Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

Saturday, October 04, 2014

Extreme Bike Trip: my favourite waste of time

If you asked me which game I have played most this year, I'd probably say Populous: the Beginning, with its 4-hour sessions, or Mario Kart 8 with its endless online.  Professor Layton's Azran Stuff has taken many hours as well, with daily puzzles adding to that.  One of those then.

But I'm kidding myself.  I have no doubt sunk the most hours into Extreme Bike Trip, a simple iPhone game where you control a bike hurtling through a hilly landscape.  It automatically accelerates (all the time it has petrol, at least), and your controls are a left and right rotate trigger.  The priority is to land on your wheels after every jump; but if you do only this then you'll quickly run out of fuel.  Instead, you must do tricks - flipping the bike over, landing into a wheelie, or slamming the bike downwards - which then give you a boost and allow you to collect more fuel cans.  Do enough tricks in one combination, and you get an overdrive which sends you rocketing.


It sounds simplistic, and it is.  There are a few things that set it out from similar games - many by the same developer.  Firstly, when you crash, your game's not quite over.  You control your hapless rider, hurtling along the ground, and you can try to make him reach that extra star by forward rolling.  The ragdoll physics are at times hilarious, as you land from a 30m drop straight onto your bum.


Secondly, there are the missions.  Each bike - and there are lots of bikes, each controlling differently - has a set of missions which you can work through.  It's a similar mission structure to many games, with you being given three missions at a time and only those that are current can be completed.  Early missions - jump over 25m, collect 100 stars - are all ticked off in their first game, but they get quite tricky towards the end.  On some of the bikes I have only one mission to complete, which tends to be something like travelling 200m upside down on a jump, or jumping over 300m.


And lots of these missions do really rely on luck - hitting a mine at the top of a long hill just after you've activated overdrive, for example.  Maybe that's why I'm finding it so compelling - I'm good at the game, but at times I can be great, and it's just making sure that I'm great at a time when a certain mission can be ticked off.

There's a load of other stuff in the game too.  You can buy new bikes using ether stars or bucks, which theoretically you can pay real money for but I haven't as yet (since I feel they're a bit too expensive for the amount you get).  Each day you get a 'frenzy run', where you get given a jet pack and have to collect as many stars and bucks as you can while keeping refuelled.


There's a multiplayer mode, where you can win trophies (which can be used to purchase some other bikes).  There are leaderboards for the fastest to 1km, 2km, 5km, longest distance, longest distance after crashing, and so on.  I dread to think how much time I've spent playing this, but I've completed the missions for only 15 bikes out of a total of about 40.

I'm not going to stop any time soon.

Monday, May 12, 2014

Sonic Dash: offputting microtransactions

Sonic Dash may be the best Sonic game for years - in that it's not trying to be anything other than a fast run through scenery.  It's an endless runner, with controls which match Sonic's standard abilities - jumping in a ball, rolling in a ball, and running fast.  You have to jump over, roll under or dodge obstacles, and roll into enemies to kill them.  From time to time there's an easy boss battle.


There's a bit of added complexity which sits behind the main game.  By completing missions, which vary from simple things like "collect 200 rings in a game" to difficult things like "avoid rings for 1000m", you can build up the multiplier applied to your score.  You can also double the multiplier by filling up the dash meter (the bar in the bottom-right, filled by collecting rings) and not activating it.  By doing this I now have an X38 multiplier, and my high score is 997,000 (compared to the next highest on my friends list of 67,000).

One thing to note that I couldn't find elsewhere on the Internet - one of the missions is to "use 5 revives in one run" which I assumed meant that you had to revive Sonic five times; since the number of tokens required doubles each time I assumed this meant I'd need 31 tokens.  Instead, the mission completed when I revived for the third time, which was annoying after I'd been saving up revive tokens for two weeks.

There are other bits to the game as well.  Over Easter there was a special event whereby collecting eggs randomly placed throughout the levels let you earn additional unlockables.  I managed to collect about 220 eggs over the period, which meant that I unlocked Cream the Rabbit.  Yes, real name.


So, all rosy.  The downside to the game is that it's full of microtransaction rubbish, where you spend rings to get new characters or upgrades, and collecting the rings in-game takes ages so you feel like spending real money to get more rings.  And it's not as if it's really hidden.


It's odd, I would happily have paid a few pounds for this game given how well it works and its production values, but I won't spend 69p on virtual currency in the game even though I got the whole game for free.  They're making significantly less money from me.

Monday, March 03, 2014

1000 Heroz: completed!

I can't remember when I first started playing 1000 Heroz; it was some time before September 2011, but I'm not sure how many days I'd been playing by that point.  I went back and completed all the levels at the start that I missed quite early on.  If I wanted to find out, I suppose I could look at every leaderboard and find the first one for which I had a time registered, but doing that involves opening every level and waiting for the leaderboard to open - it's not happening.

Even if I estimate that I've been playing since day 80, that's still over two and a half years of daily challenges.  I've played the vast majority of those; there were times when I had issues connecting, and there were very occasional times when I simply forgot.  I've always caught up on the missed days, though, and made sure that I had gold starred every level.

And then, today ...


Today is the last day.  Day 1000.  It was with a mixture of relief and sadness that I opened the level, not sure what to expect - a really long level, using all obstacles, or a long flat run with a credits sequence?  No, it was a normal level, 20 seconds long, with annoying bouncy blobs.  Not exactly going out with a bang.  The most fun part of the level came right at the start, with a swing just after an up-ramp, where it was tricky to set the swing going without overshooting.  These two scenarios were both seen many times.



And then the level was over.


Unfortunately, Onze has rejoined the RLLMUK leaderboard, meaning that I was unable to finish with a win.  I may have played this game a lot, but that doesn't mean I'm that good at it.  Still, at least I beat everyone else on the last day.  I'm the only UGVM player left, so I did at last win (by default) on that leaderboard.


And with that done, where have I finished?  First, the good news.  Through simple volume, i'm top of the UGVM leaderboard.


As predicted, I wasn't able to catch up with Don Rosco on the RLLMUK leaderboard, though I did make some progress.  My second place has cruelly been snatched by Onze's return.


And where did I place globally?  I am the 330th best 100 Heroz player in the world.


So that's it.  Every level completed with three stars, all relics obtained (including five from the tutorial levels which evidently aren't included in the total below), and all but one achievement gained.  The one I'm missing is for collecting 250,000 gold, which I'm still some way off - and given that you tend to get about 100 gold from fifteen minutes of playtime, that's not something I'm going to chase.


Thank RedLynx for the game.  Thanks to the UGVM and RLLMUK players for the competition.  Thanks to the elite players showing me every day that there were limits to my skill - or my patience and time, at least.  I suspect that tomorrow I'll find myself at a loss of what to do ...

... who am I kidding.

A couple of great posts about 1000 Heroz:

Thursday, December 19, 2013

1000 Heroz: nearly there

Up to day 926 now, and I'm all-but-out of the RLLMUK leaderboard, as Donny Rosco is 40,000 points ahead and while I beat him on most days, that's only gaining me 100 points a day on average.  My period of not playing has come back to haunt me.

Most days see me getting a global rank of around 200, which is pleasing.  I think at the moment I'm 50th in the world, but there's a fair bit of time still to go.

Sunday, October 13, 2013

Drop 7: I hate 1s

Stupid pieces who never disappear and just get in the way.  Grrr.

Friday, May 10, 2013

Conceptis Puzzles: freemium done right

According to Mr Kavanagh, I have somehow missed the launch of the follow-up to my third most-played 3DS game.  I'm somewhat loathe to download this, as I know I'll end up playing it exclusively for the next few weeks.  I'm frequently tempted to do so anyway, but only at work and I can't connect my 3DS to the Internet there.

But yesterday I fancied a bit of a puzzle.  As I'm unable to buy Picross E 2 using work's WiFi network, I investigated what was available on the iPhone for my journey home instead.  There are, as you'd expect, a lot of picross puzzles, at various prices. There are also slitherlink puzzles, and other such grid games.  Some of the best I've found are by Conceptis, who provide a decent number of free puzzles in their (free) apps, with lots of additional puzzles available at a cost.  The controls of the puzzles have been well thought out given the limitations of the touch screen - a lack of accuracy in particular.

Investigating their catalogue has introduced me to some new puzzle types as well - link-a-pix and hashi in particular.  Hashi is a bit tricky to work out the logic at times, but I'm getting there.

Wednesday, April 24, 2013

Super Hexagon: ADD

Attention Deficit Disorder sufferers are likely to really appreciate Super Hexagon. It's a simple game where you have to steer your market around a central hexagon, avoiding the walls coming inwards. It's made more tricky by the speed, the fact that the entire playing field is rotating and skewing, and the music is pretty heavy.

I've managed to last just over 35 seconds on the easiest setting (called 'hard') which is the best of any of my friends on Game Center. I feel as if I'm improving all the time, and as the games only last half a minute each it's a game I'll come back to often.

Monday, March 18, 2013

Little Things Forever: an owl within an owl

Little Things Forever is a hidden object game, where the objects aren't hidden - there are just a lot of them.  A large picture (of, say, an owl) is made up of loads of little objects (such as spades, cameras, arrows, trumpets, pelicans, funnels, paper planes, and owls), and you are given a short list to find.  On some levels you are given this list one at a time, and you have an overall time limit of two minutes; on some levels you are told to find a larger number of a single type of object (for example, four keys); on other levels the number of objects you need to find increases with the number of levels you've passed.

As you complete levels, you collect puzzle pieces, and after you've collected a certain number you then get to do a square jigsaw that lets you play on another large picture made up of small pictures. I have unlocked a fair few of these now, the most recent being the octopus.  It's a lovely, polished game, which i can see lasting for just long enough.

Wednesday, January 30, 2013

1000 Heroz: losing patience

I've not been playing this every day recently.  I've not decided it's rubbish - far from it - but the game itself is conspiring to make sure I can't play it.  When I open the app, it spends an absolute age trying to connect to the server, then half the time it just gives up and says that no connection is available - even when I'm connected to a WiFi network.  If it does manage to connect, then sometimes the score I get on a level isn't uploaded to the leaderboards.  It's just not fun.

I'm not the only one with this issue.  This is a game that people paid for, which is seemingly being left to die by its developers.  The dark side of online gaming.

Thursday, June 21, 2012

New Star Soccer: completed!

I'ver probably played this a bit too much.  After coming second in the premiership with Spurs by a single point, I lead England to world cup glory scoring a hat trick in the final against Brazil (which was won 4-0).  Rather than go back to Spurs for another season, I decided to move to Winter in the lower Swiss league - which I presume is FC Winterthur.  This has been a bit of a disaster, with team mates not passing me the ball and fans hating me.

I'm tempted to start over, but there are other things which have piqued my interest recently.  Maybe once I'm able to come back fresh.

Friday, June 15, 2012

New Star Soccer: the quadruple

New Star Soccer is the best game on iOS. I have dedicated hours to it while commuting, and am now aged 40 in-game and still playing. Given that you start at age 16, and each year represents a full football season, that's a lot of game. It plays to the strengths and weaknesses of the platform superbly. No virtual joysticks, no overly-long matches, no diddly controls. You watch most of a match in text form, as in Football Manager Handheld, but then when your player receives the ball, you act - either in terms of passing, shooting, or intercepting (of course, that last one isn't after you've received the ball, that would be daft). As you do more training, the strength of your shots and the extent to which you can curve them increases, and your teammates appear in better positions as well. I started playing for Tonbridge in the Conference South. I've made my way up through the leagues, mainly staying in England with a brief flirtation with the Faroese league and some time in Portugal. I've now been playing for Spurs for a few years, and last year we managed to win the league, the League Cup, the FA Cup, and the Champions League. And I'm still playing, since England keep getting knocked out of international competitions at the semi-final stage; the last Euros saw a particularly annoying defeat by Greece of all teams. A superb game.

Monday, February 06, 2012

1000 Heroz: first time's a charm

I'm still playing this every day, and have a few targets I've set myself: I must beat Sessile, who's the last remaining competitor in the UGVM group; I must come in the top ten, or preferably the top five, of the RLLMUK group; and I must come in the top thousand of the global leaderboard. I'm generally achieving this.

There have been a number of times when my first run at a course is actually my best; today's course is a good example of that. In the runs afterwards, I've bounced up the hill in a more jerky way, or caught my foot on a block of ice, or landed on an uphill section rather than the flat ground either side.

Friday, December 02, 2011

Mario Kart 7: 50cc three-starred

Mario Kart won.  Mario Kart always wins.

I've played a lot of this over the last few days.  I've played through the 50cc grands prix, coming first in every race.  It's really easy, as ever.  I've played a couple of the 100cc races, and have come first in those as well, but at least my opponents were visible on the map screen.  I've played one of the 150cc grands prix, and came second overall after finishing 1st, 1st, 3rd and 4th in the four races.  Unlike the Wii game, I'm going to complete those.

I've also played this online.  It's great, although it's very similar to the Wii version.  I never came last in a race, though I did come fourth out of six once.

The new items are great, and feel like proper additions to the series rather than one-off experiments.  I love the hang gliding sections - starting to use updrafts to my advantage now - but the underwater bits seem a little tacked-on, particularly because on some courses (like the Wuhu Island ones) you just 'die' if you fall in the water.

It's compelling and great and exciting and fun.  Layton may not get a look in for a little while.  I'm running out of gaming time, though; in addition to Mario Kart, I've got my daily 1000 Heroz level to complete, and also Angry Birds Seasons has just been updated with a new advent calendar.  I've beaten Niaz on both days so far.  In fact, I've come top of the leaderboard, but beating Niaz is all that matters.

Wednesday, November 16, 2011

Angry Birds Seasons: the orange bird

Rovio continues to update both the original Angry Birds and its sequel, Angry Birds Seasons, with new levels.  As such, I no longer have three stars on all levels of either game; I'm missing:
  • eight stars from "Ham 'em High" in AB
  • nineteen stars from "Mine and Dine" in AB
  • six stars from "Hogs and Kisses" in ABS
But that'll have to wait, since I've just discovered that there's a new set of levels in Seasons, and with them comes a new bird - the orange bird, who inflates like an airbag when you touch the screen, pushing everything out of the way. It's a welcome addition to a game that otherwise was in danger of getting just a bit stale.

Friday, October 14, 2011

Tiny Tower: tiny trousers

One of the more frustrating things in tiny Tower is the search for someone.  You'll be tasked with finding someone in particular, with a picture of them so that you don't have to remember, for example, that Doug Fergus wears a red jumper and has orange hair.

The problem is that when you have seventy-odd floors to check, it can be difficult to work out where people are.  And that's not helped by the relatively limited number of shirt colours.


Edgar Little is not on floor 60.  It looks like it, but you can see from the one row of pixels assigned to his shorts and the one row for his legs, that this is actually an entirely different person.

Edgar was, in fact, on floor 3.

Thursday, October 13, 2011

Peggle: chasing aces

When PopCap updated Peggle a while ago, to enable the in-app purchase of Peggle Nights, they also set an "ace" score for each level in the original Peggle.  This means that for every level, there are two rosettes available - one for clearing all pegs (the "100%" rosette) and one for scoring more than the defined score (the "ACE" rosette).

I've got a fair few of these already.  Of course, getting 100% on a level can give you a huge bonus, which often takes you over the ace score anyway.  It being a year since Owen's death, and with Peggle being one of his favourite games (and appearing on his 100 best games list), I decided to try to fully complete a few more levels.

I managed three.  I no longer want to play Peggle, ever again.  I want to shout and scream at whoever designed the level with the two wavy lines down the side, at which it is impossible to get 100% because the ball just bounces all over the place and you can never control it enough to hit the correct pegs.

Next year I'll play Mr Driller.

Friday, October 07, 2011

Grand Prix Story: phut phut

When I look back at it, Game Dev Story was a pretty complex game, with you having to manage the team make up, finances, game creation process, marketing, and staff training.  It didn't seem it at the time, since it let you in gently, slowly unlocking parts of the game as you get further through.

Grand Prix Story is similar, but it's more complex and drops you in the deep end much quicker. It takes much longer to work out what you need to develop and concentrate on, and in the back of my mind there's the thought that, as with Game Dev Story, there's going to be a time limit after which the game won't count any more.  So there's a sense of urgency leadig to an unknown deadline which means that it's all a bit panicked, with lots going on at once.

After the first couple of in-game years I won my first race, and had two car types available - a roadster, and a buggy.  The latter is useful off-road, so I thought it was a good idea to get it ready.  Little did I know I wouldn't have an opportunity to race off-road for another five years, and the car sat there gathering dust and taking up a space in the garage until I decided to scrap it.  I also developed a 'wing car', which is awful and has never come better than last.  On my next game I'll not be repeating those mistakes.

So, it's complex, but it's still got the charm that Game Dev Story had in spades.  And it's very addictive indeed.

Friday, September 30, 2011

Tiny Tower: relaxation

Now that I've admitted I'm never going to catch up with John and Kieron, the game is much more fun, and even relaxing, watching my bitizens going about their business.  The food floors run out of stock far too quickly, while the Apple Shop never seems to sell out of anything, but in general the tower runs well with me visiting once a day to top up stock levels.  I've spent a lot (of virtual money) upgrading floors to hold more stock.

The downside to having a large tower is that you're pretty reliant on paying for people to move into new residential floors, or an estate agent coming by to move them in.  My policy of evicting anyone without a '9' capability means this gets expensive quickly.

Saturday, September 24, 2011

1000 Heroz: breaking the run

Annoyingly, I couldn't come first on the UGVM leaderboard today, meaning that I've managed a run of only six top spots.  Only six.

Tuesday, September 20, 2011

Tiny Tower: diminishing allure

The fun is starting to disappear from the game, as I've run out of new things to discover.  I've got a finely balanced tower at the moment, with fifty-nine floors (sixty including the lobby) meaning I have space for 110 bitizens and jobs for 111.  But nobody moves in with the required skills, and I can't be bothered to wait for people to turn up over and over again.  The game's also given me some very annoying floors of late, including a pub and a video rental shop which get stocked up and then sold out very very quickly indeed.

Oh, and both John and Kieron are miles ahead and I'm never going to catch up, so I've lot that sense of urgency as well.