That's what I'm sayin'!
That's what I'm sayin'!
You know, before I published, I looked around for an Android version and couldn't find any evidence of one. It's a pity, but all the more reason to go out and grab yourself an nice iPad Mini 2nd gen! :-)
Ouch, reading this brought back all those bad collect-a-thon memories from when I first played this game years and years ago. Worse, all these Rare platformers make me wish all the more that Nintendo had given us a proper Super Mario 64 2. The latest Mario games have all but eliminated the more exploratory focus of those earlier titles, which seems a pity.
I think the 360 version's lower price is simply an indication of how unpopular the Indie Marketplace is on that system. I have no idea how much money the average game makes on the service, but I doubt it's much, hence the uber low prices.
The omission is bizarre, but it's common for many games on the 360's indie marketplace to lack such things. Whether it's due to the difficulties of implementing such a feature or something more Microsoft related, I can't really say.
I'm not sure what you're asking me exactly, but if you want to review it, go ahead.
If you like Bubble Bobble, I recommend Toaplan's Snow Bros. Lots o' fun.
As for Fortix's control delay, it's actually intentional to increase the game's challenge. Different "terrain" will make the little character move at different speeds, making him more or less vulnerable to different incoming hazards. It works well enough, but true 1:1 controls would have still been awesome.
Yeah, always enjoyed that one, too. Of course, Space Invaders and Bubble Bobble are what the company is most famous for.
As for Qix, I actually discovered it on the Game Boy thanks to a nice discount way back in the day. Back in those earliest of times, Nintendo was trying to build a library that would actually work well with that dingy screen, hence games like Qix, Alleyway and, of course, Tetris (Qix was published by Nintendo for that system and even featured Mario characters during intermissions).
I'm still waiting for a version, however, that simply allows the user to draw the line with his finger/stylus in real time while avoiding that "squiggle." In Fortix, there's still a delay between the player's swipes and the character's (basically the cursor) actual movements when drawing each segment of the current shape.
I had to laugh at the tags listed at the end of this review. Coconuts, melons, and tatas? Stimulating gaming indeed--just not in the intellectual sense, I suppose.
The game reminds me wistfully of a time when Nintendo was willing to dip its toe into other genres that weren't so mascot or franchise oriented. And the game was a briliant way to explore a 3-D world long before anyone had ever heard of polygon graphics.
The N64 sequel followed in the original's footsteps and was fun in its own right, but the 3DS installment, while still perfectly competent, lacked the charm of its predecessors. (Probably because of the overuse of those ugly Miis.)