Showing posts with label Asteroids. Show all posts
Showing posts with label Asteroids. Show all posts

Monday, 9 January 2012

Top 11 of '11 (iOS). Number 2 - Minotaur Rescue.

If 2012 is the Year of the Dragon, then 2011 was the Year of the Yak. Programming veteran Jeff Minter turned his bearded head towards Apple's devices, cranked up his Minotaur Project, and Llamasoft turned out four new games. It was like 1983 all over again.

Of course, anyone with a knack for code could knock out four games in a year, but that wouldn't mean they would necessarily be any good. Of Llamasoft's games, three of them were genuine contenders for this list. The only one that wasn't, for me personally, was trippy puzzler Deflex. There's nothing wrong with that game, in fact I do quite enjoy it, but I'm not very good at it and, well, there were at least eleven games I enjoyed more.


Whooo, bendy bullets!

The other two games that missed the list were Minotron: 2112, an excellent reworking of Minter's Atari ST classic Llamatron, and Goat Up, the first ever Llamasoft platform game. Minotron is a twin-stick Robotron-inspired shooter that sees you blasting all manner of bizarre and hostile objects, including telephones, footballs, bags of chips and the like. Goat Up brought to mind Rainbow Islands, as it scattered untold amounts of bonus goodies your way as you leapt ever upward (and eventually downward). They're very good indeed, but I'll write separate posts about them at a later date.

But the game I chose to put on the list, the game that is not out of place in any way at number two, is Minotaur Rescue.

It's a hybrid of many games, is Minotaur Rescue. It looks just like the old Atari VCS version of Asteroids, if it was thrown into a Space War machine. And then had some of Minter's own Gridrunner Revolution added to it. At least three shooting games in one. Bullet-tastic!


That sun makes me want to eat a banana toffee. Or play Atari VCS PacMan.

One of the main strengths of Minotaur Rescue is the control method. The game uses an autofire method, which is the firing mechanism of choice for yer iDevice shooter. It really doesn't make sense to have a fire button on a screen, unless your game has an excellent reason for not using autofire.

Coupled with that, though, is the swipe control system. It's a little tricky to get used to at first, but once you master it (or even get mildly proficient at it) you'll be whizzing about all over the screen like it's second nature. It's a far better method than using a virtual joystick, certainly for this game, and adds an extra level of control that you'll find very welcome in time...

The object of the game, of course, is to rescue minotaurs. Actually, it isn't... that's just an element of the game, and a chance to earn stacks of bonus points. The object of the game is to shoot things and not get killed. Yes, it's that simple.


It's hard to control the stream...

Complicating matters a little is the sun in the middle of the screen. It pulses away happily to itself, unless you get too close at which point you'll discover it has its own gravity, and will destroy you if you get too close. As if that wasn't bad enough, it'll destroy anything else that gets too close. Uh-oh.

That means that you have to manage its size as you play. That's easily done... destroy all the asteroids and pick up all the minotaurs before they get swallowed up, and all will remain well and relatively unthreatening. But it's inevitable that you'll miss some...

You can, though, use the sun's gravity for your own good. The gravity also affects your ship's bullets, so you can position yourself on the screen in such a way that you can bend your bullets around the sun to destroy asteroids. Learning how to do this effectively is beneficial but not hugely important (at least, not on the small-screen version - I haven't played it on the iPad)... there's not much that's that far out of reach and that you'll need to destroy urgently.


Check me out, with my million points!

Causing further problems are the enemy craft that sporadically appear and try to kill you. At first, you're only attacked by UFOs from the original VCS Asteroids. But as time goes by, others join the fray... a Star Raiders TIE-Fighter-esque ship, a Defender Baiter, Combat jets... all will weigh in with attempts to destroy you. If you've played any of these games in the past, they're likely to bring smiles to your face as they're having a go at you.

Failure to keep the sun from expanding will see it turn into a black hole, and then you're really in trouble. Black holes swallow everything in sight, and you'll have a giant problem just keeping yourself out of there. It reminds me a little of the end of the world in Defender, where only great skill will see you extending your game.

Once you've got got to grips with the control system, the first few levels of Minotaur Rescue are quite simple. Luckily, Llamasoft's excellent tried-and-tested level select is available, and you can choose your starting point up to any level you've previously completed, picking up your previous best score once its completed. It's a brilliant way of making sure you don't get bored with the early levels once you're good at the game, and should be standard in all new arcade games.


This is a different kind of Combat...

As a package, Minotaur Rescue is fantastic. For 69p you get two versions of the main game (default game Solar Minotaur Rescue Frenzy and Survival), plus Deep Space Minotaur Madness (a different variation on the main game with no sun), Tanks, and Jets. Tanks and Jets are Minter-arranged versions of the games from Combat with eye-melting visuals and subtle gameplay refinements...

Minotaur Rescue is a true star of the App Store. Llamasoft's aim to recreate new arcade games in an old style has been perfectly realised with this title. It's great for a quick blast, or if you want to sit down for a long session of minotaur rescuing. It plays tremendously well, is always enjoyable and rarely frustrating... and it's cheap. If you've got a current generation iPhone/iPod Touch or an iPad, you should really give it a try. Although Llamasoft titles don't appeal to all, if you click with it you'll have a fantastic time. Surely 69p is a small gamble for the amount of fun you could have?

Minotaur Rescue is a Universal App.

Monday, 2 January 2012

Top 11 of '11 (iOS). Number 11 - Space Junk.

OK, I'll be honest... this one only sneaked in because I used the year as an excuse to make a bigger list. What can I say? It was really hard, cutting out over a dozen good candidates!

Space Junk only came to my attention fairly recently, but in that short time I've been quite hooked on it. And that's strange, because Space Junk is pretty much an Asteroids clone, and I don't like Asteroids...


Look! Space shuttles! Really!

My problem with Asteroids, I think, stems from the way all the controls are accessed via buttons. So rotating the ship is done with your left hand and everything else (firing, thrusting, hyperspace) with your right. For me, that was a bit like trying to pat my head whilst rubbing my belly. I was rubbish at it.

Space Junk is similar, but instead of a ship you control a jetpack-clad spaceman. I don't know why that feels better to me, but it does. Perhaps the control scheme, which features the tried, tested but not always working on-screen disc for movement, plus buttons, helps. It's very easy to spin your spaceman around quickly to deal with any dangerous space debris. Better than using left and right buttons, that's for sure.


I'm not surprised the ice caps are melting. That sun's blinding!

I always found Asteroids' rotation too slow. This method, for me, makes the game a lot more playable for instant arcade fun. When you die in Space Junk, it's much more likely that it was your own stupid fault, and not the limitations of the game or interface. That's important.

Another plus point is that you can choose the orientation of the screen. For me, it works better in landscape mode, but it feels a bit more Asteroids-like in portrait mode. A lot of games force you to play in one orientation... I appreciate having the choice.


For some reason, I feel a little taller...

Space Junk looks very nice too, like it could be a genuine vector graphics arcade machine. It's more colourful than the majority of those old vector machines, and I presume it's a simulation of vectors, but it's pin-sharp and a real retro treat for the eyes, although you could be forgiven for thinking otherwise from these pictures!

I've been very impressed with Space Junk... it scratches my arcade shoot 'em up itch quite nicely. There's a choice of game modes... eventually... you have to unlock the others, which is plenty of incentive to play the game even more. I'd certainly recommend this to anyone that frequented an arcade in the late seventies/early eighties. It's currently £1.49 from the App Store on the iPhone and iPod Touch and on the iPad, which is fifteen tens in arcade money. You should easily get your money's worth out of that.

Saturday, 20 February 2010

Space Miner: Space Ore Bust (iPhone/iPod Touch)

I'm always a sucker for a cheap or reduced iPhone game, and this one looked just pretty and shiny enough to appeal with some really good reviews, so for £1.19, I gave it a go. And this despite the fact I'm not that much of an Asteroids fan...

...which Space Miner is. Well, actually, it's not. It's like a cross between Asteroids, Star Raiders and Puzzle Quest.

Eh?


Blam! That's how it's done. It's easy when they're hardly moving, though...

Well, the point of the game is to mine ore, which is left behind when you shoot asteroids. The asteroids are in different sectors in space, and you select a sector to try and clear, which is very reminiscent of games like Star Raiders and Starmaster (oooh, there's a blast from my past!). But it's the presentation of the game that reminds me of Puzzle Quest.

The game follows a narrative, and this is where it closely resembles PQ, with your character coming into the game world as a newbie and meeting with his uncle. The uncle sends you out on basic missions to build up a little bit of cash and work towards upgrading to the next level of your mining license. Once you've earned enough money by mining space ore, you can start purchasing upgrades for your ship.


What? The bastard. Hope he gets his, later in the game.

Along the way, other characters will come into the game, both good and bad. Their chat (and yours) can be quite amusing at times, keeping you a little more interested in what is going on.

The main meat of the game is, of course, like Asteroids. As I said earlier, space is split into sectors, arranged in a grid like Star Raiders. You choose the sector you want to blast/mine, and away you go. Some areas will be locked... these will require you to upgrade your license, so the game is kind of linear and non-linear at the same time, with you being forced into certain areas or missions at certain times, and then heading where you want for a bit once those are out of the way.


Hope there's something useful in there. And not some deadly alien virus, or something.

The blasting action, sadly, is the least enjoyable part of the game (at least for me), which I suppose is something of a problem for an Asteroids-based game. I've only played it for an hour and a half so far, but at this point, the asteroids barely move. They look pretty as they spin, but there's no challenge in blasting them. The challenging bits come from other areas... sometimes you may have to find a piece of equipment and it'll be surrounded by alien droids, and they'll shoot at you on sight. This is where I start to struggle. The controls, much like a lot of iPhone games, see the "thrust" and "fire" buttons close to each other, and I find myself accidentally thrusting instead of blasting. Usually, this means death, and some level of frustration.

It's a shame about this, and other, less ham-fisted people might not suffer this problem. The game has a lot to offer for the money (although it's since reverted to its £1.79 price tag since I bought it), and it's done in a very polished manner. Perseverance may reap rewards in this case... with a two-week spell of bus journeys coming up for me, this could see a bit of play, then.