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Thursday 26 January 2012

Fruit Ninja Apk Overview

By James Smith


I wonder if in a long time people will talk approximately IOS games being consolized. If they did, would they use the term in a good way or would it still enjoy the derogative connotation that's that come with it now? Whatever the outcome ends up being we've got one of our first true case studies in Halfbrick Studios Fruit Ninja Kinect, the popular IOS game that's been adapted for Microsoft's Kinect action sensor. It's a strange choice for any Summer of Arcade and people might wonder why they'd find the money for a game they can already access their phones, but probably the most surprising thing is that it's actually a great showcase for the Kinect and hopefully a model they can learn from going forwards.

Ten Times The Excitement?
Fruit Ninja is a casino game for mobile devices where you choose your fingers or thumbs to help slice fruit. You might have to avoid bombs mixed in while using the pineapple and papaya or there's a chance you're tasked with getting as high of a score as possible very quickly limit but for the most part that's really most of the game is. Fruit goes up and you have to slice it before it falls. It's a simple game nevertheless it more than earns its 99-cent price level. Fruit Ninja Kinect isn't 99-cents, nevertheless, it's 800 MS issue ($10) and that's going to become a hard thing for a lot of people to ignore. I can't really justify a casino game that's ten times the amount on one platform when it adds almost no. Fruit Ninja Kinect adds some, but not really enough. The good news is that it's still a highly addictive and enjoyable online game.

When you start a round of Fruit Ninja you'll see an outline of yourself on some sort of background. At first I thought this was just a cute way to attempt to implement the Kinect nevertheless I quickly realized that it's also the main part of the games feedback for any player. When you swing your arms or kick your feet tiny slashes run on the screen where your limbs are over the shadow, and as long as there's fruit in the manner they'll be split separately in gloriously squishy trend. Your shadow tells you where you are and how you fall into line with the objects in the screen. It's a really clever design choice because it eliminates the issue of spatial awareness a lot of other motion control video game titles are guilty of. While it isn't a form of true tactile feedback it goes quite some distance to making you feel like you're always capable with cutting every fruit onscreen and never the victim of a skittish sensor.

Players will surely want to know whether the Kinect works like it should or if that cuts out. The answer is actually really odd. During my time while using the game I never once encountered a single problem with the Kinect not registering a swipe with my arm or foot. Outside the game can be a whole other matter. Navigating menus is done by slashing the labels of modes which radius around a stationary fruit in the screen. You still see the same type of shadow because you would in-game but for some reason it'll often cut in and out, and in regards back it takes time for you to calibrate. It's shocking how often this happens and it's sure to allow people a really bad impression out of the gate. I hope Halfbrick Dojos sends out a patch to fix this because once you become by the menus the game runs great.
Anyone familiar with that series will know already that it's not just a matter of slicing a couple of fruit and watching the points tally up. High scores depend on your ability to separate apart multiple fruit at one time, awarding extra combo points for any swipe that connects with three fruit or more and the odd fundamental hit. If you expect to obtain anywhere in Classic Mode you'll need to use to the max out of these mixtures. There's also a strict three strikes and you're available marker that ends the round if you happen to let three fruit fall unscathed. Along with that there's an instant round over in the event you slice a bomb, the three fruit charge makes this the hardest mode out of the bunch.

On the some other hand, Arcade Mode will always be more hectic but puts a time limit on things. Here there will be special fruit that you may cut that falls down or flies across the screen. If you manage to cut one of them in the short time they pass by you'll be given a power up. These include things like Freeze which makes everything go slower, Frenzy which litters the screen with a lot of fruit at once and Double Points giving you, well, double that points. To make it high on the leaderboards in Arcade mode you're should retain to master both the combos and the powers ups, doing your very best to string together all three of them at once.

Rounding out the single player is usually Zen Mode and Obstacle Mode. Both are unspectacular. Zen Mode eliminates the power ups and bombs and provides you more time to play (but not much more) but I do believe it would have been better if it was an endless mode with no three strikes rule. Challenge Mode is equivalent to all the rest nevertheless with specific goals in your mind. So you might need to get 150 points in Vintage or 300 in Arcade nevertheless rules of those modes apply just the same. It's hardly worth calling it a mode and I believe they would have been better once they had just elaborated relating to the unlock system or quite possibly added a leveling system to the game.




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