. It would be better if “continue” granted another set of three lives.
There’s three levels of difficulty: Normal, Hard and Hardest. Although one member of our joked the levels should be named: “Hard, Yeah right and LOLWUT”. Fortunately, there’s some cheats built into the game (as described in the App Store game description). The cheat menu offers unlimited lives and/or invulnerability and the ability to skip levels. The unlimited lives option is great, as it’s still a challenge to complete the levels, but you can keep re-trying and your weapon power-up’s don’t reset when you die. As soon as you enable a cheat, all leaderboards, achievements, game mode unlocking and progress saving are disabled until game over, or you quit. This means legit players can still aim for ranks on the Game Center or OpenFeint leaderboards, without worrying about competing against “cheats”.
Star Tripper is a fast-paced, nice-looking and challenging game which will appeal to any hard-core shoot-em-up fans, but anyone can progress through the levels to try the boss fights thanks to the “continue” option and cheat modes. It’s taken several years for this game to reach our iOS devices, so perhaps we’ll end up seeing Space Tripper 2, sometime around 2018!
TouchArcade Rating: 
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‘SpellTower’ for iPad Review – Proof That Word Games Can Be Beautiful
It’s a good time to be a word game fan. Every few weeks a new genre standout arrives, ready to tide you over until the next big hit. Now App Store superstar (Unify [$1.99/Free], Bit Pilot [99¢], Halcyon [$1.99]) has thrown his hat into the word game ring with SpellTower [$1.99] . Those of us who fit in the Venn diagram intersection of iPad owners and word game fans benefit — SpellTower is elegant, clever and fun.
Not that it’s entirely unique. We’ve all played any number of games that make use of SpellTower’s main mechanic. Presented with a grid of letters, you spot a word and trace a path through its letters to select it. You can trace in any direction, loop diagonally back on your path, and make words of any length past two. And if that were all there was to it, this would be a yawn and a skip. But it’s not.
SpellTower isn’t bogged down with complicated rules or conditional abilities. The tutorial is only a handful of screens expressing a handful of simple rules. You can make a word as long as it’s in the game’s dictionary and it’s at least three letters long. Words that are five letters or longer clear letters all around them. You can’t make the same word twice, and if a letter has a number on it, it needs to be used in a word of at least that length. Finally, uncommon letters like Z, J, Q and X clear their rows if they’re used in a word.
Those rules will carry you through SpellTower’s four game modes, which change up how the board is presented. Tower mode gives you 150 letters to earn the best score you can. Puzzle mode adds a row to the board each time you make a word, and if any column hits the top your game will end. Extreme Puzzle mode follows the same rules, but requires longer words faster and more often. Rush mode adds new rows over time, putting you on the clock.
It sounds as though only Rush mode puts any pressure on you, but this is one of the tensest word games I’ve played. Tower mode can be played casually, certainly. You can just accept that you’ll find a number of words, and then you’ll hit the “done” button and wipe your hands of it. But can you just leave towers of letters standing there, unused? It’s beyond me, so each move I make is a balancing act between finding good, high-scoring words, and ensuring I don’t leave too many orphaned letters behind. At least you don’t need to worry about making mistakes — there’s no penalty for words that don’t work.
In Puzzle and Extreme Puzzle, though, this tension is ratcheted up to the nth degree. Since every move you make adds a new row to the board, you have to consider your moves very, very carefully. Almost inevitably you’ll be stuck with one or more towers of single, orphaned letters, and as those add up it gets harder and harder to make a move that won’t end your game prematurely. These modes aren’t to be played quickly.
Rush mode, on the other hand, must be played at top speed. Except, of course, you still need to weigh the potential of your moves to leave those orphaned towers. But this is a cathartic mode after playing Puzzle for too long. It’s tense, yes, but not every move has the potential to be fatal.
These four modes offer a variety of satisfying play styles, and it sounds like Zach Gage has plans for more to come. Also coming are Game Center achievements. Leaderboards are already in, but there’s a need for achievements to mark things like fully clearing the board in Tower mode. If I ever pull it off, I’m going to want to be able to smugly show off my word superiority. A few other little touches could help the game, like a more obvious way to end Tower mode and a score breakdown.
But SpellTower is already a complete package, brought together by Gage’s trademark use of cheerful colors, simple patterns and elegant typography. It’s a shame that it’s only for iPad owners for now, but if you can pick it up, you should. And if you have ideas for other modes you’d like to see, you can share them with the developer in our . Assuming you can find the words, that is.
TouchArcade Rating: 
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Namco Bandai Throwing a Week Long Thanksgiving Sale
Namco Bandai is getting into the gorging spirit of Thanksgiving Day here in the US and encouraging gamers to gorge on new games for their iOS devices with a week long Thanksgiving sale. There’s a staggering amount of games listed on sale, so surely something to pique anyone’s interest.
Personally, I’m quite partial to Pac-Man Championship Edition, Puzzle Quest 2, and Time Crisis 2nd Strike. Oh, and Splatterhouse. Yeah I said it. Sure, it takes a brutally difficult arcade game and makes it that much more difficult with the addition of virtual controls, but I’m just a sucker for nostalgia.
- Ace Combat Xi Skies of Incursion, $4.99 → $0.99
- Buccaneer Blitz, (Universal) $2.99 → $0.99
- Dig Dug Remix, $2.99 → $0.99
- Fossil Feast, (Universal) $1.99 → $0.99
- Galaga Remix, $2.99 → $0.99
- House of Glass, (iPad Only) Free+ $4.99IAP → $2.99IAP
- Isaac Newton’s Gravity HD, (iPad Only) Free+ $4.99IAP → $2.99IAP
- Isaac Newton’s Gravity, $2.99 → $0.99
- Lost in Time: The Clockwork Tower, (iPad Only) Free+ $4.99IAP → $2.99IAP
- Mappy by Namco, $1.99 → $0.99
- Mishap, $4.99 → $2.99
- Mishap for iPad, (iPad Only) $4.99 → $2.99
- PAC-MAN CHAMPIONSHIP EDITION, $4.99 → $0.99
- PAC-CHOMP, (Universal) $1.99 → $0.99
- PAC-MAN REMIX, $2.99 → $0.99
- PAC’N-JUMP, (Universal) $1.99 → $0.99
- Pool Pro Online 3, $1.99 → $0.99
- Pool Pro Online 3 for iPad, (iPad Only) $1.99 → $0.99
- Puzzle Quest 2, (Universal) $4.99 → $2.99
- RALLY-X Rumble, (Universal) $1.99 → $0.99
- Ridge Racer Accelerated, $6.99 → $1.99
- Sky Gamblers: Rise of Glory, (Universal) $4.99 → $2.99
- SPLATTERHOUSE, $2.99 → $0.99
- Time Crisis Strike, $2.99 → $0.99
- Time Crisis 2nd Strike, $6.99 → $1.99
I noticed that not every sale seems to be active yet in the App Store as of this writing, so it’s probably a good idea to double check the pricing before blindly mashing the purchase button. If a price hasn’t dropped yet for you, just give it a bit and check back. You’ve got all the way until Monday the 28th to take advantage of these sales.
Also, prepare yourself for the likely onslaught of other Thanksgiving Day related sales during this week and into the coming weekend.
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‘Raccoon Rising’ Review – A Vertical Platform Game: Raccoons Vs Robots!
Raccoon Rising [99¢] from is a delightful game about a sleepy raccoon trying to survive when his forest is invaded by an army of robots and their deforestation machinery. After watching the trailer (below), you might expect an endless-vertical jumping game, as it resembles NinJump [Free/HD]. But, it’s actually more like a vertical platform game, because you’re not constantly jumping and can find places to stop and plan your approach upwards, through the obstacles. Also, it’s level based, so you’re not always restarting from the very beginning.
The little raccoon’s simple story is told through comic-strip cut-scenes as he journeys through four worlds, including a temple, Tanuki forest, a ship called the ‘Salty Sprocket’ and finally, a city. Each world features different graphics, music, enemies and obstacles, but the goal is always to progress upwards until you reach a gate, which shuts behind you.

Each time you reach a gate you’re given a three-star rating for your performance on that section and a checkpoint is saved as a re-spawn point when you die. There’s over seventy gates (sections) in total and as you unlock them in the main story, they become available in Time Trial mode. Each section may only require a few jumps to pass through, but it typically takes multiple attempts to determine and execute your route. However, because there’s only a short distance between gates, dying and re-trying isn’t the end of the world.
The gameplay controls are simple and effective. Just tap anywhere to make your coon jump in that direction, or hold down your finger for a power-jump, which enters slow-mo mode for targeting and smashing obstacles with flying kicks. If you’re jumping upwards, a second tap sends your raccoon leaping to the side of the screen, depending which side you tap. The real challenge is to time and aim your jumps well, as you often need to land in tight spaces, wedged between two death-causing obstacles, which may both be moving. However, the pause button (which is a slider) is not always that responsive and sometimes stops working altogether, meaning it must be closed form the iOS task bar.
The robots have deployed a range of machinery, so as you journey upwards you’ll face spikes, tree-crushers, band-saws and cannons. There’s punching cushions which repel you, hovering platforms, gun powder-barrels to explode and helicopter drones to jump on for a quick ride upwards. And once you reach the end of a world, there’s a boss fight waiting for you.
The 3D art and animation by is appealing. In particular, the special effects – such as timber or the coon flying straight at the screen – look great. And the little raccoon character, with his blackened raccoon-eyes and wagging bushy tail, gives this game a feel-good atmosphere. However, although the end-of-world bosses were satisfying to reach, they don’t look quite as vibrant or visually appealing and the comic images also fall a bit flat. The initial loading times for worlds are also a little longer than most games, but there’s no such delays between stages (gates).
There are credit-card chips (”credits”) to collect within each world, because you “may need them in future”. If you click on the credits icon on the main menu it says “coming soon”. It’s a little unusual to ask players to collect in-game currency which has no current function, but trust me, the credits will be used for something cool in a future release: – but that’s still a secret, so we can’t share it yet. But we can confirm that the developers are keen to expand this game further.
Romper Games have fixes coming for a couple of technical issues: There’s a glitch whereby the third level (Ship) doesn’t always unlock when you reach it. I replayed the final stage of world two and it unlocked successfully, however another user in our have had the same issue, but replaying it hasn’t helped. Crashes have been reported for older 1g / 2g devices. The developers are participating in our forum discussions so they’re aware of these two issues. They may release reduced graphical assets for older devices and are working on a fix to resolve the level unlocking glitch.
Racoon Rising is a neat variant on jumping games, which I’m throughly enjoying despite the jumping genre being so saturated. The combination of vertical platformer and jumping game works a treat. And the core graphics, varied worlds and short re-playabe levels make this game easy to recommend, but if you’ve got a 1g / 2g device, you may prefer to wait for the update.
TouchArcade Rating: 
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Polygon Play’s Cave-Flyer ‘Lander Hero’ To Land in 10 Days
Just a quick weekend heads-up on a title that will be arriving in 10 days that I’ve been eagerly waiting four long months for.
Back in July we previewed the cave-flyer / gravity game from . At the time, I called it a “charming” title, which is an odd descriptor and one I use rarely — but it fits. So much is right about the early version that I played through, featuring just 13 test levels, that I came out smiling and wanting much more. It’s just an awesome member of the genre.
Polygon Play has just let us know that Hero Lander has been approved by Apple and will be available for download on November 30th (iPad only, at least initially), at which time we will post a review to go along with it.
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The TouchArcade Show – 26 – "I fought a dragon the other day."
On this week’s TouchArcade Show, we spend a good chunk of the introductory phase of the show talking about the latest and hottest … in console games. But immediately after my Skyrim outburst and our shared Modern Warfare 3 discussion, we DO dig into iOS. Jurassic Park: The Game leads the foray. Games like Minecraft: Pocket Edition and Space Tripper, as well as news stories including Apple’s decision to pull Texas Hold’Em round out the rest of one of our rocking-est podcasts yet.
If you’d like to give us a listen (and you should) hit one of the links below to stream or direct download. If you’d like to subscribe, definitely do so via iTunes or, hey, even Zune. Options, you have them!
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-026.mp3, 38MB
Show notes just below, and please, if you have the time, throw us a question! We’re open to whatever. The e-mail is podcast@toucharcade.com
GAMES
- Jurassic Park: The Game 1 HD [$6.99]
- Minecraft – Pocket Edition [$6.99]
- Raccoon Rising [$.99]
- Space Tripper [$3.99]
- Meowmi Wants Chicks [$.99]
FRONT PAGE
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‘Minecraft – Pocket Edition’ Review – Bigger May Be Better
I had expected to hear my geriatric iPhone 3GS to croon its swan song when I loaded up Minecraft: Pocket Edition [$6.99] for the first time. It didn’t. To my surprise, Mojang’s inaugural iOS title actually got along swimmingly with my hardware. Was it a sign of good things to come? Perhaps. Deeply pleased with this turn of events, I went ahead and generated my first world.
And that’s when the disappointments started rolling through the door. To be fair, I don’t blame Mojang. If anything, they’ve done a rather masterful job at porting their world-famous IP onto the platform. Nonetheless, there’s only so much you can do around technical constraints. Regardless of how you slice, the truth of the matter is that Minecraft just doesn’t work here (not yet, anyway). To paraphrase the Genie from Disney’s Aladdin, phenomenal cosmic power and itty-bitty living spaces do not mix.

Minecraft’s familiar sense of scale is all but missing in Minecraft – Pocket Edition. Everything is forever frozen in a state of unnatural daylight. There is no day and night, no sunsets to behold, nothing to reinforce the feeling that we’re in a world of our own. Instead, what we have is something that feels more akin to an open-air museum, a place to exhibit your mastery of multi-colored blocks. But even then, it’s hard to be deeply impressed with a Big Daddy replica that someone has built when you find yourself running about in circles, struggling to take in every detail. Again, this has nothing to do with Mojang; small screens are small. You might as well complain that winter is cold.
Once you’ve grown acclimatized to the controls (it’s your standard D-pad sort of thing), building is relatively easy. Blocks are placed by tapping the screen and removed by holding a finger over the cube. It’s about as simple as it gets. Granted, you’ll probably find yourself doing a lot of the latter. It could just be my lack of finesse but I found it a bit of a challenge to get the blocks exactly where I wanted them to go.
Asides from that, there’s not much else to Minecraft: Pocket Edition. Building is everything. The game gives you an unlimited supply of blocks (there are about thirty or so to choose from) to play with. It also features cross-platform multiplayer. Don’t get too excited. You won’t be able to interface with your home server. For the time being, you’ll only be able to sojourn to worlds built on the iOS and the Android.
Seriously, though. I could just be spoiled. I want my creepers. I want my skeletons. I want the ability to craft items. I want to be able to mine, damn it. Minecraft: Pocket Edition doesn’t feel like Minecraft. It feels like something else entirely, something that may well be the point. And, for one reason or another, that just doesn’t sit too well with me.
But if you’re willing to take it for what it is and want nothing more than the ability to engineer pixelated utopias while you’re on the go, Minecraft: Pocket Edition isn’t exactly a lost cause. The developers appear to have a number of updates lined up. Minecraft: Pocket Edition could potentially be an awesome thing someday. Until that day comes, though, it is best purchased by the curious, the affluent and the hardcore fan.
TouchArcade Rating: 
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‘The Show Must Go On’ Review – Who Knew Opera Could Be So Much Fun?
Making opera and ballet seem fun and accessible must be an uphill battle. There’s no shortage of people with preconceptions about the arts, and most of those preconceptions are about how opera houses may be great places to take a nap. But if The Show Must Go On [$0.99] is any indication, the has what it takes to make opera interesting to any crowd — or at least, to put it into the hands of those that can.
In this case, that’s and. They’ve come together to make a sweet and compelling mini-game compilation about the life backstage at the opera house.
Apparently, life backstage at the opera house is crazy. As stage manager, your job is to put out every (proverbial) fire that crops up, and they are everywhere. The performers can’t dress themselves without your help, the sets are falling apart, the music has gone flying, the props are all mixed up and the lights are just barely running. It’s all you can do to keep the whole thing from falling apart.

So off you run, from department to department, saving the day. Each department has its own mini-game. Managing costumes takes a good memory and good reflexes — you’re shown costumes, and then you lead the corresponding performer around the room, dodging falling clothes until you find the pieces you need, then repeating. Props are pure memory. You’re shown the dollies they ought to be on, and once you’ve memorized them you’re put on a timer to place them correctly. More and more props are added as you progress.
Preparing the sets requires a neat little stacking game with elements of physics puzzles, especially as they grow more difficult and your stacks grow ever more precarious. Managing music is a bit like Canabalt – you race over rooftops collecting music, dodging chimneys and trying not to fall down any holes. And the lights… managing the lights is a difficult task. You can see the paths your performers will take across the stage, and its your job to light their way without wasting any precious power. It requires precise timing and no small amount of multitasking.

These mini-games are wrapped in an absolutely darling opera simulation. There are four shows in Performance mode — The Marriage of Figaro, Swan Lake, Carmen and The Nutcracker — and each has its own little tale of disaster to cope with. At the end of each you’re treated to a short performance of the show, which succeeds or fails relative to your success in the mini-games. I have to admit that while I wanted to see the shows succeed, there was a (large) part of me that wanted to play again just to see how badly they could fail.
Once you work your way through the performances, you can pay to unlock Score Attack modes for each of the mini-games. The costume score attack mode is included, but the other four are a dollar a piece. I do have a small quibble with this, as the app description really doesn’t make the need for these purchases clear, but I bit the bullet so you don’t have to. It’s fun to play endless versions of the mini-games, but the real charm is in the aforementioned Performance mode.
Another question stands out, though: why so little music? The included songs are provided by EMI, but there are only a few of them. Given that the one of the purposes of this game has to be to raise awareness for the Royal Opera House (and to sell a few albums to boot), shouldn’t it be brimming with music? This is a missed opportunity, and it smells a bit like a licensing snafu from here.
Otherwise, The Show Must Go On is thoroughly impressive. The art is cute and welcoming and the games are fun, with quite a range of difficulty levels. The music that is included is, of course, great. There’s even a broad selection of Game Center/OpenFeint achievements and leaderboards to extend your playtime. I’m not sure it will create any new opera fans, but it certainly shows that there’s more to opera than meets the eye, especially when you approach it with a light heart and good cheer.
TouchArcade Rating: 
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Bungie’s ‘Crimson: Steam Pirates’ Now Available for iPhone Along with New Chapter 3 Expansion
Over this past summer, Bungie had everybody guessing as to just what exactly they were up to by trademarking both the “Crimson” and “Bungie Aerospace” monikers. In late August, we learned that Crimson was actually Crimson: Steam Pirates [Free], a new strategy game developed by Harebrained Schemes in conjunction with Bungie. Bungie Aerospace would actually be the name used for publishing the title on the App Store, and we would assume, future titles as well.
With that mystery finally solved, Crimson: Steam Pirates launched for the iPad on September 1st. It turned out to be a pretty decent strategy game too, if not a bit too linear in its progression. It came with a very generous 8 levels as part of the free download, with an additional 8 levels in a Chapter 2 expansion available as an in-app purchase.

Yesterday, Bungie Aerospace launched Crimson: Steam Pirates for iPhone [99¢], a smaller-sized version of the iPad game. The game appears to be identical to the one on the iPad, but the pricing is structured a bit differently. It’s 99¢ for the initial download, but it includes both the original Chapter 1 levels and the expansion Chapter 2 levels for the price, which is half of what it initially cost on the iPad. Additionally, a brand new Chapter 3 has launched with the iPhone version, and can be purchased from within the app for another 99¢. Chapter 3 is now available within the iPad version too, also priced at 99¢.
If you are sans iPad and have been interested in Crimson: Steam Pirates, or you’re just looking to have a more portable version for your iPhone or iPod touch, then now is a good time to check out the newly released Crimson: Steam Pirates for iPhone.
Crimson: Steam Pirates for iPhone, $0.99
Crimson: Steam Pirates, Free (iPad Only)
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‘ZONR’ Review – A Fantastic Puzzle-Arcade Collaboration
I think it’s fair to say by now that is a master of creating tiny slices of gaming. Three of the four iOS games the developer has produced have been delightfully tiny experiences that squeak in under two minutes — Super Search 60 [Free / $0.99], Doodle Find [Free / $0.99] and now ZONR [Free] all clock in at 60-90 seconds per play session. But while the older two are both simple (if charming) hidden object games, ZONR is something more interesting. It’s also free, and (spoiler alert) by the end of this review I’ll be telling you to download it, so you might as well get a head start.
Here’s how you play ZONR: You look at a square made of pieces that bear a passing resemblance to tetriminos. You decide in a split second which of those pieces is the largest. You tap it, and then you do it over again with a new square. You keep doing that for 90 seconds, and you’re scored along the way. Dead simple, but when you tie in this game’s bright, cheery art and a soundtrack by , you’ve got something special in your hands.
I’m a new fan of Disasterpeace, having just fallen in love with a few of his songs from the upcoming non-iOS title Fez. But you might also recognize his work from the soundtracks of Puzzle Agent, Drawn to Life, or Bonk: Brink of Extinction. He’s fantastic at conveying moods with retro-sounding chiptunes, and in ZONR, that mood is abject happiness.
As you play ZONR, the sounds play back with cheery notes that fit beautifully with the music. So each time you correctly choose the largest piece, you’re rewarded, and each time you miss you’re punished with a discordant note. The screen shakes, flashing red, and worse – your multiplier falls. This is one of those arcade games, the ones that let you build up incredible scores by playing perfectly, but that will grab that score back as soon as you make a mistake.
Precision isn’t enough, though. As you play, that 90 second time limit counts down. So you’re pressed to find the biggest piece over and over as the pieces get smaller and smaller, and you need to do it perfectly and quickly. It’s a challenge.
And that challenge is fun to rise to, frankly. As you improve, you earn Game Center achievements, but more importantly you unlock new skins. Not only do the skins change up the look of the game, they also raise the difficulty. It can be challenging to trust your spatial judgement when you’ve got the standard bright, colorful art to work with. But change everything to black and white or different shades of blue and things get much harder.
There are eight skins to unlock in various ways. Some are rewards for high scores, some for earning high enough combos, and some for playing enough games. You can flick through them by swiping around the menu screen. One can be bought for $0.99, and that purchase also rids the game of its single banner ad, which is otherwise present whenever you’re not playing. Another is unlocked if you have Doodle Find on your system (which is a darling game on its own, and well worth a free download).
Ultimately, ZONR is a simple game. It’s a fun way to test your reaction speed, and it does a great job of motivating players to keep pushing their high scores forward. But the slick interface, colorful art and cheerful soundtrack boost it beyond the confines of its gameplay, making it a great choice to pull out whenever you have a good 90 seconds to kill. If you like it, share your thoughts in our — and swing by , where you can grab the soundtrack at any price you’d like to pay.
TouchArcade Rating: 
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