Search Results for: label/Rhythm

Number of Results: 4

Tone Sphere [Bit192 Labs] – $0.99

Ever since I bought my kids a Wii, and Guitar Hero, rhythm games have kind of been a family affair. Now, it’s kind of hard to find rhythm games on the iOS that the whole family can get into, especially with all of our different musical tastes, but Cytus and Groove Coaster are two games that usually result in my wife, 3 daughters and myself fighting over the iPad so we can try and break the last players score. Bit192 Labs, a one man development studio located in Tokyo, first iOS release, Tone Sphere, is now the 3rd rhythm game that my family fights over. 
Graphically, Tone Sphere looks more like an Autechre video or influenced by one of Proem’s CD covers, which, in my book, is beyond awesome. The abstract objects that twist, turn, zoom in and out, flash and more to the beats and sounds of the music not only present some amazing eye candy, but also effect the positioning of the circles which you need to tap, which helps to add to the challenge, difficulty and fun of the game. 
Tone Sphere contains over 20 songs split up between 2 Episodes, all included with the original purchase of the game. There are no extra IAP or DLC songs, which is a huge plus. The music throughout the game ranges from Prog. House+Trance, J-pop, Dubstep, Post Rock, Alternative, Hi NRG, and more. The controls are like most other rhythm games, tap, hold or drag the circles when the outer ring hits the inner ring. The circles colors also get darker as they get closer to when they’re supposed to be tapped. There is no rhythm bar like in Cytus, but it’s clear when you need to tap the screen the second you start the game up. 
There are 4 different types of circles, red, silver, black and hold. Red notes generally go along with the main beat or musical instrument/keyboard line for the song while the silver notes do the same, but are scarce and worth 10x the points. Black notes will always have an arrow in them, and you need to drag in that direction instead of just tapping them, and the hold notes are usually for vocals, drum rolls, or quick musical notes, and need to be held until they disappear to get all of the points for them. There’s perfect, great, way off, and miss hits, and the timing for them is about the same as Groove Coaster, nice and tight, adding to the challenge.
Each stage has a possible 6 star ranking depending on your combo, how many perfect hits you get, and whether or not you miss any notes. Starting off, you’re able to see 5 stars, and they each fill up little by little as you make your way through the song. Once you fill all 5 of them up, if you keep tapping on the circles perfectly, you’ll get the hidden 6th star. 
The difficulty progression throughout the songs is perfect. If you play them all in order, they get a little harder with each new song. You also unlock songs as you complete others, and once you play through 10 of the songs in Episode 1, which contains Normal Difficulty songs, you unlock Episode 2, which contains the same songs, but on Hard Difficulty, which, once you get into, is clearly a huge step up in the difficulty level. Each song also has it’s own difficulty ranking, displayed by stars over the song in the song selection list, which, even though it isn’t necessary, is a nice addition. 
The only bad thing I can say about Tone Sphere is that is has no pause button. If you hold down the Icon in the top right corner, you’re taken back to the song selection screen, which can be kind of a bummer if you get a call, or just need to pause the game. But that’s the ONLY bad thing I can say about the game. Tone Spheres is Universal and priced at $0.99 for a limited time, so if you’re a fan of the genre, make sure you pick it up ASAP! It’s a fantastic rhythm based iOS game, and fits perfectly next to Miku Flick, Groove Coaster, Cytus, Jukebeat… with GameCenter integration containing leader boards for both Episodes combined totals adding tons of replay value to the already high amount, it’s a no-brainer. Bit192 Labs has definitely made a mark within the genre, and I can’t wait to see what The Man’s brain has in store for us in the future. 

Micron [Apparition Games] – $0.99

After the success of Pulse, another rhythm based puzzler which came in 2nd place in the Kongregate contest “Project Eden: Experience The Music”. Apparition Games was formed, and it couldn’t have come at a better time. It seems like the music genre for iOS games is finally looking up. After loads of Guitar Hero type games that required tons of song purchases or were made to help sell music for one group, we’re starting to build a list of ‘must have’ games if you’re into the genre. Groove Coaster, Cytus, Thumpies, Miku Flick, Beat Sneak Bandit… well now we can add Apparition Game’s first iOS release, Micron, another rhythm based puzzler, to that list. 
In Micron, you need to place objects around a level, guiding balls to hit buttons, opening doors, to get a ball into the exit. A basic beat will be playing at the beginning of the stage, and every object within the level creates a sound. Bouncing balls off of platforms creates new sounds, which wind up making a full song by the completion of the level. Granted, music doesn’t effect the gameplay, but it’s a very creative use of beats and sounds merged into the gameplay, and it’s clear that a lot of thought, work, and testing has gone in to the placement and possible placements of each and every object. 
The controls in Micron are simple. In the left column, you’re given a certain amount of items which you can use to complete each level. To place them, you just need to tap on the level’s grid where you want to place the object, and then select the object from the column. Each exit has a barrier, which requires 4 balls hitting it in order to open, exposing the exit, which just needs one ball to enter to complete the level. There is no time limit, and each level is shown as complete by having a star next to it on the level selection screen. 
The level select screen is made up like a tree, with branching off stages which unlock when the previous stage is completed. This means that not every stage needs to be completed to get to the last level. As you progress through the game, more objects are thrown into the level designs, like different colored balls which can go through lasers of the same color, but can’t go through lasers of a different color. With the placement of different colored doors and buttons to open those doors around the levels, there’s some very nice level designs, especially later on in the game. 
All of this going on with each object being hit making a different sound is incredibly impressive. Sadly, there’s no real replay value, so after you complete the 51 stages, there’s no drive to keep you coming back. Also taking away from the replay value is the lack of GameCenter or OpenFeint. No achievements and no leaderboards. A game that has this much work and thought put into it suffering from no scoring system, leaderboards and achievements is kind of disappointing. If players were timed, or there was a score based on how quickly you completed the levels, and had that as the leaderboard, it would add quite a bit of replay value. Not to mention achievements. The game just needs something to keep players coming back to it. 
All-n-all, it’s a very impressive first title from Apparition Games. Priced at $0.99, and being Universal, those of you who have been waiting for more music based games to hit the AppStore should definitely pick this one up. The developer has said that he’s planning on adding more levels, more music, and possibly a level generator and way to share community generated content, but only if the game sells well. It’s a long shot, but here’s hoping that more will be added to Micron. There’s tons of potential here, and it would be a shame if Apparition Games didn’t take advantage of it. 

‘Cytus’ Review

I’m a huge fan of music games. While this review is long
overdue, I feel that this game deserves some recognition. Cytus by Rayarc Inc., which follows
the Osu! style of music-tapping gameplay, is a music rhythm game that does a
good job of imitating that style with it’s own twist.


If you’ve ever played Osu! or Elite Beat Agents on the
Nintendo DS, you know exactly what you’re getting into. Cytus just replaces the
circles with an up and down moving line. If you haven’t played them, here we
go: In Cytus, your goal is to tap circles at a specific time which lines up
with the rhythm of the music, and there’s a black bar that moves up and down
that helps you determine when you should tap that circle or note. In addition,
there are hold notes, where you hold down the note for certain duration of
time, and there is also a slide note, where you slide your finger at the speed
of the black bar along the determined path. There are four possible outcomes
after tapping: Perfect, Good, Bad, and Miss. There’s enough variety around to
make every some somewhat unique in its own way. However, after playing all of
the levels, I noticed a similar pattern emerging. Since Cytus focuses on
two-finger/thumb gameplay, as opposed to a single finger gameplay, much of
Cytus’ note distribution is mirrored, and as a result, much of the level’s look
nearly identical. There is some variation at the difficult 7 or 8 levels, but
apart from that, everything looks about the same.

Another major qualm I have with Cytus is the timing. Most of
the timing issues got fixed in an update, but there are still a couple. Also,
the leeway giving for a “Perfect” is enormous. I could purposely wait half a
second to tap a note and still get one on certain songs. I purposely turn on
the “click” noise when tapping notes because of this issue.
Finally, the slide notes are extremely frustrating. They’re
a little clunky, especially when there’s a section of long slide notes. This
becomes not a music issues, but more of the touch screen issue, where it doesn’t
really register my finger on all the notes. Also, since the slide can count as
several notes, missing just a tiny section of a slide just because it didn’t
register can mean the difference between a higher and a lower ranking. I’ve
gotten an A before for just missing a couple notes on a slide, while everything
else was a “Perfect”.

There issues do inhibit the gameplay, but Cytus is certainly
enjoyable despite these problems. For casual fans, they won’t have a single
problem when playing Cytus, as its gameplay is easy, yet fun and exciting. For
hardcore fans like me, we may find that the way Cytus is set up to be a little
on the blander side, with uninspiring holds and slides. However, when you
actually start playing, it’s really not as boring as you originally thought.
Cytus has good gameplay; I just see many spots where it can improve it.

I find Cytus, as a whole package, to be amazing. One of the
best parts is how the song select menu is set up; it just looks and feels nice.
There are options for the style of notes when you play, and there are two
different difficulties; something for everybody out there.

Following the first update, I’ve experience no crashing at
all. Nada. Zip. And when you add that to the beautiful retina graphics that
Cytus gives us, you can’t help but say that the artwork and the frames are done
just too well. Both in the menu, song select, and the background when you play,
you’ve got gorgeous hand-drawn artwork.


If there’s I’ll remember Cytus for, it’s the music. From pop
to hardcore, and jazz to trance, you’ll fall in love with its electro style. Of
course, if you only like say… country music, the music isn’t for you, but if
you’re open to these genres, I strongly suggest you give these tracks a whirl.


With over 15 songs at 2 different difficulties, Cytus will
give you a strong value for your money. I’ve certainly spent an unhealthy
amount of time playing it, attempting to grab perfect scores. Cytus is no short
stick in terms of replay value; it’s on your iPhone to stay.
Gameplay: 4/5

Presentation: 4.5/5

Graphics: 5/5

Sound: 5/5

Replay: 4/5

Overall: 4/5

Cytus appears to be currently 50% off for $1.99. Grab it while you can!

‘Beat Sneak Bandit’ Review

It’s rhythm! No, it’s puzzle! Actually, it’s both: Rhythm
AND puzzle! Simogo’s Beat Sneak Bandit is a rhythm puzzle game where you
attempt to sneak your away around police officers, spotlights, and vacuums and
you attempt to save the city from a terrible misfortune brought by Sir Duke.


The core of Beak Sneak Bandit’s gameplay lies in its simple
one-tap control. You tap to move, turn around if you’re facing a wall, and
climb stairs. With that, every level is presented as a puzzle, with obstacles
such as police officers who cause you to fail if they see you, moving
platforms, and buttons that open or close walls (which works both ways, because
the wall allows you to turn around). As you move around, you attempt to collect 4
clocks as well as reach a final 5th clock. Basically, it’s your
classic 3-star level, but with 4 now. At the very heart, Beat Sneak Bandit is a
basic puzzle game, however, when you add the rhythm element into the genre, it
becomes a totally new game; it’s now a music puzzler. What’s fascinating is
that the focus is not on a person’s ability to perform rhythms; the time
signature is in 4/4, and you simply tap on one of the four quarter note beats
to move. Instead, the game is about your ability to observe patterns in the
level. As every obstacle makes a noise when they perform an action, you put
your auditory skills and combine them with your visual skills to plan out your
action, and these two elements blend perfectly. I cannot say how much joy I’ve
gotten out of this game; it’s not just how fun it is, but how utterly creative
it’s core element is; I’ve never seen it done before and it just works
As a music aficionado, you can say that I may favor music
games, but I can always easily find any flaws within the game. I can say with
confidence that there are none to be found. However, those that do have trouble
with rhythm may find the difficulty to be high, but I personally found the
overall game to have a nice difficulty curve.


Beat Sneak Bandit presents itself in a charming, funky sort
of way, loaded with personality. I do have some minor complaints about the
level select system, as you need to scroll through levels instead of simply
picking one. Overall though, the game executes itself extremely well and is a
refined piece of art. I can honestly say, it’s games like these that make me
appreciate videogames as art.

Flows well, no lag or crashing, and the artwork is nice and
bright. It’s everything you could ask for. I don’t need to say anymore.


Oddly enough, as a music game, the music soundtrack isn’t as
amazing as I thought it would be. With that said, there is nothing wrong with
the funk and jazz tracks that it brings, as well as the noticeable music cues
to aid your timing in the game; it’s still a strong element.

Beak Sneak Bandit offers 40 core levels, 16 shadow levels,
12 remix levels, and 1 boss level, for a grand total of 69 levels. Considering
how each level might take a few tries to learn the pattern, you’ll be spending
a decent amount of time trying to figure out how to 4-clock every level. It’s a
game that will last you a decent amount of time, and if you’re still not done,
then go for the achievements from Game Center.

Unless you’re continuously had dreadful experiences with any
type of music or rhythm game, you’ll find Beat Sneak Bandit an immersive and
unique experience. You’re not simply playing the game, but when you play, you’ll
have immense appreciation for the game. And that’s why I can say with full confidence,
Beat Sneak Bandit will be a top contender for Game of the Year.

Gameplay: 5/5

Presentation: 5/5

Graphics: 5/5

Sound: 4/5

Replay: 4/5