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Run Roo Run review (iPod/iPhone)

January 14, 2012

“Get some, get some, get some, get some, go again”

10 word description: Micro-platformer featuring single-screen levels. Obstacles. One-touch gameplay. (Lifted from app store description).

Start at the green flag, jump over something, reach the chequered flag

10 word review: Like binging on a large box full of tiny chocolates.

The green icon allows double jumps

You will like this if you enjoy: Loads and loads of very short, instantly forgettable, platform style challenge levels where you have to time your taps to make the running character jump.

There's a fan blowing upwards and a bouncy tyre, but neither item changes what you do in order to get from the start to the finish

The good news: It’s easy. Levels are completed very quickly, so it’s going to be good for many people as a  mobile game. And I do mean very quickly, as most are under 4 seconds. Graphics are ok, sound isn’t too bad but the tunes can start to grate a bit. One-touch control is hard to fault unless it doesn’t suit the game which, in this case, it does. There are a lot of levels…

Completing the extreme levels may take a few more attempts than the normal levels, but there's really no need to spend real money in order to skip these levels. At least, not on the sane planet where I mostly tend to live.

The bad news: It’s too easy, apart from the “extreme” levels, which are presumably just there to encourage people to spend money on the In-App-Purchases which slow the game down and allow levels to be instantly completed. Is this what the world has come to? It’s not enough to have a million levels that even the most attention deficient person would have trouble claiming “took too long”, but in case cracking yet another 3-second level is just too much for them, they can spend real money to not play that level. Levels fly by and new features (that don’t really add anything new) appear with the machine-gun pacing of a terminal speedfreak describing Napalm Death in morse code. And every level is just tap-tap-tap-finished, again and again and again.

A swinging tyre and something to grab on the wall, but it doesn't feel any different from the previous 100 levels

Arcadelife verdict: I whizzed through 15 zones, each with 15 levels, in hardly any time at all. This isn’t because the game is “addictive”, although that is probably the way it will be described by the majority of players, but because it’s so flippin’ easy and I thought it would be good to experience as much of it as possible in as short a time as possible so that this review might end up contributing something to the future of the planet. Or whatever.

Even I get a bit tired of being called Amazing after about 100 levels

Here’s the main fault with the game: In order to present a challenge, and to give the player a feeling of progression and also generate tension half way through a level, the levels need to be long enough for that feeling of “Oh man, I’m doing really well, I’d better not mess up this next jump” to at least start to form in the player’s head. In Roo Roo Run (you didn’t even notice I got the name wrong) a level starts, and you beat it, before half the obstacles have even registered in your brain. The levels have gold and silver ratings. They may even have bronze ratings, I don’t know. I’ve only seen silver twice in over 200 levels because the levels are so short, and so inflexible in the method of completion, that finishing one pretty much guarantees a gold rating. This is great for people who aren’t into the whole concept of using skill to beat a game and just want to see “Amazing” and a gold rating after every single level, but it begs the question … who tested this?

The menu screen shows a slightly less hyperactive, endless-runner version of the game. I bet I’m not the only one thinking, what if…?

Arcadelife rating

Visuals – 7.5/10
Audio – 7/10
Controls – 8.5/10
Content – 8/10
Fun – 5/10
Final rating – 72/100

Rating categories explained here.
Version reviewed by Arcadelife is 1.0.0
iTunes link

Run Roo Run website link

Arcadelife played and reviewed this game on:
4th gen iPod Touch (OS 5.0.1)
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One comment

  1. Just completed it. I agree with the review – it doesn’t really get any harder as you progress, and the weekly 10 extra levels don’t expand on the game so far… just more of the same.



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