Wednesday, October 21, 2009

Canabalt



Canabalt - played on iPhone 3GS

What it is:
A randomly-generated automatic side scroller. Attempt to escape an alien invasion by running along rooftops. The longer you play the faster your guy runs, but hit a box or other obstacle and he slows down to a more managable pace--but watch out. If you're too slow you might not have enough speed to clear that next jump. Think a 2D Mirror's Edge with all the parkour tricks removed. A port of this free flash game.

Controls:
Tap anywhere on the screen to jump. Extremely simple.

How many hands needed:
One. Easy to play while holding onto a subway pole.

Committment needed:
1-3 subway stops.

With next to no load times, it's very easy to turn the game on and start playing right away. The gameplay remains simple, yet challenging. Randomly generated level design keeps you on your toes. No lengthy quest here. When you die (and you will. Over and over again) you start back from the beginning.

Unfortunately, there is no way to pause the game. If you're in the middle of a great run and you arrive at your destination, you'll have to finish on the subway platform before putting the game away. Initially it's no problem as your runs will probably be pretty short. As you get better at the game and attempt to beat previous high scores, lack of a quicksave can be a bit of a put-off.

Initially it's no problem as your runs will probably be pretty short. As you get better at the game and attempt to beat previous high scores, lack of a quicksave can be a bit of a put-off.

However, once you start setting really high scores, the game begins to require a bit more time and attention. Don't try to break 10,000 points if you're just traveling two stops.

Other stuff:
You can listen to your own music while playing. Now, the in-game music is fantastic, but it's always nice to be able to make your own soundtrack. Also, the game makes for some interesting conversation. As the game never ends (as far as I'm aware), a GAME OVER screen with a description of how you died trying to escape is inevitable. It's all just about your little businessman lasting as long as he can. Metaphor? Talk amongst yourselves.

Closing:
The twitchy, old-school approach will have you saying, "Just ONE more try" as you attempt to beat your previous run. The lovely multi-layered, heavily pixelated visuals (all in glorious black and white) combine old school with new and will have the guy next to you peering over your shoulder, giving you ample opportunity to show off.

The lack of an auto-save function is probably the only thing keeping Canabalt from being a totally perfect subway game. Once you get the timing down, you may find yourself starting up the game with no serious ambitions, only to find you've been dealt a particularly easy level and you're well on your way to high scoresville--only to arrive at your destination and have no way to stop the action so you can step off the train.

Perhaps this was an intentional design choice (you can't pause Asteroids or Pac Man), but there have been several moments where I've looked at the Canabalt icon and thought, "Naah. There's no way I can beat 9,000 points by the time I get to my stop."

Verdict:
That aside, the excellent music and visuals, simple one-touch controls, and addictive "Just once more" gameplay will keep this game at the top of your subway gaming pile for quite a while. If you're up for an old-school arcade-style challenge, Canabalt (despite its unfortunate $3 price tag--which feels especially heavy when you consider the online game is free) is an easy recommendation and an excellent train game.

Welcome

Welcome to Subway Gaming. When I first moved to New York, my DS was the only thing that kept me sane while commuting. Since then, I've picked up a PSP, DSi, and an iPhone. Portable gaming galore.

As I got sucked into the 99 cent App downloading craze, I got to thinking a little more critically about the games. Some were great for turning on and playing one-handed while holding onto a subway pole with your other hand, some were much more involved than others and didn't seem suited to "burst gaming"--when you're just going, say, two subway stops and want to play a quick game.

I decided to throw together this blog to look at portable games based on their merits as "subway games".