No need to read the review as there is no hidden element that others are missing. It is about collecting as much crates as possible while trying not to die Gave the game another 30 minutes and scored 37 now. For me the it is enjoyable because of the iCade which suits the game perfectly. Still, I don't see myself playing this for days/weeks as it may get old fast IMO. For $1 it is a good buy though!
I don't recall any rule that a high score game had to be decided by scores consisting of five figures. lol. I like this game.
Otherwise you could sit/camp in the middle of the screen with the flamethrower or mini gun and kill for hours.... I realise multipliers, combos etc would add sunstational potential for a more "in-depth" score system, but I'm not sure that's what they want. The simplicity of "get as many points (crates) as possible" works so well, and has done so for a good time on the desktop version. This has been one of the better dollars for myself recently spent in the AppStore. iOS content in the future should be great
You're missing the point of the gameplay that Vambleer created and we all love or are growing to love. The game presents a dilemma stick with the best weapon or get the crates. It's fun without all the additional stuff. There are plenty of games out there with multipliers, combos, etc, but this game really doesn't need them. What it offers is great gameplay! THIS!!! "The aim of Super Crate Box is to collect a certain number of crates in a single-screen stage populated by various baddies that appear from a portal at the top of the screen and make their way towards a pit of fire at the bottom. There are three types of enemy: little green monsters, which scuttle quickly in one direction until they hit an obstacle and turn around; big green monsters, which move more slowly but otherwise behave in the same way; and ghosts, which slowly drift towards you. Whenever an enemy reaches the fire pit, it re-emerges from the portal in faster-moving red form, making your job that bit harder. To keep enemies from reaching the fire – and from killing you by touching or even going quite near you – you can attack them with whatever weapon you have to hand. These weapons come randomly from the crates that you need to collect in order to advance, and they include a pistol, a laser, a rocket launcher, mines, a katana, and a disc thing that bounces off walls and kills you unless you jump out of the way. That's not a knife. This is a- oh, it's a rocket launcher This random structure frequently presents you with a dilemma: stick with the awesome weapon you've just been lucky enough to get, or forge on at the risk of picking up a rubbish weapon and consequently dying. All the while an endless stream of enemies forces you to flee and jump and dodge. Playing Super Crate Box feels a bit like juggling objects that magically transform every five seconds while borstal children throw lit matches at your face." Yeah, that's kinda what I'm trying to say too. People at arcades don't sit on an arcade game hours upon end like a RPG (well, some do). The game is get the high score and have fun trying to get it! The game takes up little space and you can come back to it whenever.
I don't see a dilemma at all. If you have a good weapon and loads of enemies are approaching you gonna kill them first and then get the next crate. If there are just a few enemies on screen you should go to the next crate ASAP as this is the only way to get a higher score. If you have a crappy weapon you will go for the next crate ASAP as well. Where is the dilemma in that?? Still I do find this enjoyable to play on the iCade and would recommend it to anyone who is looking for a little arcade style action (especially on the iCade!).
That fundamental flaw could be fixed with better level or AI design instead of simply making it pointless to kill any enemies at all though, no?
My highscore is now 33 at construction yard, unlocked the crocodile Btw, counter reached 1.000.000 crates! Come on guys, keep on collecting
Ugh... the PG review I linked and the the quote I posted both explain. There are three things that go into the gameplay: collect crates to earn more points, keep the enemies from going into the fire, and surviving. When you add randomization into the equation it can present a dilemma; no matter how small or mild you think it is. It's not rocket science or maybe PG or myself are looking to deep into the game?!?
How on earth did you get 33 crates?! Do you kill enemies until it slows down and then grab the crates at an opportune time? My method so far has more been to avoid the enemies while grabbing crates, and my best is 10 crates so far.
No need to argue about this but dilemma is simply the wrong word for this. A dilemma inherently needs different possibilities and choice whereas all choices will yield some undesireable outcome. This is simply not the case in this game. You don't have the choice to keep your good weapon as this will get to nowhere. You have to collect the next crate no matter what. The element of random weapons and how you cope with what you get is the design element which makes this game interesting (but hardly repesents any kind of dilemma)
I got 37 so far and there is not too much strategy involved IMO. I try not to avoid enemies but shoot as many as possible while moving to the next crate. If I have a good weapon and the screen is full of baddies I try to shoot most before collecting the next crate (you never know what weapon you are going to get next). That's all. These games are skill based - the more you play the better you get. On the leaderboards there are some guys with 100+ score already...
I think the dilemma part refers mostly to the fact that there are so many enemies and you don't want them to go into the fire, but you also want to collect crates for points. Maybe dilemma isn't the best word, but I guess they (and myself) couldn't find a better one to use.
Why the hell are the A and B buttons in a different order on iPhone and on iPad?? It's really disorienting switching between the two!
I'd love to play this but the button config on ipad, as simple as it is, is impossible for me to get used to. b should be jump and a should be fire. Too many other games I play use this and there's no way I could keep going back and forth.
I do like this game but between the two Muffin Knight has more to offer and is the better game IMHO. Just because something was first dosnt mean it can't be approved on. Still fun though and plays different cause it's faster paced to me.
Just managed a 38 in the construction yard. This game is really hard! and the other 2 maps are even worse. I need to practice more!
Traditional Game Boy controls are A and B. A is on the left and it's action, and B is on the right as jump. With all the jumping and the lack of bumpers, I like the controls as is. Here's what I'll say/ask, when will iOS developers learn to start incorporating more control options? Edit Ok, I see the game controls are different on iPhone an iPad!