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‘Platform’ Category Articles

'Sonic The Hedgehog' Remake Update Now Available, Adds Tails and Knuckles, iPad Support, and Much More

Thursday, May 16th, 2013

soniciconAt GDC back in March, Sega announced they were remaking and rereleasing the original Sonic the Hedgehog [$2.99], and that it would be coming as a free update to the existing game on the App Store. Today, that update has gone live. For the nitty gritty behind the Christian Whitehead/Sega saga, refer to our previous post on the remake, but to summarize: Christian Whitehead, who is responsible for the sublime Sonic CD [$2.99] remake on iOS, was commissioned by Sega to give a similar treatment to the original two games (and hopefully Sonic 3 & Knuckles too!). This means proper widescreen and Retina Display support for Sonic 1, Universal iPad support, vastly improved virtual controls, 60 frames per second, a new Time Attack mode, unlockable playable characters Tails and Knuckles, and I'm sure tons more little goodies.

I've given just a quick run through the updated Sonic 1 and it's everything I dreamt it would be. This is what it feels like when doves cry. Right from the moment you boot it up, you realize the kind of care that was put into this port as a 3D rendered Japanese Mega Drive game case pops up on the screen. You touch the screen to play and the case opens up, revealing the cartridge itself. You have the option of choosing the Japanese, American, or European versions of the box art and cartridge. It's those little touches that tell you this is by fans, for fans of Sonic The Hedgehog.

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It also plays like a dream now, or at least as much of a dream as virtual controls can be. If you have no problems with Sonic CD on iOS, you'll be more than happy here. I can't wait to beat the game yet again today, hopefully unlock a new character, and mess around with Time Attack mode. Oh, and there's Game Center leaderboards and achievements, too. Seriously, if you've suffered through the shoddy original port of Sonic The Hedgehog on iOS for the last several years, this is a handsome reward. Head to the App Store immediately and update, and drop by our forums for discussion from the community.

Update: Here's an official trailer!

App Store Link: Sonic The Hedgehog, $2.99 (Universal)

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Hands-On With 'Quadropus Rampage' - Depth-defying, Hilarious Action

Thursday, May 9th, 2013

imageThe folks over at Butterscotch Shenanigans may be relatively new to the iOS scene, but  they've already made some waves with their offerings. Known for quirky humor and bright, silly visuals, I was introduced to their crazy world with Towelfight 2, a game that we enjoyed. Recently, I had the opportunity to check out a build of their upcoming game, Quadropus Rampage which looks to continue the developer's amusing style in a different setting.

Where Towelfight 2 was a set adventure in similar vein to classic top-down Zelda titles, Quadropus takes the same action-oriented gameplay but puts it in a different setting entirely. Dubbed a 'Rogue-like platforming action RPG' by the devs, there's a lot of different elements at play in Quadropus that come together for a pretty fusion of genres.

Players start every run with a level 1 Quadropus at the entrance of a dungeon in search of baddies to kill. Dungeons are comprised of randomized rooms filled with enemies, pitfalls and an exit to the next depth (i.e. room/level). Thus, the goal becomes to kill all the enemies while avoiding the chasms, and move towards the exit to the next level. Killing enemies reward orbs (which act as currency), experience, which levels up your Quadropus, and new weapons and power-ups. Interestingly, falling off the ledges instantly take you to the next depth, but at a significant health penalty.

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While it's theoretically possibly to avoid killing enemies and simply look for the exits, it doesn't seem recommended as you miss out on essential experience and possible power-up and weapon drops. This is especially important as deeper levels contain stronger enemies which will easily mow you down if you're weak. In true rogue-like fashion, players move from depth to depth until they eventually succumb, with the next run starting at the top with a beginning level character. However, Quadropus Rampage features two different systems for improving your Quadropus between runs.

The first, simply called Upgrade, uses the orb currency to upgrade a variety of attributes that persist between runs. Examples include attack, critical damage, and special move improvements. It's a relatively standard system and, when combined with the leveling system, doesn't seem to offer many surprises.

The second system, known as Masteries, are a collection of achievements that award special skills upon completing them. Skill examples include earning more orbs when defeating bosses, unleashing a damage-causing explosion when leveling up, or gaining health whenever moving down a depth. If achievement hunting for skill-ups doesn't suit your fancy, Rampage also has a premium currency known as doubloons which can be bought and used to bypass the achievement portion of Masteries (they can also be used to revive your Quadropus and continue a run).

While the game is still in flux (for example, the tutorial mode hasn't wasn't in), I'm really liking what I see with Quadropus Rampage. The game's rogue-like nature, which includes randomized weapons and an amusing naming system, adds to a game that seems to have a lot more depth than one might originally see. In addition, the IAP system, at least as currently implemented, doesn't feel onerous. Finally, as was the case with Towelfight 2, Quadropus is simply funny and share the unique humor of other B-Scotch games.

Quadropus Rampage is slated to come out in the next month and we'll certainly keep an eye out for it upon release.

Blitz's Papercraft-Powered 'Paper Titans' is a Neat Looking Game that Lacks… Something

Wednesday, May 1st, 2013

Paper Titans just doesn't have enough to it. It's too small in scope and scale, for one, but it's also utterly unremarkable. The mechanics are stale, the amount of repetition it has you do is absolutely numbing, and the 3D puzzles are dull at best. You might want to look over this one tonight as you pick and choose releases. There's just no oomph here outside of the visuals.

To rewind, Paper Titans is a 3D puzzle platform game. In it, you "make" a bunch of odd-looking paper creatures and then search for stars and postcards across a host of same-y, or even recycled, levels. Each one has three stars that you can collect, but the card is the end goal for whatever reason. Monster movement is handled by a line-drawing mechanic similar to the one in, say, Spy Mouse. Just tap the monster and drag a line to where you want him.

Each monster has a special ability. The first one you build is a Collector. He collects things. The next one is a Thrower. He can throw Collectors to raised platforms. There's also a guy that uses a rocket pack, as well as a shaman that can raise platforms.

Once you start diving deeper into the game, you unlock the ability to spawn more and more of these dudes into a level at the same time, which allows you to move around a handful of paper dudes at once. Slow movement mechanics and too simple tasks keep this from being interesting, though. From the minute you load into a level you know exactly what you need to do, so it's just a matter of waiting for your monsters to waddle their way over to the obvious.

I wish I liked this one more. The art style is OK and the sound design is stellar, but the game part is ultimately just ... competent, if not straight-up flat at times. Some folks are probably disagreeing with me, though, so give the game's thread a look as you ponder a purchasing decision as the game hits tonight alongside the rest of the world's new releases.

International App Store Link: Paper Titans, $2.99

'LEGO Batman: DC Super Heroes' - A LEGO Port That's No Joke

Tuesday, April 30th, 2013

It's been almost a year since last we saw an iOS port of the successful LEGO series. While we've yet to see the likes of LEGO Lord of the Rings or Pirates of the Caribbean grace Apple's platform, the folks at Warner Bros saw fit to show some DC universe love with LEGO Batman: DC Super Heroes [$4.99]. Hampered only by spotty controls, DC Super Heroes is an otherwise great port bringing a fresh coat of paint to the classic LEGO gameplay formula.

Unlike the previous LEGO ports we've seen, DC Super Heroes actually features an original narrative within the DC comic universe. While the game focuses at the onset on the escapes of Batman and Robin (along with the usual villains) other heroes, such as the iconic Superman, get weaved into tale. Of course, being a LEGO game, players eventually have the option of playing as a wide variety of DC icons, with over 80 playable characters (along with create-a-character minifigs) available for the unlocking.

Gameplay, meanwhile, is pretty familiar if you've played any other LEGO games. Like others in the series, DC Super Heroes combines platforming, puzzles, and decent amount of brawling. In addition, there's also ample opportunity to collect studs, which are used to unlock the myriad of characters and extras available. While DC Super Heroes does offer a few new twists, such as some additional depth with the various Batman and Robin suits that expand powers, gameplay largely remains unchanged and fairly linear. That's not to say it's a bad thing, as LEGO games have typically been highly approachable while offering tons to do. DC Super Heroes certainly doesn't disappoint in this regard.

Another new addition to the iOS LEGO ports is the inclusion of Golden Bricks, which can be purchased via IAPs. While the game's additional characters and extras can still be unlocked with enough studs, progression, and collectibles, golden bricks can be used to sidestep a lot of the stud grinding and unlock items a lot faster. In this regard, I didn't really mind the IAP as most LEGO games are a bit too grindy for my tastes and golden bricks could be used to speed up some actions of the game.

Maybe it's due to the freedom of an original story or because the universe history is so deep, but I really enjoyed DC Super Heroes from a thematic standpoint. From the onset, you're treated to the epic tunes of the Danny Elfman Batman theme and the game is full of little nods to various facets of the DC Universe. In addition, the large swatch of playable characters means fans should have plenty of options in playing their favorite characters (assuming said characters have the necessary super powers to pass the level). The fact that the game features full voice acting (a first for iOS) also goes a long way towards making the story more enjoyable.

Spotty controls have been an issue with LEGO iOS ports in the past, and unfortunately they continue with DC Super Heroes. Previous LEGO games offered players either virtual buttons or touch-based movements. While DC Super Heroes is the first port to offer players both options, I still had some problems with both. The touch-based scheme is the more intuitive of the two options, but there's a tendency to tap errantly on enemies/environmental items on the smaller iPhone screen (although it works better on the iPad). Virtual controls, meanwhile, work as mediocre as one would expect. That's not to say the game isn't playable, but it's definitely the weak link for the game.

Control issues aside, DC Super Heroes is a welcome addition to the few LEGO games currently on iOS. In fact, I'd say it's the better LEGO game currently on the App Store considering the wider appeal of the story combined with the decent visuals, awesome music, and familiar LEGO gameplay. Suffice to say, LEGO fans have little reason not to check out DC Super Heroes, while anyone else interested in a light-hearted adventure should take the plunge.

App Store Link: LEGO Batman: DC Super Heroes, $4.99 (Universal)

TouchArcade Rating:

'They Need To Be Fed 2' Review - Orbiting Death in Every Level

Monday, April 29th, 2013

There is something inherently perverse about intentionally creating the thing that will destroy you. I don't mean that in any sort of metaphorical sense; this isn't some sort of child-destroys-the-parent thing. In Bit Ate Bit's They Need To Be Fed 2 [$1.99], you are charged with growing a monster and then crawling into its mouth to die, over and over and over again. You are responsible for pulling yourself through a hellish platform-scape, gathering the magical bean that contains your killer, planting it, and then feeding yourself to the monster that results. The game's developer Jesse Venbrux has some twisted ideas.

He also has a talent for crafting killer platformers, as shown by the original They Need to be Fed [$0.99 / Free] and now its sequel. Both have this 360 degree gravity going for them: as you leap from one platform to the next, you're pulled in by gravity, orbiting, crashing and breaking away all based on the pull of the nearest objects. It's not easier or harder than straight jumping, just different—different enough to feel fresh and to create opportunities for original level design.

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TouchArcade Rating:

Freebie Alert: In Celebration of 'Random Heroes 2' Launching this Week, 'League of Evil 2' Goes Free

Monday, April 22nd, 2013

As we told you back in February, the folks over at Ravenous Games are prepping the release of Random Heroes 2, the sequel to last summer's action platformer Random Heroes [Free]. The original Random Heroes was pretty cool, but Ravenous is hoping to ratchet things up in the sequel with new mechanics, new enemies, and plenty of hew heroes to play as. Check out the latest trailer to see the new game in motion.

Today Ravenous announced that Random Heroes 2 is approved and set for release this Thursday, which is actually Wednesday night here in the US. In equally exciting news, to celebrate the impending release of Random Heroes 2 they've just dropped the price of their other platforming sequel League of Evil 2 [$1.99] to free for the next week. Here's the trailer for League of Evil 2 in case you want to see it in action first.

If you like fast-paced platforming with quick, bite-sized levels then you should jump all over League of Evil 2 while free, if you don't own it already that is. It's been on sale before, but this is the first time that I can recall it being completely free, so it's definitely noteworthy. Grab it while you can and keep your eyes peeled for Random Heroes 2 to drop later this week.

App Store Link: League of Evil 2, $1.99 (Universal)

Out Now: 'They Need to be Fed 2' - Sequel to the Excellent 2011 Gravity-based Platformer

Wednesday, April 17th, 2013

It was more than 2 years ago now that the original They Need to be Fed [$0.99 / Free] launched on iOS, and despite its age the solid design and execution of its platforming still stands up today. That makes it all the more exciting that after all this time a proper sequel has finally been released, and it takes the solid core of its predecessor and adds in a whole mess of new levels, some new mechanics, and the same great gameplay that we enjoyed so much in the first game.

They Need to be Fed 2 [$1.99] snuck into the App Store last night ahead of this week's new releases, and it's been gaining a ton of traction in our forums. I've been working my way through the early stages of the game and can say I'm very impressed so far - developer Bit Ate Bit has done well in retaining the great feel of the gravity-based platforming from the first game while still tuning it to perfection and adding in some new elements to mix things up.

One of the biggest new additions is an Epic mode which you'll unlock after collecting all 95 diamonds in the normal, "Classic" mode of the game. Epic mode is like a remixed version of the normal levels - some are upside down, have additional enemies or hazards, and there are new things to collect. Oh, also there's no checkpoints. It sounds like an awesome challenge, and I can't wait to get to that point in the game to give it a try.

Platforming fans should be sure to check out They Need to be Fed 2 as the original was one of the better platformers on the App Store and this new sequel seems to up the ante in just about every way.

NOTE: I forgot to mention that a display bug slipped into this release that makes the controls show up wrong on the latest iPad both Retina iPads, it seems. A fix is already in the pipeline.

App Store Link: They Need To Be Fed 2, $1.99 (Universal)

'The Other Brothers' Review - A Fun Mario Clone That Ends All Too Quickly

Tuesday, April 16th, 2013

3D Attack Interactive assumes you've met the acquaintance of the Super Mario Bros. Hence the name of their game: The Other Brothers [$1.99], a throwback platformer featuring pleasantly pixelated graphics and music straight out of the MIDI era. Everything that Mario and Luigi do, brothers Joe and Jim can do too. They run, jump, and rescue damsels in distress, but the mechanics of those actions work a little differently. Speaking of, I'd wager you've probably heard more about The Other Brothers' controls than you have the game's lengthy development cycle, so let's take a moment to clear the air.

Prior to the update that 3D Attack pushed through earlier this week, The Other Brothers' controls were awful. Touchscreen controls are, well, touchy to begin with, but The Other Brothers used a floating control pad that moved with your thumb. The pad tended to float around even when you were trying to hold your thumb still to, say, guide your character up a ladder. Other times, the control pad didn't track my thumb, leaving me to plummet down a pit or stand around waiting for a burly thug to clock me in the jaw.

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TouchArcade Rating:

TA Plays: 'Mr. Crab' - A Whimsical Platformer

Tuesday, April 16th, 2013

If you haven't yet, you should really check out Illusion Labs's new title, Mr. Crab [$1.99]. As we've noted a couple of times now, it's a whimsical platform game that not only plays to the strengths of touch devices with its one-finger controls, but also rocks some stellar level design that encourages thoughtful jumps without threatening the player with a Game Over screen. It's sort of refreshing if you've been playing as many masocore-style platformers as we have lately.

You'll see what we mean by if you peep what we've got below. Jared and I spent about ten more minutes with the title yesterday in an attempt to give you a quick rundown and tour of Mr. Crab. Here you go:

App Store Link: Mr. Crab, $1.99 (Universal)

'Little Chomp' Review - Coin-Chomping, Tree-Climbing Fun

Tuesday, April 16th, 2013

I used to play outside. Then I turned seven and discovered computers and video games. (Nope, no arrow to the knee.) But I can't give the siren's song of electronics all the credit for luring me to the air-conditioned indoors. Like karma, Mother Nature's a... Well, she's a nasty one. There are all sorts of creepy-crawlies lurking in her leaves, her trees, her grass. Better slouched in front of the computer than out under the sun, that's what I say, and nobody knows that better than Little Chomp of Little Chomp [$0.99] fame.

Half climber, half puzzle game, Little Chomp asks you kindly to guide a caterpillar from the bottom to the top of trees infested with vengeful critters. Moving Chomp is simple. Just pull back on him, line him up where you want to go, and release to catapult him from leaf to leaf. It's much like aiming birds in Angry Birds, except physics aren't as important here. No matter how far back you stretch lil' Chomp, he'll slingshot off exactly where you pointed him.

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TouchArcade Rating:

'Mr. Crab' Review - A Smart One-Touch Platformer

Monday, April 15th, 2013

Illusion Labs has a reputation for quality iOS games, with Blast-A-Way [$4.99], Touchgrind [$4.99] and a few other classics under its proverbial belt. Let that be enough to convince you to try out the studio's newest, Mr. Crab [$1.99]. At a glance it looks visually busy and overly simple, a vertical platformer of no great account. A few moments in action, however, show that it's more appealing - and more interesting - than it first looks.

Since my taste in platformers tends toward the sadistic, I was skeptical of Mr. Crab's one-touch platforming. It isn't a cruel game, for the most part, but it's also far from mindless. Each trip around its pillars manages to bring out new challenges, ones that range from amateur to agonizing. It also has the whole cute thing going for it—I dearly wanted to save all of Mr. Crab's little baby crabs, and that's where things got interesting.

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TouchArcade Rating:

'The Other Brothers' Updated with New Control Options

Monday, April 15th, 2013

When The Other Brothers [$1.99] launched at the beginning of this month, it polarized the many gamers who had been anxiously awaiting upwards of a year for the retro-inspired platformer and finally got their hands on the title. Pretty much everyone agreed that The Other Brothers had a great look, great music, and a ton of personality, but there was one aspect that people either loved or hated: the controls.

To explain further, The Other Brothers team tried to do something new in the world of touchscreen virtual controls. They created a virtual d-pad that was designed to be used like an actual d-pad on a controller -- keep your thumb on the screen and subtly rock in the directions you wanted to go. They even went so far as to implement a small amount of AI for the d-pad itself that was intended to help predict your motions and make you forget about the controls altogether.

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'Mr. Crab' is Adorable, Challenging, and a Visual Treat

Friday, April 12th, 2013

Pretty much every iOS gamer is familiar with Illusion Labs, and along with that most people know they are known for releasing high-quality and technically impressive titles. They don't release games very often, but when they do, it's almost a sure bet that it will be a winner.

Their latest title, Mr. Crab [$1.99], pretty much came out of nowhere this week, and true to form it's a clever, beautiful, and challenging title that is worth your attention. Its titular main character is also stupidly adorable, as are the many enemies and environments you'll encounter. Seriously, Illusion Labs, fire up a Mr. Crab toy line and I'll be first in line.

Back to the game, Mr. Crab is essentially an auto-running platformer – but don't dismiss it just yet, even though that descriptor fits hundreds if not thousands of games in the App Store. Mr. Crab's approach is really well done.

Picture a normal platforming level, with all the typical slopes, pits, and obstacles that impede your character's progress. Now wrap that entire level vertically around a pole, and that's how levels play out in Mr. Crab. Your character scuttles along on his own, and you merely control when and how high he jumps in order to negotiate your way around.

If you've played something like Wind-up Knight [Free] there are similar mechanics at play in Mr. Crab. Since you can't change direction on your own, you'll need to find walls to bounce against in order to travel in the opposite direction. This is required in order to collect the various bonuses like coins and pearls, as well as your stranded crab children, if you want to get the coveted 3-star rating for each level. Mr. Crab's levels are so well-designed that getting every objective is almost like a puzzle, and will take trial-and-error and paying attention to details to be successful.

There's more to the Mr. Crab experience that we'll touch on in our upcoming review, but if you're itching for a new game to play then I feel pretty confident in recommending Mr. Crab already. I've been loving it since I picked it up on Wednesday, and our forum users have been really enjoying it too. It uses a simple one-touch control and can be played one-handed, two important factors for a mobile game. But it doesn't feel dumbed-down because of it, and there is a ton of content to play through. Also, if you don't like Mr. Crab's huge googly eyes and buck teeth, well, then your heart is made of stone.

App Store Link: Mr. Crab, $1.99 (Universal)

'Badland' Review - A Stylish, Physics-based Adventure

Friday, April 12th, 2013

Multiplayer videogames tend to bring out the worst in me. I have a temper. I have cursed at and been cursed at, and I've flown into Achillean rage during Mario Kart 64: "Sing, O Goddess, the rage of Yoshi / after he was blasted by a Blue Shell." During one particularly heated game of NBA Jam, I pushed my competitor off the couch we were sharing and said some quite rude things about former Chicago Bulls small forward Toni Kukoc.

But I've never punched anyone over a game, nor has anyone ever punched me -- until I downloaded Frogmind's Badland [$3.99].

Badland is the debut effort from Frogmind, a Finnish duo who cut their teeth on RedLynx Trials series. It is, like so many App Store games, a one-button physics game: touching the screen causes a troupe of silhouetted gremlins (I always called them "little fatties" in my head) to fly forward and upward; releasing your finger allows them to float to the ground. It's our job to guide the afro-sporting fatties through a perilous swamp rigged with booby traps, buzz saws, pneumatic pistons, and spinning fan blades designed to slice, dice, explode, impale, smush, and otherwise destroy them.

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TouchArcade Rating:

'Rayman Jungle Run' Updated with 20 New Levels

Thursday, April 11th, 2013

When Ubisoft and Pastagames hooked up last year to make a mobile iteration of the hit console platformer Rayman Origins, they really hit the nail on the head. Rayman Jungle Run [$2.99] distilled the fun of the full-blown title into a mobile-friendly auto-runner with brilliantly designed levels and a simple two-button touchscreen control scheme.

We loved Rayman Jungle Run in our own review, but Apple seemed to be partial to the title as well, as they actually named it their pick for Game of the Year last year.

The Rayman Jungle Run experience was extended this past December with a batch of new levels, and today an even bigger update has been released which adds even more new levels to the mix. Two new worlds – one pirate themed and one, err, weird plant-themed – each add ten new levels of running, jumping, punching, hair-as-a-helicopter floating, and more. Update: here's a trailer of the new stuff:

So if you've been enjoying Rayman Jungle Run on your device for the past half a year or so, and have beaten all the goals to death, time to dust off that app icon and give these twenty new levels a go. There really isn't a better example than Rayman Jungle Run of cramming all the presentation and personality of a hit console game into a mobile package.

App Store Link: Rayman Jungle Run, $2.99 (Universal)


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