A Gaming Diary
iPhone
Doodle Jump (iPhone)
Feb 8th
I didn’t think I liked Doodle Jump, but I played it for hours over the weekend. Hours.
It started with a tweet. One of my friends posted their high score, so I responded with my high(er) score. They then beat that score and we went back and forth for a while until I got a 32K monster score that’s going to take some beating.
(Not that 32K is huge in the general scheme of things, but it’s a lot bigger than the scores we’d been getting before.)
I still don’t like tapping the screen to shoot, but you can mostly get away without doing that and playing for a long time has helped me realise how well-designed the random level generation actually is. It must take some skill to gradually make things harder without ever making it impossible.
I’m a convert.
Bejeweled 2 (iPhone)
Feb 8th
Only Blitz mode, obviously. There’s not really much point in the other modes existing any more. Blitz is quick, exciting – and often annoying. There is skill involved in pattern-matching and choosing which gems to swap, but often you’re stuck in a game with few potential moves and you’re left searching the screen for something, anything to do before hitting in the Hint button in frustration. I’ve taken to restarting a lot now – unless you come out of the gates at full speed and stay there, there’s not a lot of point in carrying on.
My aim for this game was to beat a score set my friend April. (She was one of only two Facebook friends to set a score this week. The other person, who I shall not name, set a frankly pathetic score that wasn’t even worthy of my attention.) It took me a while, but I beat it and crowed about it on Twitter. Soon enough, I saw this:
@thatrevchap woke up. Saw this. Played. Beat score. Back to bed.
I tried to beat her new score, but failed. Stupid game.
Orbital (iPhone)
Feb 8th
Played an awful lot of Orbital over the weekend. My goal was to get more than a hundred points on Supernova mode, which I managed after a little while. I also played the other modes, but it was Supernova that took most of my time – I mainly played Pure and Gravity when I was feeling too lazy to aim for myself.
Bird Strike (iPhone)
Feb 5th
I’m king of the world! Well, I finished level nine. That’s almost the same thing. Also I have a Yellowstone baseball and a crocheted Peter Davison on my desk.
I’m pretty special. Yeah.
Anyway, after level nine I went to level ten… oh, wait… no I didn’t. Looks like there’s only nine levels, which was a bit of shock. (And a secret one, according to the achievement list. I assume that’s for getting golds on all levels, or something, which is never going to happen.)
Worth 59p, though, despite the brevity and frustration. It’s a good little game. I wouldn’t have stuck with it if it wasn’t.
Bird Strike (iPhone)
Feb 5th
Wasn’t all aliens and predators last night, I also found some time play level nine of Bird Strike.
Yes, level nine.
And only level nine.
Because… I… just… can’t… beat… it.
It made me say, “Gnnnnnnnnnngh.” And other things of that nature.
I’m sure I’ll get there – eventually.
Zombie Dash (iPhone)
Feb 4th
I liked Zombie Dash when I first played it, but it was far too easy. I got up to day 50 or thereabouts, I think, before deleting the game from my iPhone. There have been a few updates since then, though, so I went back today and had a look.
The most obvious change is the addition of Crystal, a score/achievement tracking thing similar to OpenFeint, Plus+ and the rest. One day, hopefully, Apple will step in and make one of them a standard – I like OpenFeint, personally; it’s the most-used and has come on leaps and bounds since its rough early days – but until then we’re stuck will all these different systems competing against one another.
After registering with Crystal I started a new game. At first, there were no obvious difference, but I soon noticed that the tombs were much more random than before and the game difficulty seems to increase more quickly. Good changes, both of them.
The really big thing, though, is that now you can spend $100 on a checkpoint at the end of any day, which means you can start from that day again after you die. You got so much money in the first version of the game that it was almost meaningless – you could keep all your supplies topped up at their maximum level without even thinking about it. Now, though, you’ve got to make a real choice. It’s all very well spending your cash on burgers and antidote, but then you won’t have any left for a checkpoint.
This one change has made a world of difference. For starters, I only intended to play up until day ten, but ended up playing until day fifteen, because I was saving up for a checkpoint. I was dashing through the days with less than maximum health, too, because I was saving up, making the game a little more tense.
Of course, this may turn out to be meaningless if it’s as hard to die as it used to be, but I’m hopeful that I’ll get to the stage where I’m struggling to afford a new checkpoint while fighting for my life. What was once a high score game (where the score was the die you died on) ruined by a low level of difficulty will now turn into an ongoing quest, where I’m constantly trying to push a little further.
At least, I hope that’s what’s going to happen. Looking at the leaderboards, though, I’m a bit worried. The top score is 4,447, which I assume is the number of days lasted. If so, it suggests that the difficulty may max out at some point and it’ll become another exercise in persistence, rather than skill.
Still, I need to investigate further, and what’s certain is that this release is an improvement on the game I played a few months ago. There’s more variety, the achievements (sorry, trophies) look interesting, there are Crystal challenges that I need to investigate and the checkpoint system is a very welcome change.
It’s really just personal preference that means I’d rather each game was much shorter.
OMG Pirates! Lite (iPhone)
Feb 4th
It’s a fun hack and slash game with lovely graphics. You’re a little ninja chap and dastardly pirates are invading, so you have to kill them all. The combat’s very much timing-based and, frankly, I’m not very good it. Both times that I played through the demo I got what I assume is the lowest possible ranking for the first level.
It all looks and feels good, actually, but this Lite doesn’t have a boss fight. This type of game lives and dies on its bosses – too hard and they spoil the whole experience – so I’m very wary of spending any money without having a go at one of them.
I like what I see, but it’s what I don’t see that worries me.
Super Monkey Ball 2 (iPhone)
Feb 4th
Here’s a thing. I’m actually getting better at this. Yes, yes, I know that’s how games are meant to work, but I tend to find that once I’m through the tutorial for a game my skill level is set. Games where I feel myself improve are rare things – Bayonetta is one, Super Monkey Ball 2 appears to be another. Just knowing that I’m improving is enough to make this a little bit special for me, even though it’s just another Monkey Ball.
I loved it at first as the nostalgia rush kicked in, then I remembered how much the game makes me shout, swear, grunt and sigh. I make more noise playing Monkey Ball than any other game. I curse those little primates over and over again as they fall. I love them really, but I don’t half get mad at them.
It’s lucky I’m not the controller-throwing type, or an iPhone-based Monkey Ball would be a very dangerous thing indeed.
Super Monkey Ball 2 (iPhone)
Feb 3rd
I’d like to talk to about bananas.
Bananas are good, because collecting ten of them gives you an extra life.
Bananas are also good, because if you collect all ten on a level without losing a life you get a little crown icon for that level. (I think that getting all the crowns would result in something wonderful happening, but that’s never, ever going to happen.)
Bananas are bad, though, because I keep on trying to collect them and find myself running out of time or, more often, falling off the level. Easy levels take life after life as I get distracted by the curvy yellow bastards and fall screaming to my doom.
Overall, then, I think bananas are a bad thing and award them a mark of 23%.
SONG SUMMONER: The Unsung Heroes – Encore (iPhone)
Feb 3rd
So, I couldn’t decide what to play. I looked around my many screens of games and nothing leapt out at me. So I decided to choose at random. I went to my iPhone’s search screen, closed my eyes, jabbed at a random point on the on-screen keyboard, then touched a random spot above the keyboard to open a random game.
The first one was YouTube. Not a game.
The second one was my contacts information for Richard Gaywood. Not a game.
The third one was Song Summoner, or, to give it its full title, that monstrous bit of text you can see in the title of this post.
I have to admit, I was disappointed. I didn’t really want to play it. Seemed like too much effort. Rules are rules, however, so I loaded my last save.
First off, I had to watch as all my troops got points based on the music I’ve played in the last month. I got quite a few level increases, but I’m not really listening to the songs I made troops from any more, so it wasn’t as good as it could have been.
After getting everybody leveled, I decided to play one of the maps I’d played before, to try and refresh my memory. Took a decent selection of troops in (soldier, monk and mage) and slaughtered the enemy with surprising ease.
That done, I went to the next story location on the map. I’d expected a fight, but instead I got some cut scenes and found a new town.
After telling me all about The Joshua Tree – the next location for the story – one of the characters advised me to hit the rehearsal room before venturing on.
So I did. I took my Hip Hop Monk (generated from classic rap track, er, Sweet Caroline) and ran him through the Easy and Normal levels in the rehearsal room. I got him up from a Silver rank to a Gold, which means better stats, but Platinum is a long way away.
That’s about it. I’m glad I played the game again. It’s not as good as the epic Final Fantasy Tactics on the DS, but it’s decent enough. I do spend all the time I’m playing wondering why Nippon Ichi haven’t ported Disgaea over to the iPhone, though.