

2D computer graphics Platform game Computing platform, Platform, game, angle, super Mario Bros png 6000x2426px 408.58KB

But you’ll often need to tap, let go, then tap again to weave in and out of buzzsaws, enemies, or good old fashioned walls. For instance tapping on the jump side will provide a quick hop, and holding it down lets you fly endlessly. One side jumps (and shoots downward), and the other shoots forward, true, but you’ll need to constantly swap between the two to navigate pits, spikes, and the ever-scrolling screen that can leave you behind. You will need to master said controls, mind, as they still involve a lot of nuances despite the two-function veneer. No, it’s mostly an arcade-like game that’s content with peppering in bits of lore as it pleases, which works both for and against it, depending on what kind of experience you’re looking for. There’s cool concepts afoot like the eventual destruction of the sun, and thus, all of mankind as we know it, as well as the introduction of multiple alien races, but it never really gets a chance to spread its wings.

The “one more run" feel is still there even if you’re just replaying the same layout over and over, attempting to collect each Atomik orb.Īll of this is set to the tune of a post-apocalyptic world (with you playing the part of the nameless “Scavenger"), which, as unique as it is while the actual action is playing out, is mostly forgettable. Then, through practice and tenacity, you can learn the ins and outs of each hazard that impedes your progress and eventually conquer it. There’s one type of collectible to grab during any given mission, which are required eventually and provide as a progress gate, but for the most part you can spend any given level getting accustomed to the layout. Here there’s a beginning and an end, a clear course to strive for. It looks and feels authentically old school, and the consistent framerate ensures that there won’t be any hangups like lockups and inconsistently smooth visuals. And retro it is, not just in terms of the art style (which hearkens back to the purple retro hues of ’80s sci-fi), but the engine itself. That in part is what enticed me to check out RunGunJumpGun, as it contains a typical level system that you might find in a retro platformer. While I’m keen for a good old fashioned limitless romp, I do appreciate the fact that some games end. It’s a shame I only noticed RunGunJumpGun ($2.99) when it hit the mobile arena, because it really deserves the attention. It’s universal, and something gamers of all skill levels can pick up and play. The types of games prone to that control scheme work with touch, traditional remotes, and a mouse and keyboard. More and more we’re seeing newer experiences that are formed around the same concept as Jetpack Joyride, whether it’s of the endless or linear variety.
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It’s interesting to see just how much mobile development has influenced the PC market.
