Saturday, November 01, 2008

Splitter

"Whatever happened to the Popular Front, Reg?"
"He's over there."
"SPLITTER!"

Ahem, sorry, just had to get that out of my system. Anyway, Splitter is (with the exception of one issue) pretty much the ideal Flash puzzle game. It's a novel idea, interesting yet simple. Each attempt takes only a few seconds, although a level may take many attempts. The game is challenging without being frustrating, difficult enough that it's not a total cakewalk yet not so difficult that you'll feel that the game is unfair. And it doesn't push it too far -- there are 25 levels, each of which has an interesting concept behind it, rather than overstaying its welcome by throwing in far too many levels.

Anyway, the basic concept of Splitter is, as mentioned before, simple yet elegant. You have a ball, which you want to get to the exit. The ball is usually positioned on some wooden blocks, perhaps held together with some strings. Your job is, given a finite number of cuts, to cut the blocks and/or strings in such a way that the ball makes it to the exit. There's also metal, which can't be cut, but can still move if other objects push it, and brick, which can't be cut and doesn't move. Most of the levels have stars, which are theoretically a bonus element, but on most levels you'll get the star naturally on your way to the exit without having to do anything special, which kind of defeats the purpose. (There are a couple which are a little tricky.)

The music is kind of charming and peaceful, though (really, I should just make a macro for this) it gets kind of repetitive after a while. There's not much in the way of sound effects, except for a little victory sound when you finish a level or get a star, and the graphics are pretty basic.

Now, for my one huge issue. I started playing this game when I noticed people in chat talking about it (which has led me to some pretty bad games, for sure), decided to try it out on a whim, and enjoyed it so much that I kept playing it...despite the fact that there were no badges to be had! As you know, this is quite rare for me. However, I figured that this was a polished enough game that it was probably likely to get badges at some point down the road, so I figured I'd finish the game and then I'd just get the badge when it came out. Unfortunately for me, although the game saved my progress as I progressed through the levels, once I finished, my progress was reset! Needless to say, I was a little annoyed at having to go through the game a second time (although I cleverly didn't do the last level the second time).

Overall, Splitter is an enjoyable experience. There are some levels which will undoubtedly be tricky -- many of the levels demand some very precision cutting, which will take a lot of trial and error -- but it never gets too difficult, so give it a try and you should have a fun ride.

Wednesday, October 29, 2008

Escape from really boring island 3

I am totally baffled as to why this game has a badge. I mean, not only do I find the game completely pointless, but I can't even see how other people might like this game.

So, EFRBI3 is your basic point-and-click adventure. And I do mean "basic". You're on the titular island, and your object is to perform the titular action. The adventure is completely simplistic, though -- there's no puzzle solving skills required. You have maybe a choice of two things to click on at any given point. If it's not totally obvious which you should click on (and it usually is), just pick one at random; if it's the wrong thing to click on, try the other thing. That's pretty much all there is to the game.

There's no sound or music, which is probably for the better, and all of the graphics are quite crudely-drawn. The spelling and grammar in the game are also horrible, featuring such deathless dialogue as "Where the heck I am?"

Overall, there's no challenge to this game and nothing else that might make it interesting (pretty graphics, engaging story)...it's just a sequence of poorly-drawn events. I suppose I should be glad that at least it's very short, but I really did not see the point in this game at all.

Tuesday, October 28, 2008

Z-Rox

Z-Rox is another member of a rare category of games: games that I started before they got badges. Actually, I played through Z-Rox not even really expecting it to necessarily get badges, so I was pleasantly surprised when it did get badges (and a little surprised that they had even added a badge for a part of the game that I hadn't tried and wouldn't have ordinarily expected to get a badge). Why did I play it? Because it was a fun little game and a perfect Flash puzzle game: a very simple concept implemented well.

As the creator's note comments, Z-Rox is really a 1-D game. It's a little tricky for me to explain how the game works -- it's probably simplest to just play -- but I'll give it a try. Imagine a letter, and imagine a horizontal line scanning down across the letter. What is displayed on the screen is the intersection of the horizontal line with the letter over time. For instance, for a T, you would see a long line at the beginning (the crossbar), and then you'd see a shorter line which lasted for a longer amount of time (the stem). (If you want to think of it in a slightly geekier way, you could say that the y-axis has been changed into a time axis.) It's an incredibly intuitive concept. The object displays on a continuous loop, so if you don't get it the first time (and, when it gets to the harder ones, you probably won't), you can keep looking at it until it finally clicks.

The game features a total of 100 levels, starting out with easy letters and numbers, moving into punctuation and simple geometric shapes, and then featuring in the later levels quite a dizzying assortment of objects and symbols. You make your guesses by typing in the answer at the bottom of the screen, which is pretty simple for the letters but can occasionally get tricky for the more complicated objects. The game generally does do a good job of providing a wide spectrum of alternate answers, but there were a couple where we figured out what it was but couldn't quite figure out what the game wanted us to call it. That was a little frustrating, but it was by no means the norm. There are also a couple of alternate modes unlocked as you play through the game: Limited View mode only displays an object once; you can redisplay it, but you only have a limited number of redisplays available. In Random Attack mode, you have a limited amount of time to solve some random objects; successfully identifying an object restores some time to the clock.

The graphics are pretty simple -- beyond the objects themselves, there's not very much. The sound effects aren't particularly fancy, but they're well-chosen and add a nice feeling to the game. The music is really quite excellent -- it's beautiful and relaxing without being obtrusive, and is very pleasant to listen to, even when you're completely stumped by one of the puzzles.

Overall, Z-Rox is an excellent little puzzle. It does get pretty tricky in the later levels, so I recommend playing with other people; having a whiteboard or equivalent to draw on can also be very useful. But it's fundamentally an interesting concept, and the implementation is good. 100 levels is maybe a little too many; a few of the later objects are kind of peculiar, but there's nothing totally unfair, and you can always come back to a level later if you're having difficulty -- this is really a good game to play a bit at a time. All in all, it's a fun diversion.

Monday, October 27, 2008

Warlords: Call to Arms

This review is going to be a little awkward, because I really wanted to write it before Warlords: Heroes (review here), which is partially based on this game. However, since I ended up finishing Warlords: Heroes first, this is the order in which you're getting them. Sorry about that.

Anyway, Warlords: Call to Arms is a fast-paced strategy game; you could call it "real-time strategy" if that term didn't already mean something quite specific which this game isn't. You engage your enemy on a battlefield eight rows deep; units are deployed using the same timed-release mechanism as in Warfare: 1917 -- each unit type is on a timer, you can deploy a unit when its timer is full, more powerful units have longer timers, and deploying a unit will reset the timer for all units. Each unit stays in the row in which it is deployed, so you're kind of fighting on eight mini-battlefields. A unit advances until it engages an enemy, or exits off the other side of the screen. When a unit successfully leaves the enemy's side of the screen, the territory bar at the top moves towards that side; if you get the territory bar all the way over to your side, you have conquered the region! There's also a time limit; if you run out of time, then whoever has more control at the moment is declared the victor. This is nice to prevent battles from lasting forever, and also often adds some exciting tension to the final moments ("just need to get one more unit through!"). To encourage you to be aggressive, there's also a charge feature -- for every 20 enemies you kill, you can deploy a charge, using any unit whose timer is currently filled, which places one of that unit in each of the eight rows. As you might expect, a well-timed charge can have quite a significant impact on the battlefield.

If you've played Warlords: Heroes, then the world of Warlords: Call to Arms should look familiar, since it's the same. The world is divided into nine races, each of which controls a few regions on the overall map. Between battles, you can upgrade your units' abilities and unlock new types of units, and then you choose which region to attack and conquer next; not surprisingly, your goal is to conquer the whole world. You can play as eight of the nine races, and each of them has its own unique advantage and disadvantage -- for instance, the Night Elves have superior archery skills but are weak with swords. (The ninth race, the Demons, becomes playable when you win the game with one of the other eight races.) Each region on the map has its own intrinsic difficulty (which seems to be determined by the unit types the enemy in that region has available), so if you're having trouble winning a particular battle, you can always try attacking a different region. However, as you conquer regions, the difficulty of all remaining regions on the map rises accordingly, so the game remains challenging all the way through.

There's an impressive array of units available, and each side has their own special unit, so there's quite a wide variety of strategies available. As I played the game, I experimented with a bunch of them -- trying to get a bunch of archers protected by some stronger units, trying to clear a path with some powerful units and then follow it up with some light units to make some quick gains, etc. Some of them worked well, and some of them didn't work so well. Unfortunately, when it came to the endgame, Warlords: Call to Arms fell prey to the same problem as similar games. For instance, in Epic War or Warfare: 1917, it's pretty much always best to send out your best unit (angels and tanks, respectively). Warlords: Call to Arms is the opposite way around: in the endgame, it's pretty much best to always send out your cheapest unit (in this case, spearmen). If you've played Achilles or Warlords: Heroes, it's easy to figure out why: because of the way the battle mechanics work, one unit, no matter how powerful, is easily overwhelmed by a large pack of units, no matter how weak, so if you can get groups of spearmen for every single unit your enemy deploys, you should win easily.

Anyway, like Warlords: Heroes, the graphical detail in Warlords: Call to Arms is quite impressive. Each race has its own distinctive appearance, and each unit is very detailed; the animations are also high-quality. The backgrounds are a little drab, but they're not terrible, either. The interface is simple but effective, allowing you to get units out quickly with a minimum of bother. The sound effects are your standard slashes and clangs; the music isn't bad, although it does get a little repetitive eventually. Still, it's a nice complement to the battle action.

Overall, Warlords: Call to Arms is not a bad game, but it's a little too long and repetitive, especially if you find yourself just using the same strategy over and over again. If you're willing to try to change up your strategy, it's somewhat more entertaining, except, of course, if your new strategy causes you to lose. It's solidly designed, but ultimately I'm not convinced that the timed-release mechanic in general has enough strategy to it to make for a really good game.

Wednesday, October 22, 2008

Warfare: 1917

Ah, the tactical richness of World War I. Should you send your men "over the top", where they will certainly be gunned down in a hail of machine gun fire, if the mines don't get them first? Or should you leave them in their trench until a poison gas attack comes and suffocates them all? Well, with Warfare: 1917, the choice is yours! You, too, can be Douglas Haig, sending millions...well, this game is a little smaller-scale than the whole war, but at least hundreds of brave British soldiers to their doom. Fortunately, the game is a little more forgiving than reality, so you can actually win the war in an afternoon.

Warfare: 1917 is set on a side-scrolling battlefield, with trenches, barbed wires, and mines all throughout. The trenches are, naturally, the focal points of the battlefield; nearly all of your efforts will be focused on capturing or defending them. Troops arrive with a timed release mechanic -- each unit type available to you is on a timer, and more powerful units are on a longer timer. When the timer finishes, you can deploy that unit. However, deploying a unit resets the timers for all units, so you'll often be caught in a tricky choice: should I deploy a rifle unit now, or hold on and wait to get a machine-gun squad? It's a simple, but effective, mechanic. You also have various types of fire support available, which run on their own separate timers (that is, using one type of fire support doesn't reset the timer for others). The objective is, obviously, to capture the whole battlefield. Your units also have a morale bar -- as you might expect, losing units depletes your morale, while killing enemies improves it. If you run out of morale, your side will surrender. In practice, morale doesn't generally play too large a role, but there was one time when I was mounting a victorious but bloody offensive and ran out of morale, which was quite frustrating.

The controls are very simple, and perhaps a little too simple. Units advance until they reach a trench. Once they're in a trench, they will stay there until you order them out to advance again. (You can't change your mind and order them back to the trench -- they'll continue until they either get killed or reach the next trench.) A trench can only hold three squads, so if a unit reaches a trench which is already full, it'll just continue on. You can also lock a trench so that units will just continue on past it, which is useful for trenches in your back lines. One disadvantage of this system, combined with the time-release system, is that it's very hard to mass troops for an attack -- if your front trench is already filled with machine-gunners, then every squad you build after that will simply go forward to attack the enemy, and there's nothing you can do to stop them, which means that your attacks will be pretty ineffectual. (If you have a secondary trench at the back, you can mass troops there and then send them in all at once, which is much more effective.)

The game offers a campaign, in which you start out with only the most basic units and progress through nine levels; over the course of the campaign, more advanced units (snipers, officers, and finally tanks) are gradually introduced. You also gain XP in the campaign which you can use to purchase various upgrades for your units. Unfortunately, the tanks are kind of unbalanced -- once you get them, it's not really worth it to build anything else; just keep sending tanks at the enemy and ultimately you will prevail. You can also play a skirmish mode in which you can choose the parameters of the battlefield and available units.

Warfare: 1917 is by Con Artist, the designer responsible for the Last Stand games, and a few of the gun noises do sound a little familiar. The graphics are very high-quality (ooh, rain, pretty!) and the sounds do a pretty good job of making the action sound like a battlefield, although it's undoubtedly much quieter (and somewhat more repetitive) than a real World War I battlefield. Still, it's a solid gameplay experience. Annoyingly, like so many Armor Games products, the Kongregate version is crippled in that you can only play the British side; you have to visit Armor Games to get the German campaign. This isn't too much of a loss, since the British campaign gave me all the World War I action I felt like, but it's still annoying on principle.

Overall, Warfare: 1917 is a little too simple to make for a really engaging game -- there's just not quite enough strategy to really make the game interesting, especially in the later levels when tanks just roll over everything. Of course, one could claim that this is actually really realistic! I somehow doubt that was the goal, though. Still, it's well-programmed and pretty-looking, so it's worth playing a few missions at least until you get tired of it.

Tuesday, October 21, 2008

More Bloons

More Bloons is a perfect example of a very simple concept which could very easily be a terrible game, but because of the obvious care and attention put into crafting the levels, it is instead an entertaining challenge. Probably one that will have you tearing your hair out at some points (at least, if you play without unlimited darts), but one that will give you quite a feeling of accomplishment for finishing it.

In More Bloons, you control a dart-throwing monkey. You move the mouse to aim and hold down the mouse button to set your throwing power. There's a number of balloons scattered around the level, and your goal is to pop a certain percentage of them. At the beginning, most of the balloons are your garden-variety ordinary balloons, but as you proceed through the game, you'll see a dazzling array of balloons which do various special things, some helpful (for instance, the dart balloon which sends off eight thumbtacks in all directions), some not-so-helpful (for instance, the ice balloon which freezes nearby balloons, making them unpoppable), and some which are a mixed bag (for instance, the bomb balloon, which blows up everything nearby, including your dart). There's also blocks, including metal blocks, which stop your dart, rubber blocks, which your dart can bounce off of, and wooden blocks, which can be broken by your dart (or other objects) hitting them.

Anyway, as I said, what really makes this game solid is the level design. In each level, you have a very limited number of darts, and the level is constructed so that reaching the necessary percentage to beat the level in the number of darts you have is not an easy task, and often requires a lot of careful thinking and precision aiming. (Actually, this brings up one of the weaknesses of the game. You can also enable unlimited darts mode, which does what the name says, but the game doesn't track whether you've beaten a level with unlimited darts or not. As a result, the final badge for beating all the levels is only a medium, since it is pretty trivial with unlimited darts, although without unlimited darts it is quite a challenge.)

The later levels require quite a few attempts to beat (and I admit that I had to look up strategies for a couple, since I couldn't quite figure them out). You'll often find yourself resetting a level after a botched first shot; it's kind of frustrating that there's no way to do this using the keyboard, since if you're just a little bit off you might not want to have to move your mouse. There are 50 levels in total; each level shouldn't take you too long, but the total time spent does add up if you're trying to beat them without using unlimited darts.

The graphics are pretty simple; the monkey is cute, but the balloons are, well, pretty much just balloons. There isn't any background music, and the sounds are also pretty basic, though the sound of a whole bunch of balloons popping in rapid succession is pretty satisfying.

Overall, there's perhaps a little too much frustration in getting a level right in More Bloons to make it a truly great game. Still, the very fact that the levels are that well-designed makes this game a solid challenge and a game worth playing.

Monday, October 20, 2008

Talesworth Arena: Death Watch

Talesworth Arena is an interesting game. When I first tried it, I thought it was ridiculously simple and not worth playing, but then I kept on playing it (because there was a badge, alas) and discovered that it's actually pretty interesting. The game doesn't end up having quite as much strategy as it would like to you believe, but it keeps things moving along quickly enough that it stays fresh as you battle your way through the ten levels of the Arena.

The battles in Talesworth Arena are not quite like anything I've seen before. You have up to 12 buttons for your various skills on your side of the screen; your opponent also has a set of skills. At the top of the screen are bars showing your current health and your opponent's. Each skill has a casting time (how long it takes to cast) and a cooldown time (how long after it's been cast you have to wait before you can cast it again). Some skills damage your opponent (either immediately, or gradually over time), some protect yourself from damage, some speed you up or slow down your enemy, some stun your enemy, and so forth. The current skill being used is displayed at the top of the screen, so if you notice your enemy doing something particularly nasty, you can use a skill (if it has a shorter casting time) to protect yourself or possibly even interrupt your enemy's skill. Overall, it's kind of like a console RPG in real time, but much faster and with a greater emphasis on tactics.

Winning battles gets you gold, which you can spend in town between battles to acquire more skills (or upgrades of the skills you already have) and improved equipment. There are also a few sidequests which grant you various useful things. (Losing a battle costs you gold and/or XP, so it's just a temporary setback.) After you've accumulated enough XP to gain a level, you have to fight the boss for that level in order to actually level up; if you don't think you're ready, you can continue to fight normal fights to get more gold for equipment and/or skills, but the game nicely discourages you from doing this too much. The boss fights, as you might expect, are pretty tricky, and the goal is to defeat Krax, the level 10 boss and boss of the whole Arena.

You can play as three different classes, each of which has a rather different method of operating -- Psionics fuel their spells with mana, which gradually regenerates over time; Engineers use gas to power their gadgets, which can be regenerated by a skill (but if that skill gets interrupted, you're in trouble). Juggernauts operate somewhat differently -- they have a Power bar which builds up (rather than depletes) as they use their skills, which they can then turn into a new source of damage. In practice, though, the three classes don't play as differently as you might think; since a lot of the skills do more or less the same thing, there's only a few really unique skills to each class, so the strategies you develop for one class don't have to be changed all that much. Similarly, the game makes a big deal about how you have to carefully plan your strategy against each different opponent, but once you have your basic strategy figured out, you don't need to change it that much for different foes; usually all you need to do is notice you opponent's most annoying skill (usually his stun/interrupt one) and then prevent him from using that.

One thing that's worth noting about the game is that the presentation is excellent. The graphics are very pretty, and there's clearly a lot of care put into the various interface elements, the kind of thing that you don't often see in a Flash game. (The writing is also blessedly free of awkward grammar and spelling errors, a sad rarity. Well, there is a typo or two, but it's still way above your typical Flash game.) The sounds are pretty basic, but at least they're nicely varied. The music is excellent -- the battle music adds the right level of action to the proceedings without being distracting or annoying, and the town music is very pretty. (It would probably get repetitive if you spent a lot of time in town, but usually you won't be in town that long.)

Talesworth Arena is not a really difficult game -- you may struggle in the beginning as you get the hang of how your skills work and how to best string them together, but once you've figured out how to use the character you should find yourself winning nearly all of the time, except when you make the occasional careless mistake. Because an individual battle goes by so quickly, it doesn't really feel too tedious, although sometimes in the middle levels the process of just leveling up feels a little repetitive. The last badge for the game requires you to beat it with all three classes, which I feared would be a dreary trudge, but it's actually not too bad; though it's not quite as fun the second or third times through, it still retains a good bit of entertainment value (though once I finished the third class, I felt I was pretty much done with the game).

Overall, I enjoyed Talesworth Arena. It's an interesting battle system, but one that is well-thought-out, has a good assortment of skills, and does a good job making sure that nearly every skill that you have can be useful at some point. It requires you to do at least some thinking on your feet, manages to keep a brisk pace throughout, and is presented in a very nice package. It may require a bit of effort to get started, but once you've figured it out, it's pretty rewarding.

Friday, October 17, 2008

Microbe Kombat

Despite its name, Microbe Kombat is no Mortal Kombat, or indeed even Mortal Pongbat. It's clearly a game where the developer came up with an idea, thought it would make a neat game, and then made a game out of it without actually working out the game mechanics so that it was a neat game.

So, in Microbe Kombat, you're a microbe swimming in some kind of broth (you move with the mouse), and enemy microbes are also about. From time to time, protein randomly appears in the broth. If you eat the protein, your size increases, and you also acquire an item, which you can use to give you various temporary boosts (increased speed or size, for instance). Microbes can eat other microbes smaller than themselves, and the goal is to eat all enemies while avoiding being eaten yourself. Eating an enemy is apparently as simple as running over it when you're bigger than it, except that the eating mechanics are extremely fussy and nine times out of ten you'll end up failing to eat the enemy for no discernible reason. Later levels introduce viruses; if infected by a virus, a microbe slowly gets smaller until it lyses and releases more virus particles; winning while infected is difficult, but possible, if you manage to collect a lot of protein. Still, it's almost always a death sentence. The virus can also infect enemy microbes (in which case all you have to do is survive until they perish), although some types of enemies are immune.

The special feature of the game is that one of the items allows you to divide yourself into two microbes, and the enemy also occasionally fissions into two smaller microbes. (One of the action items also allows you to switch which one of your team you're controlling, if you have more than one microbe on your team.) The problem is that this is strategically totally unbalanced -- it's clearly more advantageous for you to have one microbe that can't be eaten than two microbes that can. Indeed, this becomes very obvious very quickly, since most of the strategy consists of waiting for your enemy (who is usually bigger than you, since they usually start out with a size advantage, which makes it easier for them to grab more protein) to divide, and then eating the two halves. This makes for a rather unsatisfying game experience.

The graphics are pretty nice, although the eating animations look kind of strange. (The title screen clearly is influenced by Juno's lettering style -- it's very similar.) There's not much in the way of sound effects; the background music is kind of creepy -- it's kind of a good complement to the game, but also a little weird. The game is not particularly long; there's only 12 levels in all, and although some of them are rather annoying, it shouldn't take you too much time to make it through them all.

Overall, Microbe Kombat is a pretty average game. The concept of being able to divide your microbe sounds really neat at first blush, but it doesn't really work very well in the framework of the game, and the rest of the gameplay just isn't interesting enough to carry the game. As is so often the case, the game seems to compensate for a poor AI (which, in this case, is one which divides when it has the size advantage, thus giving up the size advantage) by giving the AI lots of advantages, which is almost always really annoying. It's not a terrible experience, but it's not a game I really was thrilled to have played, either.

Wednesday, October 15, 2008

B29 Assault

If you've ever played a 1942-like top-down shooter, then B29 Assault will immediately look very familiar to you. It's quite faithful to the standard top-down shooter formula -- your one plane has to somehow take out hundreds of enemies, with plenty of fast action, but it's not quite as unforgiving as what I think of as the standard examples of the genre.

The plot is pretty ridiculous -- you have to free the world from a terrorist takeover in your heavily-modified B-29 from the future (and why is it a bomber, anyway? If you're fighting a flotilla of enemies, wouldn't you want a fighter? Of course, this thing is not quite a factory-issue B-29, so maybe it's a moot point). As you kill enemies, you will get various powerups. Some powerups will upgrade your primary weapon -- a given powerup cycles through the three types of primary weapon while it's floating in the air -- while others are for your secondary weapon, of which there are four in total. Collecting a powerup for your current weapor will increase its level, while collecting a powerup for a different weapon will switch your weapon to that weapon. This can be annoying if you accidentally collect the wrong powerup and get switched to a lower level of a weapon you didn't want. The secondary weapons are kind of odd -- some of them require mouse gestures to use, which is unusual; I just stuck to the missiles, which were pretty foolproof.

Unlike, say, 1942, one hit won't destroy your bomber -- you have a pretty generous health bar, and refills are not too hard to come by, so unless you're totally careless, you shouldn't lose too many lives. The game is, somewhat annoyingly, crippleware -- only six levels of the total are available on Kongregate. Those six levels are divided into three cities -- at the end of one level, you turn around and fly the other direction over the same city; apparently the terrorists are able to rebuild all of their defenses during the time you're fighting the boss. None of the levels are particularly long, nor are the bosses particularly difficult; I tended to not use my bombs during the course of a level and just saved them for the boss, which dispatched them quickly.

The graphics are pretty good -- the planes are your typical fare, but the backgrounds are actually pictures of the cities in question, so you can enjoy flying over various landmarks (if you have the chance to pay attention). The sounds are pretty standard shooting and explosion noises. The music is a kind of an uptempo technoish track, which I think works pretty well as a background.

Overall, B29 Assault is not a difficult game -- the fact that you're so much harder to kill means that, despite the large quantity of enemies, you shouldn't have too difficult of a time (indeed, I beat the game my first time through). Nor is there much in the game which isn't part of the very standard formula, so don't go expecting a bunch of new gameplay innovations. Still, it's well-done example of the genre, so while it won't have a lot of replay value, it's fun to play through once.

Tuesday, October 14, 2008

Straw Hat Samurai

Straw Hat Samurai is an interesting game with a creative gameplay idea at its heart, but it doesn't quite develop that idea enough, instead opting to add a bunch of extraneous elements which kind of take away from the basic gameplay. It would probably benefit from some simplification and focusing on the heart of the game.

In Straw Hat Samurai, you play the titular samurai, and you battle against waves of enemy soldiers. The fighting, though, is accomplished in a very unorthodox way. To attack, just click and drag. This performs a sword slash along the line you've created, taking out all enemies in its path. In between battles, you move along an overworld map; most of the spaces on the map are simple fighting levels, but there are also powerups and some boss battles around the map, too. At the beginning of the game, enemies are easily defeated, and the real challenge is to try to kill a bunch of enemies at once (not too difficult, but since your sword stroke can only be so long, not completely trivial, either) and/or to go for headshots. As the game progresses, though, you encounter enemies with shields, which require a little more careful planning, and archers, which are quite annoying. (You can also acquire a bow of your own, but I never ended up using it except for a few specific cases.)

As the game progresses, it begins to acquire some strategy elements -- in the late game, you engage in an almost Risk-like battle for control of the map. Of course, you can always just take over a space yourself by defeating all of the enemies in the normal fighting, so the strategy ends up not playing terribly much of a role -- you can always just win some more fights even if your strategy is terrible. Dying doesn't cost you anything (except time); you just have to restart whatever level you were on from the beginning.

The graphics are not bad; the characters are well-drawn, though the animation is pretty minimal. The sound effects are pretty standard, while the music is OK. It's kind of stirring, but (as is so often the case) it's not long enough, so you probably will eventually become tired of it.

Overall, Straw Hat Samurai is a little too long -- since the basic gameplay mechanism is so simple, just clicking and dragging over enemies kind of wears out quickly. The additional strategic elements feel kind of misplaced, rather than enhancing the game. It's not a difficult game by any means (except the final boss, where I figured out the strategy quickly but had a very hard time actually executing that strategy -- apparently short strokes are key), but you'll definitely wish it was done with sooner. Really, it could benefit with some variation to the basic gameplay (just as an idea, you have to draw strokes in different shapes to execute different attacks); as it is, it's simply just too repetitive to be a great game.

Monday, October 13, 2008

Meat Boy

Meat Boy is a platformer with some things that I like and some things that I hate. It's also the easiest impossible badge on Kongregate, so if you're looking for (relatively -- it's still not exactly trivial) fast points, give it a try. (I don't mean this as a criticism of either the Kongregate badge-awarding process or the game; after all, some impossible badge has to be the easiest.)

The plot, if it can be called that, is extremely simple. Dr. Fetus has kidnapped Bandaid Girl and you, Meat Boy, must rescue her. There doesn't seem to be any rhyme or reason to the weirdness of the characters, but it doesn't affect the game at all. Anyway, the game consists of pretty standard platforming action, with extensive use of wall-jumping, as you fight your way through the various levels. There are three worlds, each with 15 levels in them, but you don't have to finish all of them -- you only need to finish three levels out of every five to advance to the next set. This is nice; if you're completely annoyed by a level (and believe me, this will happen), you can just skip it and try another. (The final level is not skippable, but it's also not particularly rage-inducing.) Each level features a wide variety of you-killing machinery -- sawblades, spikes, flaming pits, you get the idea.

The controls in the game are simple, but frequently irritating, particularly since the game's collision detection is very unforgiving and will zap you if even a pixel of yours comes into contact with something unpleasant. It's especially difficult to accurately control your character in midair; I must have died a thousand deaths by jumping and flying over the space I was trying to jump to into a wall of fire, or a bottomless pit, or something else unpleasant. However, each given level is quite short, so it doesn't feel too oppressive to have to try repeatedly in order to actually pass the level. Some (but not all) of the levels feature band-aids, which can be collected to unlock various secrets (which are just cute little addons, nothing affecting gameplay). Getting these band-aids can often be an exercise in persistence, since they tend to require pixel-perfect jumping.

The graphics are in the low-res, slightly pixelated style that seems to be the fashion these days (although not to quite the extent seen in, say, Dino Run). In my opinion, at least, it's kind of ugly -- it doesn't quite work here in the same way that it does in other games. (Really, this might just be because the main characters are kind of ugly -- the rest of the graphics are fine.) The sound effects are pretty minimal. The background music gets points for at least being different for the three different worlds -- it's pretty catchy at first, but it repeats on too short a loop, and so it gets kind of irritating eventually, alas.

Overall, Meat Boy is a game which is fun and enjoyable at times and annoying and frustrating at other times. It's quick, so even though it takes a while to actually finish the game, you'll never feel hopelessly stuck or anything, and there is a nice feeling of achievement from getting that impossible badge. Still, in the end, I'm not quite sure whether I'd recommend the game or not. Give it a try, I guess -- it won't take you long to decide whether you like it or not, I'm sure.

Thursday, October 09, 2008

Ether War

Ether War is a frenetic, hyperkinetic, pyrotechnic, almost epileptic whirlwind of a shooter. It's not a particularly complicated game, but it'll keep all of your senses quite busy.

You have a basic shooter setup -- WASD to move, mouse to shoot -- and your objective is to defend your space station from the enemy Brood Mother, which spawns all sorts of orb-shaped enemies to throw at you. Fortunately, your space station has weaponry of its own, and can also spawn allied ships to help you battle the Brood Mother. At the beginning of the game, you're primarily playing defense. But as you destroy enemies, you collect ether points, which allow you to upgrade your ship and your allies. Eventually, once you've gained enough power, you can start to take the fight back to the Brood Mother and eventually destroy her.

The game is very fast-paced; don't expect too much in the way of precision aiming, it's very much just spray and pray. You don't have any lives; rather, when you get destroyed, you're out of the action for ten seconds while your ship rebuilds. (Your ship is protected by a fast-recharging shield, so the only way to get destroyed is to take a large amount of damage in a short amount of time. This generally doesn't happen much, except when you're mounting the final assault on the Brood Mother, when it'll probably happen a bunch of times.) Because the action is so chaotic (although you can follow the general flow of things on the very useful radar display in the lower corner), it's often hard to tell how things are going. This is especially frustrating when you can't tell how your space station is doing -- the game will occasionally flash an alert when the station is taking heavy damage, but it's often hard to figure out exactly where and how much.

The graphics are very pyrotechnic. Any time an enemy (or friend, for that matter) is destroyed, it fills the area with a shower of brightly-colored sparkles, so although this is presumably set in space, it's actually quite bright most of the time. The bacgkround music is a pleasant techno which matches the feel of the game brightly, and it's long enough and unobtrusive enough that you won't get too sick of it. The sounds are pretty straightforward and add to the fireworks atmosphere of the game, as a ship blowing up sounds like of like fireworks going off.

Overall, Ether War is not a difficult game -- you might fail your first time through, but once you get the hang of it it's pretty easy to win -- but it's got enough action to keep you occupied throughout. It probably wouldn't fare too well if it were much longer, but as it is, it's just the right length to be a satisfying experience.

Monday, September 29, 2008

loops of zen

It is perhaps instructive to compare Loops of Zen with Hexiom Connect (review here). Both are puzzle games built on the basic concept of connecting things, but there the similarities end. Where Hexiom Connect has clever level design, Loops of Zen has no level design. Where Hexiom Connect has a quality interface, Loops of Zen has a terrible interface. And while Hexiom Connect manages to be challenging yet rewarding, Loops of Zen is simply tedious. If there weren't a badge for completing 50 levels, I can't believe anyone would voluntarily do it.

So the basic concept of Loops of Zen is pretty straightforward. You have a bunch of pieces on a rectangular grid. Each piece has either one, two, three, or four free ends leading into its neighbors. Clicking on a piece rotates it; the object is to line up all pieces so that all the ends are properly aligned.

So what's my complaint? Well, the main problem I have is that the quality of a puzzle game is, naturally, dependent on the quality of the puzzles. Most puzzle games, thus, at least try to have clever level design so that the solutions are interesting, clever, and rewarding. Loops of Zen does none of this. Rather, all of the levels are randomly generated. This means that there's never anything particularly interesting or clever; you just rotate pieces until you happen to be done. One thing working against Loops of Zen here is that because you can't move pieces to a different location -- merely rotate them where they stand -- the puzzle tends to be rather local. That is, pieces in one part of the board don't really have any influence on far-away areas of the board. Hence, larger puzzles don't really get much harder, they just get more tedious. And there's plenty of tedium to be had -- the random level generator has no problem cranking out ever-larger puzzles. And if you don't like a level, well, just restart! You'll get a brand-new one. Anyway, the level generator clearly makes no effort to enforce unique solutions (I have no idea if that would be even possible and still have a reasonable puzzle), so there are probably hundreds of ways to solve any given board. With a bit of trial and error, you should have no trouble finding one.

The interface is not particularly useful -- a way to lock a tile, or at least to indicate that you'd like it to remain in its current position, is completely absent. While the game does autosave your progress, it does so in a completely unintuitive way -- when you start the game again, you begin at level 0, and have to hit right-arrow to advance through the levels to the first one you haven't completed -- many of the commenters are apparently unaware a save feature exists at all, which doesn't speak well for the design.

The graphics are extremely spartan -- simply black curves against a white background. There's no sound effects, only some background music which treads the fine line between pleasantly atmospheric and incredibly annoying. It's actually not too bad, but of course, when it's the only thing you have to listen to, it's not going to fare too well.

Loops of Zen is not a difficult game -- a bit of persistence is all you need to get through any given puzzle, and the amount of logic involved is pretty minimal. But I can't understand the purpose of having so many levels when the levels don't have anything particularly interesting. It just makes the whole thing a dreary slog. If the levels were more cleverly designed, or indeed designed at all, it's not hard to imagine this game being much more enjoyable, but as it is, it is simply not a pleasure to play.

Sunday, September 28, 2008

Sola Rola - The Gravity Maze

Sola Rola is kind of like Excit -- it's a pretty straightforward puzzle game, and likely you've seen the basic puzzle type before, but it still combines clever level design with a few additions to make it a fun game.

So, in Sola Rola, you have two balls -- well, actually they're spherically-shaped, uh, creatures, named Wiz and Waz. They're placed in a circular maze, and your goal is to get them to their respective destinations by rotating the maze. In nearly every level, this requires some degree of teamwork, as most levels feature colored switches and correspondingly-colored doors; often you'll find yourself needing to maneuver one of the pair onto a switch to open a door for the other. In most levels, the two balls move independently, but in some they're connected with a gravity beam, which basically serves as a rope which can pass through the maze walls. This requires somewhat different tactics, but the basic principle is still the same.

The level design is pretty solid -- the levels are generally not too difficult, but they generally require at least some care, thought, and cleverness. A few of the puzzles do require a bit of dexterity, but generally planning is much more important than quick action. None of the levels gets too complicated, but there are a few which require very careful maneuvering to get through.

The graphics are pretty simple, although Wiz and Waz have a nice amount of personality. (One small complaint I have is that the tutorial information, presented in the form of dialogue between Wiz and Waz, proceeds extremely slowly. A way to speed this up would be much appreciated.) The music is perhaps a bit on the overly cute side, but it actually stands up pretty well to many repeated listens, which is good, since you'll probably be hearing it a lot.

Overall, Sola Rola is not particularly revolutionary, but the game design and the level design are both quality, so this is a game you can easily enjoy. And, as an added bonus, unlike many of the puzzle games on Kongregate, you won't be going insane by the end.

Sunday, September 21, 2008

Excit

Excit is a pretty straighforward puzzle game, with a basic principle that you've probably seen before. However, it does a very good job implementing the game, with interesting and tricky puzzles, and a very clever visual aesthetic, which overall make it a pretty solid game.

The basic gameplay is quite simple: you move on a rectangular grid, with some walls scattered around it, and the object is to move to the exit. However, the catch is, once you press the arrow key to start moving in a certain direction, you keep moving in that direction until you hit a wall. (If you should happen to fly off the screen, you fail and have to restart.) Like I said, you probably have seen this mechanic somewhere before, but Excit does a good job making solid puzzles with it. In addition to the basic walls, there's a variety of other elements -- curved blocks, one-way gates, teleporters, locks and keys, and so forth. You might think that you could solve these puzzles by logic, but actually working backwards is pretty unfruitful -- there's just too many possibilities too quickly. So there's a lot of trial and error involved. This can get frustrating in some of the more complicated later levels, especially when you make a fair amount of progress but then make a wrong step and have to start over again without quite remembering what you did. (Also, since many of the levels feature more locks than keys, or things that have to be done in a very specific order, it's relatively easy to get yourself into a corner even if you are careful about not going off the edge.) If just getting to the exit isn't enough of a challenge, you can also collect MIS logos (I thought this was just a reference to the IT feel of the game, but apparently it's the name of the company that makes the game, in a rather amusing coincidence) for an extra bonus; some of these are quite easy, but some are nearly impossible. (Fortunately, you don't have to collect all of them.)

The visual design of the game is very clever -- it looks nearly identical to an Excel spreadsheet, which gives the game a nice feel. The elements are also a little bit dynamic (you bounce a little bit when you hit walls, teleporters shimmer, and so forth), which also makes the game feel a lot better than if it were entirely static. There's no music, and the sounds are very basic indeed.

The game does have one very large flaw, though; if it had come out today, it probably wouldn't get badges because of it. The game doesn't have any intrinsic save ability, but it does give you passwords for each level. However, Kongregate clearly couldn't award you a badge based on that, since you could have gotten the password from somewhere else. Consequently, in order to get the hard badge, you have to play through all 30 levels (and collect 60 MIS logos, which fortunately is not all of them) in one sitting, which is not fun at all. The game would be vastly better with a true save feature so that you don't have to play it all at once. There's also one small additional flaw with being on Kongregate. In its native resolution, you see the full spreadsheet; this means that you can use the row numbers to tell if something is actually on the same row as you (a surprisingly difficult task for things far apart on the board). However, the Kongregate version is slightly clipped, so the row numbers on the left are eliminated. This makes it a little trickier to navigate.

Overall, Excit is a well-designed puzzle game; while it can certainly get frustrating at times, the levels are carefully crafted and challenging without being horribly unfair. Still, that lack of a save feature is a really frustrating omission; even without the consideration badges, a game which can save for itself is much preferable to a game where you have to write down a password all the time.

Saturday, September 20, 2008

Kaleidoscope Reef

Kaleidoscope Reef is a simple, but relaxing, game. It's neither a complicated game nor a long game, but it's a clever enough concept to provide some fun action.

So, the basic concept is quite simple. An evil ship has caused your beautiful reef to become polluted. In order to restore it, you have to plant new polyps, and then feed them by dragging plankton to them to get them to bloom into beautiful new coral. Once you've restored enough of the reef, the game proceeds to a new section, until eventually you've eliminated the pollution and restored the whole reef. At the beginning, your polyps are omnivorous, but as the game progresses, you'll need to feed them the correct-colored plankton (and getting the correct plankton is not always easy, either). The environment isn't always friendly, either -- as your reef blooms, fish of all sorts will be attracted; some just look pretty, but others can hamper your progress by eating things that you'd rather remain uneaten. The pollution can also pose a hazard to your burgeoning reef, as well.

That's pretty much all there is to the game. Like I said, it's a simple game. The graphics are vibrant and a bit cartoony, but overall the game is quite pretty. The music and sound are both quiet and peaceful; the music does a good job alternating between different melodies, so you don't get too bored, and in any case, it's unobtrusive enough that it never is particularly annoying.

As far as I can tell, you can't really lose the game -- while you get bonus points for the speed with which you complete the level, there's no actual time limit, so you can take as long as you want. So this is really more of a relaxing, peaceful game than a challenging game. Still, it's a nice change of pace and a game you should find entertaining.

Thursday, September 18, 2008

light-Bot

If you read my review of Bot Arena 3 (here), you'd know that I like games where you program robots to do things. And Light-Bot is very much a game where you program a robot to do things. In fact, despite being completely nonviolent, it's much closer to RoboWar, for instance, than Bot Arena 3 is. It is, however, much, much simpler, so don't go expecting any Robot Odyssey action. Rather, it'll provide a fun little diversion and an interesting tutorial on programming in very limited space.

The basic premise of Light-Bot is very simple. (Note: I capitalized the game exactly as it appears in the title of this post, but in the text I'm going to capitalize it more normally.) You have a robot on a tiled grid, which is initially two-dimensional but eventually has tiles that you'll need to jump up onto (or down from). The grid contains some blue tiles, and your goal is to light up all of the blue tiles. To do this, you give your robot instructions in a very simple programming language (move forward, turn left, turn right, jump, or light current tile; all of the programming is done by dragging little instruction icons into your program body, which is quite simple and intuitive but can be annoying when you want to insert an instruction in your current program) and then fire him up and watch him execute your program, hopefully successfully. If not, just reset, tinker as necessary, and try again until you achieve success.

If that were all there is to it, Light-Bot would be a very simple game indeed (and it would get pretty tedious very quickly). What makes Light-Bot intriguing is that your main program is limited to 12 instructions, which is far fewer than you'll need to solve many of the puzzles. Fortunately, in addition to your main program body, you have available two subroutines, so developing reusable chunks that reduce your total number of instructions is absolutely key. At first, this is pretty straightforward, but in the later levels (especially level 10), figuring out how to make reusable code out of segments that seem inevitably different is quite a tricky task. One thing that would help is a visual trace which shows you which instruction the robot is executing as he runs your program, but sadly there is no such feature.

The game features only 12 levels, most of which are quite short but a couple of which may take you a little bit. The graphics are quite spartan, although the robot is kind of cute; there's no sound effects, other than the music, which will drive you batty in nothing flat; in my opinion, it's just not very good, and it's horribly repetitive.

Overall this is a fun game, but it is a little too much on the simplistic side to be terribly engrossing. Still, it's a cute little challenge to try when you're feeling bored and in the mood for tackling some very elementary programming challenges.

Wednesday, September 17, 2008

Warlords: Heroes

Warlords: Heroes is another game by Ben Olding, which essentially is a combination of two of his previous games: it takes the battle engine of Achilles (review here) and sets it in the world of Warlords: Call to Arms (not reviewed yet). The result is a game which has the satisfying hack-'n'-slash action of Achilles, but with a vastly greater depth, variety, and overall interestingness.

The game is set on the Warlords: Call to Arms map, which has nine different races, each of which controls three or four regions. Unlike Warlords: Call to Arms, though, your goal isn't to conquer the map, but rather traverse it to reach a variety of destinations. (Fortunately, thanks to evil sorcery, all regions that you cross will be hostile to you. How convenient!) There are three main plotlines (or "episodes", as the game calls them), each of which puts you in the shoes of a different character with a different goal. In order to achieve this goal, you usually have to travel to a specific target region, then, when you reach it, you gain information which tells travel somewhere else; this process repeats a few more times. However, the game gives you a great deal of latitude in how to get from one region to another. You can take the shortest path, but sometimes this brings you through some very difficult regions, so you could try to go around then, taking a longer, but hopefully easier path, or possibly retrace your steps to get more money.

When you enter a region, you have to fight your way through it pretty much like in Achilles. You have your main weapon (each main character has his own specific weapon, with its own advantages and disadvantages, which means that they play fairly differently), and also a kick, which stuns enemies and hence is not very useful in regular combat (where the emphasis is killing enemies as quickly as possibly so you don't get swarmed and rapidly killed), but can be very useful in certain situations (for instance, against bosses). The range of enemy units has been expanded widely -- rather than three different enemy types, Warlords: Heroes boasts eighteen enemy types (all, as far as I can tell, borrowed from Warlords: Call to Arms), including mounted units (which were quite the surprise when I first encountered them), and some of them do require a little more subtle tactics than "hack away as fast as possible" to defeat. Each race also has a very distinctive appearance, which adds a nice touch of variety to the game.

Another new feature is that, as you progress across the map, you gain gold (sometimes dropped from defeated enemies, and also a bonus for completing a region) which you can use for a wide variety of purposes: you can buy equipment to protect you, acquire new fighting moves (special moves which you can execute with various special key combinations), replenish lost lives (quite a reasonable investment), or even hire henchmen to help you fight. (I ended up not using this last option very much, since they tended to get killed sooner or later, and usually sooner.) If you're really having trouble with a specific region, then, you can do a few easy regions to get some more equipment or fighting moves to help you out, which is a nice option.

While each of the individual plotlines gets you to explore most of the map as you criss-cross it in search of your goal, the plotlines are constructed so that the three of them intersect at their ends. This is very clever, but it also means that each of the three episodes tends to find you covering pretty much the same ground, so you may find it gets a little bit repetitive if you play all three one after the other. After you've finished all of the first three episodes, you can play the fourth episode, in which you have to (naturally) battle and destroy an ultimate evil, which you can do with any of the first three characters.

In addition to the normal mode, the game offers a survival mode (which is pretty much exactly what it sounds like) and a gladiator mode, which you have to achieve a score of 13 on in order to get the game's impossible badge. The gladiator mode basically involves fighting a series of increasingly difficult bosses, with your health being replenished every fight. In the normal game, it's simplest to just plan to lose a life or two fighting bosses and then replace it afterwards, but the gladiator mode really requires you to hone your tactics sharply -- it's very much like classic NES boss fights, where you need to carefully observe your enemy's patterns and develop a well-executed strategy to attack his weak points. Definitely a good addition. (If you're going to get the impossible badge, you'll probably find the guide linked in the game description to be useful, though I found that the best strategy against the short sword and shield guy, who definitely gave me the most trouble, was to hit him as soon as he came in range, block immediately, and then use my retreating swipe to get out of range again.)

The graphics are simple, but (as mentioned earlier) there is a lot of care in setting up a lot of distinctive enemy looks, which is definitely a good feature of the game. And, of course, there's plenty of blood. The music is not bad, although, as is so often the case, you'll probably get tired of it somewhere around the fifth swarm of enemies you hack through. The sound effects are your standard assortment of clangs, stabbity noises, and so forth.

Overall, the basic action is not too much unchanged from Achilles -- it's simple, but satisfying, although it does get a little repetitive. Still, so much depth has been added to the game that it's considerably more enjoyable than Achilles, and is definitely worth playing. (Oh! One additional improvement from Achilles: bringing up the quick reference screen actually pauses the game, rather than just obstructing your view of the screen while your enemies disembowel you. Definitely a plus. Sorry, I just forgot to mention that earlier.)

Friday, September 12, 2008

The Several Journeys of Reemus: Chapter 1

The somewhat-confusingly named The Several Journeys of Reemus: Chapter 1 is, despite the "1" in the title, a sequel to the original The Several Journeys of Reemus (review here); apparently, they've decided to adopt the Half-Life 2 method of naming. (In all fairness, The Several Journeys of Reemus did bill itself as "Prologue", but you still get the feeling that this could have been handled more simply.)

Anyway, there's really not too much to say about Chapter 1, since it's pretty much identical to its predecessor -- it's your standard point-and-click adventure game. The puzzles are clever, but since they're always confined to a single screen, most of their difficulty stems from the struggle in trying to find the objects on that screen which can be manipulated, rather than complex interactions among the various items. This a little frustrating, at times, but the puzzles all make sense when you solve them; there's none of the "and why did that work, anyway?" feeling that you can get when playing poorer examples of the genre.

Unlike its predecessor, Chapter 1 is not big on killing you -- in fact, I don't think there's any point when you can actually manage to get yourself killed -- you just end up stuck until you figure out what you need to do. This is definitely a step forward. Like its predecessor, there are two endings, one of which is a great deal trickier than the other; fortunately, once you've finished the game, you can go back and replay any scene that you want, so you don't have to go through the whole game just to retry the last scene (not that it would take particularly long anyway).

The graphics are still very cartoony, and a little crudely animated, but it's a good, distinctive look (although, like other Zeebarf games, it can get a little graphic with the violence at points). The music varies from scene to scene, which is very nice -- some of the tunes are good, but some will drive you crazy after a little while (especially if you happen to be stuck on the puzzle).

Anyway, overall this is an enjoyable experience, and Zeebarf does do a good job crafting puzzles within the limitations of Flash, but this isn't a game which will leave me breathlessly awaiting Chapter 2. But I will be happy to play it when it does come out.

Thursday, September 11, 2008

First, a general announcement. I've been trying to post reviews at the rate of one per day. Now, obviously, I don't actually finish one Kongregate game per day; rather, since I started playing Kongregate before I started writing these, I had a buffer to start with. Now, however, I've caught up, so I'll start writing a review when I finish a game. The advantage is that I can write the reviews quicker, since the game will still be fresh in my mind and I won't have to go back and replay it. The downside is, of course, that I won't be posting these every day. Anyway, on to today's review.

SandStorm Racing

Sandstorm Racing is, as you might be able to guess from the name, a racing game. As you might also be able to guess from the name, you're racing on sand, which means you'll be drifting like crazy. If you're already familiar with racing games which require a lot of drifting, then you'll be in good shape, but if not, you'll probably have a bit of an adjustment period. Sandstorm Racing is no Gran Turismo, though, so even if you're totally unfamiliar with the concept you should be able to win races in very little time. After all, the controls are only the four arrow keys, so that should give you an idea of how simple the game is.

The game features eight courses (plus one tutorial course), and you can play a given race (once it's been unlocked) as much as you want. In each race, you'll race usually two laps against five computer opponents. You get credits based on your finish, and finishing first or second (or possibly third? I don't think I ever finished exactly third) will unlock the next course. Credits can be used to upgrade your car, although it's not a matter of buying specific parts -- you just pay a number of credits and your car gets better, and that's that. Unfortunately, if you win a race on your first try, you won't get enough credits to upgrade your car, so you'll probably get slaughtered if you try the next race, so you'll have to repeat the race to get more credits.

The one particularly frustrating thing about the game is that, while there is a path marked, you don't have to stay on the path. Indeed, cutting corners is a very important strategy for victory. However, it's not really clear just how far you can stray from the path before your progress no longer registers, and even if you do reach this point, it's possible to go a long, long way before you get reset and put back on the track where you left. This can be very annoying -- you can be sailing along and doing great, and then just drift off the path a little bit, and by the time you've recovered, you're suddenly behind everyone.

The graphics are pretty simple, and there's no music (except during the level select screen, where it's exceedingly annoying very quickly), only the screech of tires and the occasional bump when a couple of cars collide. Overall, this is a cute little game, and it's definitely fast-paced enough that you won't have to spend a lot of time to completely beat it, but it just lacks the depth to make it interesting enough so that you'd want to come back to it after finishing.