iPhone (3GS Minimum)
iPod Touch (3rd Gen. Minimum)
iOS 4.3 or later
Wild man, just wild.
It’s about the only way to describe the original “Monsters Ate My Condo” released by Adult Swim and PikPok. It was a fury of colors, crazy designs, and lightning quick reaction times that was impossible to not get swept up in, and more than worth its $1.00 asking price. Now it’s back in the form of an appropriately titled sequel, “Super Monsters Ate My Condo”.
The basic idea behind the game is that you have to build a towering condo made up of multi-colored pieces, and keep it from toppling. To do so, you have to match three of the same colored leveled pieces to create a stronger bronze level. Three combined bronzes make a silver, three silvers a gold, and three golds a diamond.
Of course, to match level colors, you’ll have to discard those in the way. This is where the monsters come in. The monsters are intent on destroying your already shaking condo, and the only way to appease them is to swipe levels that match the monsters color their way for their consumption, and to get them out of your way. If you swipe too many levels of the wrong color, or neglect to feed one of a levels two monsters for too long, they get to smashing. Also when you match three of a same color, the monster on the level that shares that color goes away and is replaced by another.
That’s the general idea of the gameplay, but it only gets nuts from there. Because there’s also things like special blocks that can aid a player if used correctly, or cause some real damage if they aren’t disposed of quickly. The monsters also carry different super powers which aid the player and are activated by feeding the monsters special combo floors (the stronger the floor, the more effective the power). The trade off is you lose a strong level, but the payoff yields attributes like more time on the clock or preventing harmful blocks from falling while in use, so it’s almost always worth it.
New to the sequel is the game’s increased (and addictive) focus on objectives. You’re given three goals on the outset of every level, and completing all three unlocks a new set of objectives and also new elements within the game (such as special level blocks). You also unlock booster abilities and coins as you go along. The boosters provide a wide range of in game aids, while draining coins upon each use. In a nice little nod to ‘Team Fortress 2,” the coins can also be used to purchase a variety of hats for the monsters, which create permanent ability boosters, but cost way more. Also worth noting is the absence of the original game’s endless play mode, and instead the only game option is a timed two minute run.
To play “Super Monsters Ate My Condo” is to love it. You’ve played this basic type of game a million times before, and “Super Monsters” knows it. That’s why it goes out of its way to make sure that every intangible element of the game that isn’t just matching similar colored blocks is exceedingly well done. Level and character drawings, sound design, and the enticing mission based system all make “Super Monsters” already addictive gameplay become irresistible.
It’s not easy to play this game for just two minutes at a time, as you constantly challenge yourself to meet your own personal objectives, or those of the game. The core concept would be addictive enough on its own, but the way you are constantly rewarded for diving into it deeper makes it impossible to put down. You’ll start to measure your life in two minute intervals, and catch yourself with the game’s images of dancing monsters in lederhosen and endless streams of blocks clouding your thoughts when you try to step away from it.
I not only don’t mind that “Super Monsters” continue to eat my condos, but gladly let them eat my dollar as well. This is the “One More Game” effect at its best, and makes for a clear app of the week.
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