Recently, we mentioned that Space Tripper [$3.99] - the iOS version of Astro Tripper - has finally been released by True Axis 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 discussion forums 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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  • http://www.facebook.com/people/Werner-Ruotsalainen/685558551 Werner Ruotsalainen

    "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."

    Tilt only? Better not.. what about the iCade / iCP support, anyway? :)

    • Adams Immersive

      Getting touch control right is a challenge (or tilt for that matter) but it’s a challenge that can be solved. Tilt is not a deal-breaker for me, but it’s a big strike against because my position naturally shifts while I play, and when that happens, tilt controls stop working right. (Specifically, the vertical axis. I’ve never minded horizontal tilting.)

      I have my eye on this game regardless—I remember it fondly! But I still hope the devs keep attacking the challenge of touch control! Trackpad-style (touch anywhere that’s comfortable, like controlling a mouse cursor via iPad VNC) sounds like the most likely replacement for tilt. Ideally, with customizable sensitivity (and maybe even custom acceleration, like a FPS game).

  • Anonymous

    If you like tough-as-nails shooters, you NEED this game. There are some minor rough spots to the menu interfaces, but everything in-game is outstanding.

  • http://pulse.yahoo.com/_P5LY4ELZTBD4GRKDYU52ZIU474 John

    This looks like Magnetar: Space Fighter (which is $.99).

    • Anonymous

      It's nothing at all like Magnetar: Space Fighter.

  • http://twitter.com/steviebe steven bell

    I just can't figure out how to beat the first spider boss !

    • Troy Woodfield

      Check out the discussion thread (link is in the review) because someone explained how to nail that spider.

  • http://pulse.yahoo.com/_M7HPZQN2QW3KNY5NXAHRMSJDSM Doug

    Tilt controls mean tired arms sooner. No tilt controls means playing games longer.

    Sorry, tilt controls. No sale for you!

  • Anonymous

    They lost me at "tilt controls as the only option."

    I don't want to "recalibrate" every time I change my seating position. No sale.

    • http://twitter.com/trueaxis True Axis

      Unfortunately, the Space Tripper Tilt Controls can feel a little different at different angles, if you jump from horizontal to vertical, it can feel very different, so we left out an auto calibration, because we believe it would cause more problems then it solves. It is better to have the controls set to an angle you can get used to, rather then have the controls feel different every time you shift your position.

      I think this is actually the biggest problem with using Tilt Controls on a shoot'em up. 

      Perhaps there is some auto calibration techniques using the gyro control methods rather then acceleration which we could investigate further, however it seems like that would have its own problems. We just chose the method that we thought was going to be hardest for users to brake.

      Jet Car Stunts had auto vertical calibration, but with that game, the controls felt similar at any angle. Space Tripper is a different story.

  • http://mattplays.com/ Matt

    The game, Tilt To Live, worked well with tilt controls.  At first I was skeptical but it felt really solid and accurate.  If Space Tripper manages that same balance, then I don't see a problem with it.  However, it never hurts to give the customers options --- let them choose how they want to control the game, and the devs can set the one they favor as the default.

    By the way, the last paragraph has you saying Star Tripper when you certainly meant Space Tripper.

Space Tripper Reviewed by Troy Woodfield on . Rating: 4.5