In Karnival, [App Store] you play as a boy with the arm of a goat who decides to take his talents on the road by starting his own carnival that travels the country offering rides, fortune tellers, snack booths, and 30 different included oddities and attractions that are slowly unlocked as you play the game.
Karnival features gameplay that will be instantly familiar to anyone who has played any of the Tycoon series of games such as RollerCoaster Tycoon, Zoo Tycoon, or many others. In the game you have control over every aspect of your carnival from what rides go where to ticket prices to even keeping your attractions in good repair. You have to intelligently build your carnival to maximize karma, fame, and money earned while (hopefully) keeping your taxes and payroll low enough to turn a profit each day.
Karnival has an intuitive touch based interface to handle all the different carnival management functions, and features a tutorial which does an excellent job at explaining all the ins and outs of running a successful carnival. While the controls and interface do their job well, there were definitely times where I wished I was playing this game with a keyboard and mouse.
If there's any down side to Karnival it's that once you progress in the game a bit, you could drive yourself crazy with the micromanagement of your different attractions. Like other Tycoon-like games, you can mostly let your carnival run itself, or endlessly tweak your business to maximize profits and other stat gains.
Overall Karnival is a game that is a lot of fun wth a surprising amount of depth. The art style and music give the game an atmosphere that's exactly what you would expect of a freaky carnival. With both a story mode that has you traveling across the country as well as a basic sandbox mode, Karnival should keep Tycoon fanatics busy for quite some time.
The game has received strongly positive feedback in our discussion thread, and the developers have chimed in with tips and answers to questions.
As one of the early tower defense games on the iPhone, Zombie Attack quickly became a cult favorite. The story of one man’s survival against a zombie invasion is something we could all get behind. But despite a fresh approach to the genre and all of that undead-hacking fun, the original game ultimately lacked a lot of variety with one small map and only four turret types. Zombie Attack: The Second Wave takes those concerns to heart and offers a vastly superior offering for those looking to fight off a legion of re-animated corpses.
Like its predecessor, Zombie Attack: The Second Wave will place you in the shoes of a zombie invasion survivor. You’ll be tasked with protecting a building from the undead horde. What sets the Zombie Attack series apart from other iPhone tower defense games is that your survivor will have to manually place and upgrade the turrets. You can’t simply swipe around the screen with a high omnipotent finger placing units willy nilly. You’ll need to safely guide your survivor past the oncoming monsters if you want to place that gun turret just right, or upgrade that cannon to maximum ferocity.
New turrets join old favourites and add a little bit of whimsy to this terror-filled TD. Scarecrows will attract zombies to their location and blow up in their faces. A giant hammer will pound back and forth trying to smash any zombies that get in its way. A ray gun will send out a space age sonic pulse that will slow the shuffling feet of the undead. Mix in Zombie Attack staples like saw blades and flamethrowers and you’ve got a fairly decent assortment of weapons at your disposal, which is good, as you’ll need them to tackle an assortment of new enemies.
The original Zombie Attack offered a fairly generic, repetitive experience in terms of enemy units. While the game boasted two zombie types, it was hard to ever notice a difference. This time around IUGO has introduced a slew of new baddies to tackle. Cheerleaders can use their heads as projectiles. Winged beasts are immune to a variety of turrets. Hounds lock on to the survivor and go for the throat. The Second Wave offers 6 zombie types, which is more than enough to help keep things fresh and a definite change from what’s come before.
Tools of death and types of terror aren’t the only thing to see an increase in Zombie Attack: The Second Wave – the map situation has taken a drastic step forward, going from only one map to four. The maps aren’t just greater in number, they’re also better by design. Larger areas mean you’ll need to scroll around the playfield to see every inch of zombie territory, and different map layouts mean there will be different obstacles that you can try and exploit. Each of these areas showcases a different location like a backyard or a trailer park. It’s a nice touch, but at the end of the day what makes these maps a success isn’t whether or not you’re navigating a spooky graveyard or an abandoned highway, it’s how different each of these levels plays.
This video by AppBank doesn't show much of gameplay strategy but shows moving your character around, though many towers have already been built:
If you grow tired of playing these different maps in the standard Survival Mode, you can check out the surprisingly robust Challenge Mode. You’ll select from 20 different challenges (5 for each map) that offer up some twists on the series tried and true survival gameplay. One challenge may restrict you to using certain turrets. Another may speed up the movement of the zombie horde. With 20 in all, there’s enough here to keep any tower defense fan occupied for days.
Zombie Attack: The Second Wave retains everything that made the original a cult classic while at the same time offering a drastically more robust package than its predecessor. If you were a fan of the original, Zombie Attack: The Second Wave is pretty much a no brainer. As for tower defense fans that found the original a little too shallow, the depth of content offered here definitely makes this franchise worthy of a second look. With all of the new additions and improved gameplay, it’s hard to not fall in love with Zombie Attack: The Second Wave. I can’t remember the last time I had this much fun killing zombies with saw blades.
So, is it possible to fit another worthy line-drawing game into an already crowded market? Backflip Studios thinks so with their new game Harbor Havoc 3D [$1.99].
Like Flight Control, the objective of the game is to route your ships to their proper docks. Simply draw a line from the ship to the dock and you're on your way. Harbor Havoc 3D's claim to fame, however, is the incorporation of multiple layers of vessels that you must properly navigate. Depending on the map, this can include submarines, boats and helicopters or even submarines and ground rovers in the underwater map. Each type of ship can only collide with like ships, so keeping this in mind is critical for success.
The game comes with 4 maps: Far East, Atlantis, Arctic, and Lighthouse. Each offers a variant in gameplay. Far East is your straightforward Flight Control setup where you are docking different ships to their ports. Ships, however, don't have to be undocked as in Harbor Master. The game also adds an anchoring mechanism by tapping on a ship that will keep them in place. The Far East map is going to feel boring to anyone who has put in much time in any of the existing line-drawing games, but Atlantis and especially Arctic are where things get interesting.
The developer's gameplay video shows how crazy things can get and even shows the locked Lighthouse level which gives you a partially obscured view of the play area.
For advanced players who have gotten bored of Flight Control and are looking for more of a challenge, Harbor Havoc 3D manages to provide added layers of challenge without necessarily being different just for the sake of being different.
TipCat Mobile just released a very nice side scrolling shooter called Cell War [App Store].
The $2.99 game offers a beautifully stylized side scroller that places you as the pilot of a nano machine whose mission is fight off viruses and save the humans from disease. Designed for the iPhone, the game has some nice touches with a good variety of level design and power-ups that seem to keep the game interesting. Three levels of difficulty are provided over 9 different stages, and the game also provides online leaderboards.
The game is controlled primarily through the use of the iPhone's accelerometer allowing you to move the ship with tilt controls alone. This can be calibrated in the options so you can choose the neutral position. Your primary weapon is fired automatically and can be upgraded multiple times. Beyond this, the game also offers a nice touch targeting system for missiles akin to Space Deadbeef — simply touching on the enemies will lock on your missiles.
Here's the game in action:
The developers have also released a fully featured Lite version that provides the first two stages of the game, complete with all 3 difficulty levels. There really is a lot to like about this game, and the production values are outstanding. My only real issue with the game may simply be a personal one. I've never been a fan of the use of the accelerometer for ship movement in 2D iPhone shooters, and I much prefer touch (which is not an option). If you have no such hang ups, this game is definitely recommended, but even if you do, the Lite version provides you with a great sampling of the game.
We felt somewhat obligated to review a game as huge as Eliminate Pro [App Store]. Following its epic development cycle, it's hard to think of many other games which were as highly anticipated among our community. But it's not just Touch Arcade forum members who have been waiting for Eliminate, as countless other developers have all been anxiously holding their breath to see how successful the microtransaction-powered gameplay is from a business perspective.
If it wasn't apparent by now from reading our other coverage on the game, we really enjoy Eliminate. The classic four player deathmatch gameplay is enhanced with an RPG-style progression system which adds a great deal of depth to an otherwise simple game. Power-ups littered throughout the maps spice up battles, and when it's working as intended, the matchmaking system seems to do a decent job of making sure the game you get thrown in to is reasonably matched.
While we did feel obligated to review Eliminate Pro, since you can download and experience everything in the game for free, there isn't much reason for me to dwell much on the gameplay. Instead, I'll try to clear up some common misconceptions I've seen in comments and in forum posts, along with offering some helpful tips and hints for new players.
In the debate of the best racers on the iPhone platform, titles such as Real Racing and Need for Speed: Undercover are likely to come up. You may want to add one more to the debate — Gameloft’s newly released Asphalt 5 is simply an adrenaline rush in your pocket. On the fun meter, Asphalt 5 definitely delivers with strong sense of speed. But, while the game delivers a solid overall racing experience with a good amount of content and responsive controls, the graphics and animation do keep it a notch below the others.
On that note, the first thing that hits you is the graphics. Even though they may not be the smoothest (on a 2G iPod) on the platform, they do pop off the screen, which makes a difference when you’re careening through tracks and dealing with oncoming traffic from all sides. Framerate aside, even though you may not be focused on the details, Gameloft obviously has. Whether racing through snow-covered freeways, mud soaked roads, or the darkness of night, the details are everywhere. From the signs on storefronts to damage on vehicles, Gameloft has definitely spent a good deal of development creating an arcade experience with good degree of visuals. The perky soundtrack is a keeper, although you can play your own music if you’re into something a little more gut wrenching.
The objective of Asphalt 5 is simple: win races and earn money to soup up your ride. Of course, you’ll face a variety of obstacles including oncoming traffic, innocent bystanders, and police in addition to varying weather conditions such as snow and rain. This can all be experienced through 3 different camera angles: close, far and bumper. Bumper provides a driver’s seat view which can be quite intense with every bump and crash.
The game takes you through 12 different locations including Aspen, St. Tropez, Athens and Las Vegas. The well-designed tracks offer different terrains and environmental conditions, and most importantly, shortcuts. These shortcuts, which can be seen on the mini-map, are a good addition allowing players the option of sticking to the standard track or risking it by taking a shorter yet tighter path. In some cases, these shortcuts are the only way to succeed especially in the time-sensitive races.
Asphalt 5 has three game modes: Single Race, Career and Local/Online Multiplayer. For many, Single Race will be the first taste of Asphalt 5 which provides a quick multi-lap race through the track of your choosing. While Single Race provides a good setting to practice driving skills, winning doesn’t unlock new tracks or earn money.
Online multiplayer provides a number of options which includes competing against up to six players in a single race. In our brief time with the game, the online experience was smooth with minimal performance issues, and joining or hosting a race is relatively easy.
Meanwhile, Career is the guts of Asphalt 5, and where winning matters. Whether unlocking tracks, picking up women, or earning money, Career is where you do it facing 8 different racing events. And once tracks are unlocked in Career, they become available in Single Race.
With a variety of challenging racing events (time trial, cop chase, escape, drift and more), Asphalt 5 has 33 licensed cars and motorcycles potentially at your disposal. From Lamborghinis and Ferraris to Ducatis and Kawasakis, winning races and earning cash will give you access to many of these vehicles for a price. The default vehicles are the Mini Cooper S and Nissan 370Z, and all vehicles are stored in the Garage section. If you want to cut through all that, playing online through Gameloft Live will provide full access to all the vehicles for competing against others or in individual time trials.
Cash can be used to upgrade vehicles in three areas: engine, handling and boost. And you’ll find there are numerous other ways to customize your vehicle. For example, paint jobs can be altered using the color slider and decals can be applied. Earning cash goes beyond winning races although that’s a big part of it. Cash is also earned by collecting tokens on the roadway, near misses with other vehicles, drifting, jumping, and eliminations.
Asphalt 5 provides a responsive set of controls, and in general, the handling is highly accurate. The game consists of three types of controls: wheel, screen tap, and accelerometer. Choosing the accelerometer controls allows you to turn on/off auto acceleration. Of the three, the accelerometer feels the most natural with screen tapping the most awkward. With auto acceleration turned off, a brake pad appears, although I rarely used my brakes except when wanting score style points for drifting.
Gameplay video from Japanese version recorded by AppBank:
When it comes to gameplay, Asphalt 5 does what it’s supposed to do—provide a good sense of speed. The different race types certainly offer variety, and a replay function is included at the end of each race to review the race, although replays can’t be saved. The AI in Asphalt 5 feels well balanced providing enough aggressive driving to keep it interesting but not overdoing it either to make it impossible. The controls make steering and handling relatively easy, and most won’t have issues picking them up. The game is fairly forgiving when it comes to crashing into objects, however, crashing into oncoming traffic tends to have more severe consequences by stalling your momentum and losing position in the race.
Overall, Asphalt 5 definitely delivers on the fun meter. The controls and content really makes this a racer accessible to everyone. Aside from the middling (though acceptable) framerate on earlier generation devices, Asphalt 5 is solid arcade racer with quality graphics. With a variety of different races, a relatively balanced AI, online multiplayer and a great feeling of speed, Asphalt 5 comes highly recommended.
If you were a PC gamer in the mid 90's, the very mention of Command & Conquer likely brings back memories of massive battles, elaborate bases, the cumbersome Westwood Online multiplayer, and best of all- The game coming with two discs to give one to a friend to play against without having to buy a second copy of the game. Westwood was eventually acquired by EA, and through numerous sequels and spin-offs there have been over 30 million copies sold across the franchise.
Command & Conquer Red Alert [App Store] like the other games in the Red Alert family takes place in an alternate universe where World War II never occurred thanks to some time traveling trickery by Albert Einstein which resulted in the Soviet Union rising to power due to the Allies never developing nuclear weaponry. Unfortunately, the iPhone game doesn't do much to convey this fascinating game setting, but other games in the series that do a better job of this are worth checking out if you're an alternate history fiction fan.
The controls in Command & Conquer Red Alert work shockingly well. I consider myself real time strategy fan, but there are not only few of these games on the App Store, but even fewer that have controls that make for fun gameplay. The user interface has remained constant since the preview we did early last month:
The screen is framed with all kinds of interface elements, and while seeming slightly cluttered, everything works well enough and I never felt like the controls were getting in the way of what I wanted to do in the game. The battlefield can be zoomed using standard pinching gestures, and to change your field of view you can either swipe your finger around the screen or touch the mini map in the top right corner.
Lining the right side of the screen are all the buttons and menus for building your base as well as training units. Just like the PC version, units can be queued up to train multiples at once. Placing a new building in your base is as simple as tapping it from the "build" menu, at which point a grid appears on top of the terrain and your building can be placed with familiar green and red highlighting indicating valid placement.
Once you've got your army built, you can organize units in to three squads assigned to the three buttons on the left hand side of the screen. To select units, you can either tap them to select individual units, or by tapping a button on the bottom left corner of the screen you can drag a selection box around units on the battlefield. From there, another button on the bottom of the screen allows you to assign your current selection of units to one of the three buttons on the left side of the screen.
The graphics and sound in Command & Conquer Red Alert are absolutely phenomenal. Everything is rendered in beautiful 3D graphics, and some of my favorite tracks from other Red Alert games have made their way in to the iPhone version. In these two categories, the game excels.
However, like most games from long-standing franchises that wind up on the iPhone, Command & Conquer Red Alert is substantially trimmed down. On one hand, this is without a doubt among the best RTS games available on the platform, but on the other, the game is very minimal and when I step back from my incredibly fond nostalgia of the Red Alert series, it seems like a $9.99 vessel to sell downloadable content packs.
The amount of content the game itself comes with is disappointing, to the point that I didn't mention it in the preview as I was fairly certain they were going to add more in to the game when it was finally released. Unfortunately, it has remained the same. Without looking to the in-game store, the content in Command & Conquer Red Alert is limited to two brief campaigns which feel more like tutorials and two skirmish maps you can play against an AI opponent.
The single $0.99 DLC pack which is available with the launch of the game offers six additional skirmish maps and a couple extra units. In the future EA plans on releasing a free update to add local multiplayer via WiFi or bluetooth, but currently you're stuck playing these maps against an AI controlled army that has no difficulty adjustment– likely creating gameplay that will be boring to veterans of the genre and frustrating to newcomers.
So in the end, how much you enjoy Command & Conquer Red Alert will largely depend on what you expect out of the game. For an iPhone game, EA does a great job with the controls and stellar music and graphics make watching and listening to the game much more fun. Unfortunately, the game does feel remarkably bite sized, with neither very much content nor much replay value without buying more maps via DLC. And launching a $9.99 game with a $0.99 DLC just doesn't sit well, especially when the downloadable packs don't feel as optional as they should be.
We generally try to avoid discussing game pricing, as everyone feels differently on what is and isn't an acceptable price for a game. It just seems to me, that if you're launching your game at the top-end of the App Store pricing spectrum, it shouldn't require an additional DLC pack for gamers to feel like they're experiencing a more complete game– especially in a Command & Conquer game which historically have come with an unbelievable amount of maps.
If you can get around feeling nickel and dimed buying what seems like something that should have been included in the initial version of the game, Command & Conquer Red Alert is great. Unfortunately, with how little content is included, I'd suggest waiting to see how the multiplayer updates pan out.
Following an extremely positive preview earlier this week, Wheeler's Treasure [App Store] was released this evening. Wheeler's Treasure is a pirate themed high scoring game with randomly generated levels, so no two play-throughs will ever be the same. Packed with items to discover, treasure to collect, and bad guys to stomp on, the game brings a surprising amount of replay value to the table which is only enhanced by the inclusion of online scoring via OpenFeint.
The goal of the game is to see how many yarrds (get it?) you can accompany a wheel through a sidescrolling environment filled with all kinds of obstacles. You can use the wheel to shield yourself from enemies, avoid hazards, swing, jump, and more. Your character is moved using simple swiping gestures, and buttons in the bottom corner of the screen control the use of your items.
The game has a feel of part mini-game and part platformer when you first start playing, and is certainly one of the more original games we've seen in the App Store. It takes more than a few tries to learn the game's unique gameplay mechanic and how best to utilize your character's jumps and equipment to make it further along each time.
What makes the game really stand out from just another "make it further" casual game is the ability to unlock up to 16 different pieces of equipment that can be equipped prior to your gaming sessions. Each of these items give you a special ability that can aid in your run. For example, the standard pirate hook lets you hold on to the top of the wheel to avoid ground obstacles. Meanwhile, this video shows an unlockable Voodoo Pocketwatch which slows time down:
Choosing which equipment to use obviously dramatically changes each gameplay session. This keeps the gameplay evolving and makes you come back for more.
The developer plans on supporting Wheeler's Treasure with free content updates, and has already been polling our forums on what to include next. The game may suffer a bit from being a bit too different, as it doesn't really fall into an easily recognizable category. But I still adored the game in our preview and all the initial reactions from forum members in the game's thread are overwhelmingly positive.
One of the first must-have iPhone games to appear in the App Store was PapiJump. Not long after, Doodle Jump took the simple, accelerometer-controlled concept of ascending a wall of platforms to the next level. Since then, many other takes on this addictive play mechanic have appeared in the App Store, the vast majority of which are really not worth your time. Happily for fans of these games, another such title has just appeared in the App Store, and this one brings a twist.
GTProduction's Spring Fling [App Store] is a jump-up-the-platform-wall game where you take on the role of a spring. Being a spring, it's not just a matter of tap to jump straight upward — you can compress the string and set the angle of your jump by way of a tap and drag mechanic. And the integrated PhysX engine makes the experience rather convincing. Choose an angle to shallow or severe and it's a platform miss with a plummet to your end.
Each jump uses up a supply of Power that doesn't get recharged until the next checkpoint. So, the game is a more deliberate physics/power management game than the fast paced action of other platform jumping titles.
Along the way rockets, balloons, parachutes, and pogo sticks help you scale the wall. The game includes five different worlds, some static and some downward scrolling. And achievements, online leaderboards, and Facebook / Twitter integration provide incentive to reach the highest height.
Set in World War II, 33rd Division offers gameplay across four different European battlefields. The goal is to guide soldiers, medics and sergeants entering the battlefield to each of their designated destinations without being seen (shot and killed). This is done by drawing a course across the battlefield (Flight Control style) in and among obstacles and roving patrols.
Sounds just like all the other line-draw games, right? Well, 33rd Division has some interesting variations up its sleeve. The aforementioned roving patrols have a limited field of vision, indicated by a highlighted sight cone that moves as they turn about the battlefield. As long as you stay out of their sight area, you're fine, but enter that cone and, well, let's just call it the cone of death. What's more, if you're trapped and about to be seen, you can lie down, rendering you invisible…unless the patrols walk right up to you, in which case they render you full of lead.
The game offers two playmodes, Life, in which it's game over after you lose all your lives, and Time, where it's an all out race against the clock. Helping you out along the way are eight different power-ups that can be collected on the battlefield, including invincibility, bonus life, extra time, double speed, and frozen enemies. The WWII-era menu music, complete with crackles and pops, adds nicely to the effect, as does the ambient battlefield sound during gameplay. OpenFeint leaderboards provide incentive to hone your skill.
There are a number of line-draw games of this general sort in the App Store. I do have my favorites. And as it turns out, 33rd Division is among them. The temptation to shortcut your way across the battlefield, cutting dangerously close to the patrols and dropping to the ground at the right moment, adds a great sense of danger and exhilaration to the gameplay. But, be careful, you don't want to get stepped on!