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David Oxford

In addition to writing for Gamezebo, David Oxford literally wrote the book on Mega Man.

Jet Car Stunts 2 Walkthrough

Jan 6, 2014

Jet Car Stunts 2 is a stunt-racing game created by True Axis that challenges players to reach the end of many stunt-filled tracks within a specified time to earn the highest score. An in-app purchase also allows them to create and share their own courses online. Gamezebo’s quick start strategy guide will provide you with detailed images, tips, information, and hints on how to play your best game.

Jet Car Stunts 2

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Sonic & All-Stars Racing Transformed Review

Jan 2, 2014

Why does Sonic need a car to race? One must wonder if it’s this inevitable, always-inane question that helped inspire the developers at Sumo Digital to create a game in which moving along the ground at high speeds is not always the key to victory. In Sonic & All-Stars Racing Transformed, you’ll not only need to master the fine art of automobile racing, but you’ll also need to display dominance in soaring through the sky and riding the waves in order to succeed and capture the checkered flag.

Of course, if you’ve managed to play the game on the PC or one of its many handheld and high-definition console releases from just over a year ago, then you already knew this. With that experience, you might think you know just what to expect from the new mobile release. And to a certain extent, you would be correct.

Sonic & All-Stars Racing Transformed

At its very core, the mobile release of Sonic & All-Stars Racing Transformed is the same as its previously-released brethren: You choose from one of a cast of SEGA (and other) characters and motor around various courses inspired by SEGA games from throughout the company’s ages, using a multitude of zany Mario Kart-esque weapons to offset your opponents and take the lead over land, sea, and air. However, it’s much of the framework around that core that differs in this version of the title.

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Oasis: Path to Redemption Review

Dec 30, 2013

The thing about most endless runners is that, by virtue of their very name, they tend to be endless. This can be a bit of a problem at times, particularly when there’s a narrative by which the inevitable mark of failure can yield some rather grim implications. Oasis: Path to Redemption is not like that, however; a fact it proudly boasts as it promises a defined ending. That said, just because it has an ending (and five worlds to traverse in order to get there) doesn’t mean that it is by any means easy.

Oasis also favors itself as an RPG (“Action RPG Runner” in full), though this isn’t really much the case; as you run along and take down one foe after another, you’ll gain experience which you can use to acquire new skills, thus allowing you to progress even further… at least, in theory. Of course, so many games allow for experience and leveling up that those traits are hardly unique to RPGs any more, but that’s getting off on another tangent.

Oasis: Path to Redemption

The idea behind Oasis is sound: Like most runners, the key to victory is in memorization, and by leveling up your skill set, you’ll be able to progress even further with each new try until you ultimately reach the end (at which time you’ll unlock a Mission Mode). Unfortunately, while the idea is sound, the execution is lacking in some areas.

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Namco High Review

Dec 24, 2013

Namco High is the latest video game to come from ShiftyLook, the online branch of Namco Bandai which reinvigorates several of the company’s various, more latent intellectual property as webcomics and cartoons. It’s only fitting, then, that in this browser-based dating simulator from the creator of Homestuck, you get to pal around with various characters from ShiftyLook’s comics and beyond.

Well, they tout it as a dating sim, but from what we’ve played, that’s a little bit of a misnomer. You get to engage and interact with numerous characters (15 on the Namco side, three from Homestuck), but things never get deeply romantic. They do, however, get rather humorous in a way which feels rather reminiscent of Capcom’s Ace Attorney series—which is never a bad thing.


You take on the role of a gender-neutral Cousin from Katamari, which you can rename anything you like, and you find yourself in detention with the odd crew of what Principal Dig Dug and his detention supervisor, King, call a group of “delinquents”. Before long, though, you come to find out that your fellow captives aren’t so bad after all. 

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Ridge Racer Slipstream Review

Dec 19, 2013

Riiiiiiiiiiiidge Racer!

With two decades and a ton of releases under its belt, Ridge Racer is one of the golden standards in the realm of arcade racing games, and Ridge Racer Slipstream is no different. The latest installment in the series brings what you would expect from the folks at Namco Bandai with regards to the series, including lovely graphics, tight controls, a catchy soundtrack, and of course, appearances by Reiko Nagase, the Ridge Racer racing queen herself. 

The premise is simple, and as old as time itself: Take control of one of a number of top-of-the-line automotive vehicles and gun it down the track as quickly as possible, outracing the competition and crossing the finish line either first, or with the best time. Of course, you’ll need more than just the ability to drop a lead foot down on the gas to win; as with many an arcade-style racing game, drifting around sharp turns and tight corners is essential. Plus, when the chips are down, you might still be able to call upon the surge of speed provided by a nitro-charged turbo boost.

Ridge Racer Slipstream

One key element, though, is the one from which this particular iteration takes its name: The slipstream. Trailing behind an opponent and using their speed to boost your own is a key mechanic this time out, complete with an assortment of several “perks” dedicated to either maximizing your slipstream potential, or shutting down that of your opponents.

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Endless Boss Fight Review

Dec 12, 2013

For some, it’s not about the journey, but the destination. To wit, for some gamers, they could care less about venturing through one of many stages: they just want to get to the boss and throw down.

Endless Boss Fight lives up to its name by pitting the player, who takes on the guise of a small robot with boxing gloves, against a large and ever-evolving Boss Robot. Duck in, out, and around Boss’s volley of various missile types to deliver a series of powerful body blows, then back out to gather coins and power-ups. Or, with the right timing, you can even punch Boss’s warheads to reveal more coins, or to send his own ordnance right back at him.

Endless Boss Fight

Rather than one long, endless encounter, the fights are more or less broken up into sequential rounds. Beat the Boss, and he’ll duck out for a moment before coming back, sometimes with a new trick up his sleeve. Perhaps you were able to handle his coin-dropping and deflectable missiles, but can you stand up to his new electrified projectiles?

Maybe, but then again, maybe not. Endless Boss Fight is a fun concept hampered by a critical flaw, and it’s that the controls just aren’t as reliable as you’re going to need to truly go the distance. It’s the same old song and dance that goes with touchscreen controls, and while Endless Boss Fight offers up three different ways to move around – a floating thumb stick, a stationary D-pad (our preference), and just moving your thumb across the screen freestyle –  each one still manages to feel a bit sticky in one way or another.

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Anchorman 2: Scotchy Scotch Toss Review

Dec 3, 2013

It’s rather amazing—astounding, even—that it has taken this long after the success of Anchorman: The Legend of Ron Burgundy for Hollywood to do a sequel. As it turns out, this has two notable benefits. One is that, following a realistic passage of time for the actors involved in the 2004 film, they now get to set the new movie in the mid-eighties. The other is that, had they made the sequel back around 2005 or so, we might not have gotten a mobile video game based on it.

Of course, as it turns out, that may not have been such a bad thing. Don’t get us wrong; Anchorman 2: Scotchy Scotch Toss is a perfectly decent game, and it definitely has more to offer if you—like us-- are a fan of Anchorman and its star, Ron Burgundy (whose voice is actually provided here by Will Ferrell himself, so you know it’s authentic). But the simple fact of the matter is that there just isn’t a lot to it, and you’re likely to run the gamut of nearly everything there is to see or do here in about 10 or 20 minutes. Okay, maybe not all 300 of Ron’s lines; given how some are repeated, that could indeed take a while.

Anchorman 2: Scotchy Scotch Toss

The gameplay is very simple: Ron Burgundy has a glass of scotch, and he wants ice in it. That’s where you come in, by touching the screen and flicking the ice towards the glass. Get it in, score points; simple as that. There is a slight challenge factor in the strange indoor wind, for which you’ll need to compensate, but without any real goals beyond icing Ron up, all it really affects is how long it takes you to rack up more and more points.

There are four different environments (taken from the upcoming film), and those make things a little more interesting. In particular, there are different things you can hit with the ice cubes, such as a jazz player (messing up his rhythm temporarily), scorpion tanks, mounted sharks, or just landing one for Ron’s dog Baxter to catch. Some of these even net you more extra points!

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Castle of Illusion Review

Nov 25, 2013

Before we get into this, a disclaimer: This reviewer has never played Castle of Illusion Starring Mickey Mouse in its original release for the SEGA Genesis/Mega Drive. As such, no comparisons to the original game are to be found in this review, and it will only be judged on its own merits. That said, this iOS port of the Xbox 360/PlayStation 3/PC remake is good. Quite good, in fact, and perhaps surprisingly so. Platformers can be hit or miss on the iPhone, especially when they weren’t originally made with the system in mind; and when they fall, they can fall hard.

Such is not the case here, though. While not perfect, Castle of Illusion still works well in the palm of your hand, and almost feels like it’s been optimized to compensate for its shortcomings. The biggest issue we had was with the controls, which feel a bit sticky when you try to move in just about any direction except to the right. This provides a bit of a problem when you need to duck, or worse, when the left-right portions change to full-on 3D movement, which the game does seamlessly otherwise.

Castle of Illusion

Even so, the game doesn’t seem to have a standard lives system, as such games from the era of the original typically did. On occasion, including near the start, you might run into a situation where it feels like a checkpoint would be handy, but for the most part, they’re frequent and the lack of lives means you can continue trying as much as you need to in order to get it right.

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Agent P DoofenDASH Review

Nov 18, 2013

3D endless runner-type games are a dime a dozen on the App Store, so it takes something extra and/or special—perhaps even “extra special,” if you will—to stand out from the rest. With the Phineas and Ferb license to use the exploits of Agent P (aka Perry the Platypus) versus Dr. Heinz Doofenshmirtz and all of the hijinks that entails, that might have been enough to do the job, at least for fans of the show (such as ourselves).

Unfortunately, Agent P DoofenDASH just comes up short overall by missing a few key fundamentals, and of course, exploiting the free-to-play model. The graphics are great, despite being 3D (translating characters from the 2D hand-drawn Phineas and Ferb cartoons into full 3D models always tends to be a hit-or-miss proposition, but this does it well), and the voices and tunes almost make it feel like you’re involved in another episode of the show. They even switch things up a bit by occasionally allowing you to switch over to a hang glider segment which operates much the same way as the running portions.

In our experience, the controls are simply a bit lacking. Swiping left and right moves Perry in the corresponding direction, while swiping up has him jump, and swiping down makes him roll. At least, that’s how it works in theory—too often, we found that we would swipe in a given direction, only to have Perry do something else, with the worst instance being swiping down to have him roll and instead seeing him jump right into the obstacle we were trying to avoid. As is often the case with these games, it only takes one small slip-up before you have to start all over, so there is no forgiveness here.

Incidentally, the tutorial is a little lacking as well. Granted, there’s not a whole lot to take in here, and fortunately, as noted, the glider portions operate much in the same way as the running. What the tutorial doesn’t cover, however, is cornering and whether or not turning is automatic. Turns out that it isn’t—back to the start, and rather quickly after just beginning the game, too. Not a great first impression.

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Don't Shoot Yourself! Review

Nov 18, 2013

A longtime classic gaming genre is that of the bullet hell shooter: games which typically put the player in a massive crossfire of tons upon tons of flying onscreen ordnance which appears to be impossibly overwhelming, yet allows players to really strut their stuff as they take down the foes responsible. But what if the one responsible for putting all those bullets on screen… was you?

That is basically the premise behind Don’t Shoot Yourself!, a bullet hell game in which you must always keep moving, and as you’re moving, you’re always firing. Eventually, the screen is filled with a bullet hell of your own making, where your own firepower is your greatest enemy as you attempt to simply survive until the time runs out.

And, in truth, there really isn’t much more to the game than that. The rest comes through in the 50 different levels provided, which each have their own shapes and quirks to add and change up the challenge each time you go in. Narrow walls, odd shapes, and even portals through which your bullets pass in order to come back to haunt you keep things interesting.

Graphically, the game doesn’t do much—no roving soldiers on a battlefield, no starships blasting through alien armadas or asteroid fields. It’s all very simple and basic, yet pleasant. The only problem we really had is that it seemed that some of our bullets weren’t hurting us upon contact while others were, and determining which is which proves to be a bit tricky with so many all around you. On the other hand, it could just be a hitbox-detection thing, which is common enough—and exploitable, in the right hands—in these types of games.

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