![]() ![]() It wouldn’t be a very Worms-like experience if the geometry was your only concern, however. From the first handful of holes you’ll be encountering things like floating chunks of land, underground tunnels, and ramps your ball can roll upwards and downwards. The further you get, however, the more surreal the courses themselves become, however. You’ll constantly run into the usual golf concerns, such as water hazards, sand traps, and the occasional wandering animal. Instead, it’s your ball you’ll have to be concerned about as it navigates the various hazards you’ll come across. Thankfully, your worm will automatically teleport to the ball between shots, preventing you from having to navigate the course yourself and risk getting blown up. Just don’t hit the red zones, or else you’ll screw up your swing and waste a precious shot. Release just before the red zone on the meter to achieve the expected trajectory, or hit the sweet spot just inbetween the red zones for an “overdrive” shot, sending the ball much higher and further. It all starts off with the swing – take aim using the trajectory guide the game offers, hold down the button to build power, (or, optionally, press the swing button, wait, and then press it again) and then release. With that in mind, it’s a little simplistic, and makes for what’s generally a very light and fluffy, “pick up and play” game – not that such things are unappreciated.Ĭrazy Golf is more of a puzzle game with golf trappings than a true example of the sport, meaning that any experience with a traditional golf game is unlikely to be of any help. ![]() It’s actually somewhat of a remake of several games released in the past for Java phones, with far more mechanics to make use of and content to play through. ![]() Such is the case with Crazy Golf – far from brilliant, but an entertaining spinoff that makes use of the series “aim, launch and fire” in a unique new way. Although they’re not always gold, such in the case of Worms Blast, it’s always good to see the franchise try something new just for variety’s sake. £30 to pick up the Nintendo DS version new, but £2.99 for same game on the iPhone? Ubisoft, you sneaky sods.With Worms as a series so often being about reiterating and improving on the same basic mechanics, the times when it breaks out of that mold are often particularly refreshing. The Nintendo DS and Apple iPhone have enough in common to prompt a number of developers to port their games between the two and one of the bigger titles to make that jump is Ubisoft’s Assassin’s Creed: Altair’s Chronicles.Ī direct port of the Nintendo DS version, Assassin’s Creed on the iPhone is universally not worth playing if you’ve already bested the original release as there’s nothing new here other than the price based rage. Price (as reviewed): £2.99 / $4.99 from the App Store Verdict: Fun enough, but still flawed – the problems are easily fixable though, so keep your eyes on the updates before you shell out for sure.Īssassin’s Creed: Altair’s Chronicles Developer: Ubisoft By the time you’ve surveyed the scene, zoomed in, moved to position, chosen a weapon, aimed, fired and got to a safe distance then it’s game over – something which even ruins the hotseat multiplayer. The time limit on the turn forces you to rush an awful lot and the fact of the matter is that there just isn’t enough time to work around the interface. The main problem with Worms though is the time limit which sits on the game like a concrete donkey, crushing the life out it. The level creation tools aren’t as in-depth as they might be on the PC, but they’re acceptable. Some of the weapons, such as ninja ropes, homing missiles and air strikes have their own control nuances, but mostly combat is a fairly straight forward affair – aim, power, release.
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