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Topic:

 Gaxian Spheroids by Mike Featherstone

Date:

02/09/2004

 

 Gaxian Spheroids

Review by Mike Featherstone

2/9/2004

 

Introduction

 

Following my earlier review of TriBall from Gaxo Interactive, I've now been given the opportunity to have a look at their new release for PalmOS, Spheroids. While completely different from the previous game in some respects, in others it is very similar. Not in the gameplay perhaps, so much as in the use of good simulations of physical attributes. In TriBall it was magnetism and elastic, in Spheroids it's momentum and the interaction between moving objects.

 

The Game

 

Spheroids could actually be described as a games pack as it comprises a number of different individual games, each with its own rules and objectives. All take place in the same playing area, though, and have similar characteristics.

 

The playing area is best described as a box with a hollow side through which you observe what’s going on. The visible sides of the box are divided into a number of different squares (the exact number of squares depends upon the level of difficulty selected in some games) that can have different attributes (e.g. colour or shade) depending upon the game being played. The game pieces are one or more coloured balls that move around inside the box interacting with the sides and with each other. The effect of these interactions will depend upon the particular game selected, as will their impact on your score.

 

Spheroids offers 6 games in total, four for a single player and another two for two players sharing the handheld.

 

Looking at each in turn:

SpheroNoid

 

Each of the panels on the inside walls of the box starts off lit and your job is to turn them all off by bouncing your ball against them. Hitting a lit square turns it off, hitting an unlit one turns it on again – you get the idea. Turning off squares gives you points, while turning them back on not only deducts points but also reduces the length of your life (indicated by the bar at the bottom of the screen) and thus your game. When your life is gone, the game is over.

 

Completing a level, i.e. switching off all the lights, will move you on to the next level where you get to do the whole thing again, but in a bigger arena. This progression continues until your life runs out. Getting a high score is not as simple as staying alive, though, as your score continually ticks down as you play. If you wish to get the highest score, you need to complete the task not only with no mistakes but also in the shortest possible time. No pressure!

 

Control of the ball is with the stylus - you have to catch it on the way past and try and drag it onto a new trajectory. This only works in two axes however (as you would expect on a flat screen) so there is no way to affect the balls movement in the vertical plane (toward or away from you). To accommodate this, one of the cells on the 'end' wall is a neutral colour; you can hit this with no penalty.

 

I initially found the movement of the ball very difficult to gauge and control so wasn't at all good at this game. The better your 'ball skills', therefore, the better you will be overall.

 

Bonuses exist but unusually, these can be negative as well as positive. They are obtained by bouncing your ball against a square that is outlined in either green (positive bonus) or red (negative bonus). Bonuses are not straight point additives either, but act as modifiers on the behaviour of your ball. I'm not going to list them all here, as there are quite a few but suffice it to say, the effects of some of them can be most interesting! The other thing worthy of note is that negative bonuses are automatically applied to your ball while the positive ones sit in a little 'collection area' at the right of the screen and need to be tapped on before they become active. It took me a little while before I read enough of the instructions to realise this!

 

SpheroChaos

 

SpheroChaos uses the same arena, but this time there are multiple balls, all in perpetual motion. You start with one, moving about on its own collecting points for you each time it hits one of the squares on the walls, then another one appears and the fun begins in earnest.

 

Rather than switching off wall squares on impact and suffering if you switch them on again, in this game points and life are lost if you allow your balls to collide with one another. You must prevent this by dragging the balls with the stylus again, and again I'm not very good at it. As time goes on and more balls appear, it becomes increasingly difficult to keep them apart. As points are gained each time a ball hits a wall, more balls means more points but the risk of a collision obviously increases as well.

 

Bonuses are offered as in the last game and the method of collection and use is the same. Manoeuvring your balls to not only miss each other, but also miss the negative bonus squares on the walls is a mammoth undertaking!

 

This game is not easy and of all the ones available, it is the one I have taken longest to adapt to. Whether that's because I hadn’t fully grasped the interface at the beginning, or whether it's just because I’m not very good at this sort of game, I’m not sure.

 

 

SpheroHopper

This game is different to all of the above in that is uses a 'snooker-like' approach to ball control, if I may describe it that way. There is a 'cue ball' and an object ball and the interface requires you to aim the one at the other, select a power level and then shoot. The sides of the playing area start off as lit, the point of the game being, again, to turn off all of the squares as quickly as possible. If your cue ball is correctly aimed and the balls collide, both will be capable of switching wall panels off on impact and earning you points. If your aim is off and no collision occurs then your chance of earning points on that shot is zero.

 

Each shot uses up two points, however, so if you do miss the object ball, the impact on your score is guaranteed to be negative. Hitting cells that are already unlit will also reduce your score so accuracy is everything. Additionally, unlit cells will not be relit on impact, so you aren't provided with extra scoring opportunities as you are in the first game. Once you're down to the last couple of cells to extinguish, therefore, you really need to get your aim right in order to retain any points at all otherwise, they will all be gone in penalties.

 

Bonuses (both positive and negative) are again supported though there are only two of each in this game.

 

One odd thing - despite having played this a few times, I can’t categorically state what the criteria for the end of the game actually are. Certainly, hitting a score of 0 is not a handicap as play just continues (though your score isn’t reduced any further). I was edging toward the idea that the lighting of all cells was the closing sequence but as I've now managed to complete a game without doing this, for the moment I'm at a bit of a loss. An email to Gaxo on the topic has, so far, elicited no response.

 

 

SpheroDual

 

In the first of the 2-player games, each player is allocated a different colour with the aim of colouring as many of the squares in the area to their own colour as possible. Once again, the interface is based on the 'cue' and 'object' ball with the same rules for activating the balls as described above. The object ball always assumes the colour of the player currently in play.

 

The game is won by the player with the highest number of coloured cells at the end of the game. If one player manages to light more than half of the cells in the arena, the game is halted at that point and he is declared the winner. Having completed a game, play may continue into another and a tally of games is maintained so that the ultimate winner may be decided.

 

As a slight inconsistency, the in-game help talks about the use of Bonuses but in reality, they don't apply here.

 

 

 

 

SpheroTussle

 

In the final game, again for two players, each of you takes control of a different coloured ball once again, only this time both balls co-exist in the arena and there is no cue ball. The point of this one is not to light as many squares of your own colour as possible by hitting them, though this is involved, but to gain the largest point score.

 

You both start the game with an initial score (dependant upon the level you are playing at). Each square has a point value associated with it and when you hit an unlit square, you not only light it; you pay for it from your points score as well. Points are earned, as a sort of rent (or tax), in a similar way. If your opponent hits one of your coloured squares, he pays you. If you hit one of his coloured squares, you pay him. Thus it is possible to finish the game quickly by lighting the most squares but you will almost certainly lose if you do this, because you will have paid out the most points in fees.

 

Initially, I played this straight as a miss-the-other-colour type game until I realised that snooker-style impacts had a big part to play as well. Now it has become a mission of knocking my opponent's ball onto my coloured cells and so forcing the rent to change hands. Knocking the opponents ball onto blank cells can also work to reduce their score but as this colours those cells in his/her colour you will need to be careful if you want to make this a major game tactic. Overall though, this tactical element to the game makes it much more interesting than it otherwise looked.

 

Analysis

 

I must confess that, as I've already implied, my initial impression was that this game was not as good as most others I have reviewed. Clearly, that is as much a comment on my ability as it is on the content and format of the game as I am simply not as good at these types of games as some others. (If you ask my old school PE teacher, you will learn that as far as ball sports go I have the co-ordination skills of a small lemon so perhaps it’s not so surprising that I haven’t been able to grasp the requirement of this game fully.)

 

Excuses aside, however, this means that the challenge offered by Spheroids is all the greater and as time has gone on and I've looked more closely at the game for the sake of this review, it has begun to seriously grow on me.

 

As with TriBall, the simulation of the physical forces involved is good. The balls move and collide, as you would expect in the real world (unless some of the more bizarre negative bonuses have come into play) and while the sound is minimal, the taps and beeps as things hit each other are appropriate and do help with the overall feel of the game (the other advantage to minimal sound is that it is not missed too much when muted for a quiet game in the office).

 

Control is not easy, as I've already said particularly when trying to drag a ball in the situation where multiple balls are passing across each other's paths. Nine times out of ten, I end up dragging the wrong ball in these situations. Having my T3 set to accept Graffiti input in the playing area didn’t help in this respect, admittedly, but even without that hampering play it has taken me a while to finally reach the stage where I think I am comfortable.

 

All of the games use a 320x320 display area so there is nothing to be gained by using HiRes+ devices such as mine. It's a shame, but I imagine it simplified the game development and made the 'port' from the original PocketPC platform easier to manage. There would be nothing to prevent an 'extra' game from being added for HiRes+ machines, of course, but I can understand why the developer may have been reluctant to do this.

 

The graphics themselves are fairly simple but it's hard to imagine how much more complicated things could be made, given that the main components of the game are a set of balls and the inside of a box. Having said that, the simplicity is itself deceptive as while the component parts are simple in themselves, the production of a smoothly rendered representation of the whole probably takes more work than is initially obvious.

 

Each game maintains its own list of high scores and as each means something different, this is sensible. Personally, I find the score is almost a secondary target with some of these anyway as I concentrate so much on the state of the coloured tiles on the walls that the score can skip up and down without my really noticing. Having said that, there is another possible explanation for my lack of 'score attention'. My copy of the game seems incapable of either retaining high scores or carrying games across an application change. Whether this is because it's a review copy and is limited in some way, or whether I've loaded up an incorrect version of the software, I don't know.

 

As a final comment, as with TriBall this is a big game at 4.9Mb, I have installed it on my card rather than in memory and it seems happy to run in this way with no ill effects evident so far.

 

Conclusion

 

For what you get for your money, 6 games, Spheroids is a good deal. At least one of them should carry some sort of appeal for you. As I’ve said, initially I wasn't very good at any of them which made them harder to review, but added a certain challenge to the whole endeavour.  As time has gone on and I've spent more time trying to master them, their appeal has grown. Not only because I'm getting better, but because the sheer replay-ability of a game like this is almost infinite. There is no one secret or trick to learn that will make the game redundant and it isn't something you can 'complete' such that you can then easily repeat it forever.

 

Ironically, having finally reached this point in my relationship with Gaxian Spheroids, I'm going to hit one of the main problems of being a reviewer i.e. once a review is written, there never seems to be time to go back to previous review items and have another go. There is always the 'next piece of software' to look at or the 'next review' to write. Despite this, Spheroids will stay on my device and I hope, one day, to find more time to spend improving my 'ball skills' still further.

 

 

 

Category:

Software Reviews