Tag: App Store
Have you ever had the desire to play a puzzle game?
There are many varieties to get hooked on. Some of the most popular are grid-based matching games like Bejeweled or Candy Crush; fast-paced luck and skill games like Tetris or Puyo Puyo; and logic-driven games like Sudoku or crossword puzzles.
I like myself some Tetris and played Pokémon Shuffle for a long time, but my puzzle game crack is undoubtedly Picross.
Or Nonogram. Or Griddlers. Or whatever other term exists for the game.
Picross is similar to Sudoku, but moves its numbers outside of the grid so that each puzzle is filled with colored squares.
Via Research Gate
The numbers indicate how many squares are filled in and in what order, with blanks required between each separate number's filled squares.
It's somewhat complicated to explain without playing. If you're interested in trying the game, there are plenty of free online versions available.
I personally discovered Picross years ago with:
Because I'm nothing if not a shill for Pokémon spin-off games.
In the 3DS's Pokémon Picross, every puzzle creates a different Pokémon.
There were only about 300, and the game had a number of other restrictions including a stamina bar that depleted for each square filled and the requirement for an obscene amount of in-game currency (calls Picrites) to buy upgrades and access new areas.
Both of which were obvious ways to "encourage" spending money.
Even so I fully completed all of the Pokémon puzzles.
And the Omega Ruby/Alpha Sapphire tie-in Primal Reversion murals.
The game featured a daily challenge to gain meager amounts of Picrites for players who did not want to spend money, and I opened that sucked up every day for months to get enough.
It was worth it for me. Not only was Picross incredibly relaxing, but I wanted to see all of the Pokémon — including Mega Evolutions and Legendaries.
They had different skills based on their typing to help players complete puzzles faster. A neat idea that kept me coming back.
At the end I gave up on Pokémon Picross when it wanted me to enter the "Alt-World," which cost 300 Picrites and used a weird mechanic I could never understand.
Didn't think much of Picross for a couple years after.
Then I watched SpikeVegeta's 2018 run of Donkey Kong Country: Tropical Freeze for GDQx. He played Picross during some technical difficulties and gave me a strong urge to join in.
But I didn't want to buy a game for the Switch. Or bother with Alt-World stuff in Pokémon Picross.
So I turned to the iPhone app store.
My first attempt was a game simply called Nonogram.
This version is good for quick games. You pick a difficulty level and solve one puzzle. Lather, rinse, repeat.
The puzzles themselves were fine, but the game had issues. First, it gives you three incorrect moves before prematurely ending the session. Second, you cannot re-examine the puzzles you complete or use them in any significant way.
That second point sounds like a nitpick born out of high expectations from Pokémon Picross… And it is.
But the second game I found did fill that niche.
Picture Cross is a Picross game with amazingly worthwhile art direction. The sprites used for menus and worlds are insanely detailed and charmingly reminiscent of the Habbo social networking site.
Each world has a large amount of puzzles that cover up an image you slowly reveal.
Puzzles will often depict the objects they are covering up and can be re-completed, giving them a bit more value in my book.
So far I'm about 50 puzzles into the first of 12 maps, fueled by a combination of my feverish Picross addiction and other completion-driving elements like achievements.
It also helps that the puzzles look pretty good while varying in difficulty.
I really only have a few problems with Picture Cross.
First, the fact that it's absolutely chock full of advertisements. The game's free so I can't complain, but they are long and show up after every puzzle. They're also often necessary to view if you want to collect more tokens.
Speaking of: Tokens (the game's main microtransactions) are required to unlock new puzzles. Players can hold 10 tokens that individually recharge every five minutes as a baseline, and more can be gathered via advertisements or awarded after a puzzle.
So far I haven't run into any problems collecting tokens, but I can foresee Pokémon Picross levels of daily grinding in my future.
Picture Cross also falls behind Nonogram in at least one major category. Nonogram crosses out each individual number in a row or column as they are placed:
See the six on the fourth column.
Only entire rows are blacked out in Picture Cross, which can make things harder to track on a number-by-number level.
Frankly all of those are relatively minor complains to me. I enjoy the game a lot, and I can see it being a nice brain-teasing time-killer.
Plus… Downloading the game gave me stickers in iMessage based on its cute sprites.
So I'd wager it's worth every cent I didn't pay.
Games Done Quick
GDQ
Habbo
Legendary Pokemon
Liouh
Mega Evolution
Picrites
Picture Cross
Pokemon Picross
Pokemon Shuffle
Puyo Puyo
SpikeVegeta
This feels gross… But Disney makes it right.
It's no surprise that I've become a bigger fan of mobile phone games in recent years.
I've been a hardcore GameBoy/DS fanatic throughout my childhood. Yet, despite certain phone games of widespread popular fervor like Angry Birds or Pocket God making their way into my gaming lexicon, overall the app market never truly broke into my big leagues.
That is, until big companies I already loved like Nintendo started to get into the market with more substantial titles.
Marvel was really the first with Contest of Champions, which I played right around the time the first Ant Man movie came out. Then there was Super Mario Run, Pokémon GO, Yu-Gi-Oh! Duel Links and of course Fire Emblem Heroes. Hell, Simpson's Tapped Out held my interest for a good while there.
However, even if the app market is getting more respectable with these kinds of big, time-intensive titles… It's still not perfect.
Tons of games, even the ones I've referenced up above, still rely on gimmicky microtransaction bs that attempt to force players with no patience to spend extra money.
While many are free, to be fair, and some are even arguably worth spending money in for all the content they offer on a free model… It's still a bit of a disgusting practice. Especially when we start to see it slip into mainstream console gaming with titles like Star Wars Battlefront II (the bad one, not the amazing PS2 one).
I bring all of this up to let you know that I recognize the flaws in the mobile gaming market despite my recent embrace of it.
Because it should give you all some context behind why I feel so disgusting with my latest embrace of Disney's Crossy Road.
Man I feel like I need a shower just saying that.
Let's be fair to the game and it's developers before I just shit all over the whole model.
Hipster Whale, from my point of view at least, became a rather popular niche developer for the phone market by embracing the classic style of Frogger and using it to create a game full of wacky charm with Crossy Road.
It was quite literally a game where you were a chicken crossing the road. As if you were playing Frogger.
Completely silly and derivative, but honestly genius in a "I can't believe I didn't think of this idea" kind of way. That charm, along with about a billion unlockable characters set in a game where the goal was to obviously push little kids to spend money, led to a title that grossed well and spawned a billion spin-offs.
The games are all synonymous with that silly, microtransaction-laden gameplay of the first. I even remember the Game Grumps playing one of the spin-offs for their Christmas block last December.
Disney Crossy Road is arguably the most despicable of these spin-offs. On the one hand because it's quite literally just the original game with a new coat of paint. But also because, well, Disney is attached to it.
If that's not the most money-grubbing thing I can imagine, I don't know what is.
Yet, despite seeing this much just by looking at the game's title screen… My sister and I are hooked.
We found the game while hanging out with our friends the other day and downloaded it on our Apple TV just for the memes. At the time it was perfect for that, especially when we picked up a totally random character from a movie we loved.
But then we both downloaded the game to our phones after that. The rest, as they say, is history.
Obviously the biggest draw to this game specifically is the Disney tie-in. Collecting characters from your favorite movies to play with.
Especially toward the beginning, it's all fun and games as they clearly give you large rewards on a frequent basis to keep summoning new characters from a slot machine.
It's about as blatant as psychological manipulation gets, as soon enough the "three minutes to next reward" becomes "one hour to next reward," and so on.
Yet there's also enough ways to get around spending money that I can inherently understand the appeal.
Coins are scattered throughout each procedurally-generated run, and collecting 100 of them allows you to roll for a new character.
The game also frequently gives players 30-second advertisements to watch for a free 20 coins. More obvious manipulation, but easy enough to set the game aside for half a minute just to score some extra cash.
My one significant problem with the lottery system comes from the fact that you aren't guaranteed to unlock something new each time. Even when I had only unlocked about six characters out of the near-200 across a variety of popular Disney movies, I still got a second copy of The Sultan from Aladdin.
They do give you other collectible tickets for duplicates that can be spent on things like higher-end character lotteries, but still. I can tell it'll be more annoying in the long-run.
Also, I just have to say it. There are also some really bad character designs. Like the single-pixel butt and breasts model of Mirage.
And don't even get me started on Simba's hilarious facial expression.
Some lame characters aside, the gameplay is simple and effective. Like I said, it's just Frogger. But with Disney characters.
You tap to go forward and swipe to move from side-to-side and avoid obstacles.
Yet Disney Crossy Road actually stands out quite well because of how it utilizes it's gimmick, in my opinion. There's clearly a large amount of effort put in to make each world and each character unique to the movies they came from.
Just look at the variety in the different environments you can play on:
Each movie set not only brings aesthetic elements into this kind of janky Minecraft style, they also have unique mechanics.
For example, the Mulan world has a lucky cricket drop that can save you from death once.
The Lilo & Stitch world is covered with fruits that can be collected and turned into an old lady to add extra points to your run length without you having to actually go those extra steps.
The Jungle Book world is literally always on fire because of frequent lightning strikes.
There's something like this in every world, and while the same three or four overall level gimmicks do repeat themselves, each is unique enough to stand out.
Characters have unique skills as well.
The Grand Councilwoman from Lilo and Stitch can find a special Prisoner Jumba character of she travels far enough.
Meanwhile, Calhoun from Wreck-It Ralph shoots her gun at certain cars in the road to give you a big score multiplier. You can't control when she does it, but still.
There's also a certain amount of charm seeing each and every character face plant against the side of a car (or a person depending on the technology of a given world).
The music in the game is also noteworthy. Each movie's world utilizes a famous song recreated in a pretty great chiptune style. Beauty and the Beast plays "Be Our Guest." Aladdin plays "One Jump Ahead." Lion King plays "I Just Can't Wait to be King."
I do wish some songs appeared over others, like "This is Halloween" instead of "What's This?" for Nightmare before Christmas. But that's a nitpicky complaint all things being equal.
Despite being repeated in such a short segment to become ear-grating over time, all of the songs are well-constructed. The game itself pushes its own soundtrack, and I'd argue its worth downloading.
There's only 23 worlds in the game, with some obvious choices like Sleeping Beauty or Hercules missing in place of obvious lame tie-ins like the Tim Burton Alice Through the Looking Glass. But, and I hate to say it, I'm interested to keep going and see if they add more down the line.
I know, I know. This strange review of Disney Crossy Road is out of left field. Especially when I haven't even written anything on Hollow Knight, like I wanted to.
Hell, it just frankly feels wrong for me to be spending time on this obvious microtransaction bait of a game when there's some phenomenal titles I could be playing. Like the aforementioned Hollow Knight. Or Enter the Gungeon.
Or hey, I heard that Subset Games' Into the Breach is available on Macs down and I'm so down to try it.
But no. Instead I'm here playing Disney Crossy Road.
I guess in the end this post is sort of here to try to justify all of the time I've spent playing this the last couple of days. As if it were my plan all along.
But the truth is that it wasn't my plan all along. I've genuinely jumped into this game with both feet, and I'm weirdly enjoying it a lot.
Just going through this short analysis of the game has shown me that maybe it isn't just a weird anomaly. The game does have its merits, particularly in aesthetic and musical aspects.
So hey, who knows. Maybe Hipster Whale is as popular as it is for a reason.
But what do you think? Have you played this game before? Or any title in this developer's line-up?
Let me know how you feel about them, or about this game specifically, in the comments down below!
Hipster Whale
Simpsons Tapped Out
Subset Games
Yu-Gi-Oh Duel Links
Something Sonic this way comes
Sometimes when you're sitting around with your friend looking for a thing to do, you come across something so incredible that it transcends all expectations as both a concept and an experience.
For Juan and I this afternoon, that something to do was this:
Shout out to my OG Splatoon Amiibo
Sonic the Hedgehog. A SEGA Genesis game. From 1991.
Ported to the Apple TV.
Hoo boy.
As would be expected for an Apple product, this port is actually a general iOS title available on iPhone and iPad as well. On those devices the control schemes are based on virtually imposed joysticks and buttons. To be expected on any sort of iOS port or emulator in my experience.
… Not that I emulate games on my iPhone. I just saw that sort of thing going around a lot back in high school as different people played Pokémon on their phones.
Obviously the Apple TV doesn't have a touch screen, so that begs the question. How exactly do you control Sonic the Hedgehog using an Apple TV remote?
Spoiler alert. Very. Very badly.
Yeah… This is a thing. Whoever decided to give a platformer swipe-sensitive controls like this is some kind of person.
While the controls are rather atrocious, there are other things about this port that simply baffle me.
For one, the game's App Store information page suggests that the title is free with in-app purchases. But Juan and I looked through every conceivable place and couldn't find a single microtransaction.
They didn't even pull something dirty and offer a continue when you game over for a few bucks. There's just no in-app purchases.
So why did they advertise them?
Also, when you first load up the game, the first major studio credit after SEGA themselves is Christian Whitehead. Which blew both our minds.
For those of you who aren't aware, Whitehead is one of the chief members of the team who developed the widely successful Sonic Mania for SEGA for the blue blur's 25th anniversary. He's a mega-fan that did such good work with such a passionate interest in the series that he actually got to add onto its canon.
So what was his name doing on a port of the original Sonic game on my Apple TV?
Well as it turns out, porting the original two Sonic games (and Sonic CD) for mobile devices was what got Whitehead recognition in the first place. That work wound up also being available on the Apple TV as you can tell, giving me a perfect transformative end to my day.
In all honesty, as much as I joke about the baffling controls on this hilariously placed port, I might actually keep playing it. Assuming I can get past Marble Garden Zone sometime soon — it's easily the worst thing in this game and I've only seen up to it.
I missed out on being able to play Sonic when it first had its run because I was a Nintendo kid primarily. So it'll be really cool to go back and experience the original game in the series that has become such a… Controversial mainstay in our popular culture.
Who knows, maybe I'll even talk about the game as a game on here at some point. We'll see.
Christian Whitehead
Marble Garden Zone
Sonic Mania