![]() The Imangi games are free-to-play with in-app purchases and the Disney games are $.99. Each game features the four-way swipe controls and tilt-control, with Brave adding a “shoot” function (archery). Imangi teamed with Disney for both Brave and Oz film properties. Imangi Studios paved the way for the current wave of runners, developing Temple Run, Temple Run Brave, Temple Run 2 and Temple Run Oz. I segment those in this discussion because the difference in perspective from side-view to behind-view changed the game play drastically. Often credit for the genre is given to side-scrolling games like Jetpack Joyride by Halfbrick Studios or vertical-scrollers like Doodle Jump by Lima Sky. Fans of the genre are faithful to the game play and will at least give new runner games a try. The games are “snackable”, meaning games on average last less than three to five minutes. They’re easy to learn, but hard to master. Why Are They Popular?Įndless Runners are easily accessible for the majority of players. Some incorporate “tilt-control” to swing the game character from left to right. Game controls consist of swipe left/right, swipe up to jump and swipe down to slide under obstacles. Ironically they’re called “endless”, because for players they’re anything but that. The player succumbs to the intensity and it’s game over. The game eventually becomes so fast that even cat-like reflexes and laser-like focus isn’t enough. ![]() Obstacles approach faster and faster, requiring ever faster reactions. Venues include paths, streets/roads and railroad tracks. As the game speeds up, the players character appears to run faster and faster as if on a giant treadmill. The game difficulty starts slow and easy. Still, for gamers that enjoy the quick pace of a game like Sonic along with the theme of Indiana Jones, Temple Runner is a solid download.An Endless Runner is characterized as an action game, linear in design with no end, without pauses or breaks for rest and no stages or changing levels. It all starts to blur together after a while. Yeah, the scenery does change here and there, but most of the time, gamers are running through ruined, temple pathways that look consistently the same. My big qualm with Temple Runner lies in the fact that the majority of the game's scenery looks the same. What's more, the entire time, gamers are encouraged to complete objectives while they play, which adds another layer of challenge to the game. There are a wide variety of power-ups to be unlocked, including one that turns the character invisible and another than works like a magnet, pulling coins toward the character as he runs by them. Players are challenged to collect coins along the way, which they can use to purchase power-ups. There is more depth to Temple Runner than purely running forward, though. When players fail to quickly react to incoming obstacles, such as tree branches and fire traps, they're knocked down and attacked by the demon guardians who are closely and always trailing players. ![]() Meanwhile, they can also tilt their device to move the character left and right along the pathway. Players flick left and right at the right moment to make sharp turns, flick up to jump over obstacles and flick down to slide under threats. The game uses the touchscreen for its controls. ![]() The character is always moving forward, and it's the job of gamers to steer him around the dangerous pathway of the temple. In Temple Runner, players control an Indiana Jones-like character, who is running through a temple, being chased by demon guardians. ![]() The game plays similarly to Sega's iconic series, although it's not quite the same thing. My first impression of Temple Run is one that stayed with me throughout much of my playtime with the game: this is like Sonic meets Indiana Jones. ![]()
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