![]() The flip-side to this - sadly - is that one could indefinitely enjoy Fraoula’s epic offering, whereas Cheetah Technology’s Rolling Sky does admittedly contain a play-limiting energy system. Rolling Sky is even gracious enough to usually permit having these stages played out of order if you so wish (even if their steadily increasing difficulty makes that a fairly bad idea), a stark contrast to Neon Drive’s rigidly locked levels. One positive benefit of Rolling Sky not following Neon Drive’s eighties-fueled presentational-conceit - however - is that they’re enabled to cover a much wider berth of musical-styles, each of which manage to perfectly accompany their relevant-stages. While Rolling Sky might lack radical cars ripping their way down a grid-filled runway - eventually launching themselves into space - and afterwards stopping an asteroid-barrage, it definitely has musically-synched action. While Rolling Sky’s scenarios are simultaneously far more dynamic and easily controlled than Neon Drive, that still leaves me with the - admittedly minor - wish the game’s neon-filled visuals were more eighties inspired. Which is to say nothing of the various special-tiles littering the game’s ten courses, some of which can launch the ball skywards - some of which cause parts of the track to transform - and some which do still yet other things. While Neon Drive generally made it fairly obvious what needed to be done next, Rolling Sky’s levels are filled with a plethora of moving - collapsing - and otherwise shifting parts for players to mentally sift through. As a further consequence of the fact you no longer make perfect full-lane motions, the collision detection found within Rolling Sky is also way more forgiving than Neon Drive as well.Īdditionally - whereas Neon Drive was predominantly focused on beat-based snap-reactions - Rolling Sky is more focused on players figuring on what the safest-path through a level might be, which is actually somewhat trickier than it might first seem. ![]() With Neon Drive’s controls you’d be expected to regularly make snap motions timed perfectly to the beat (doubly so with earlier builds), whereas in Rolling Sky you’ll often be able to successfully move yourself with less rigid timing. Something that bears further emphasis, even if it seems obviously inferable, is how this control-scheme creates a significant difference between how Rolling Sky and Neon Drive are both played. These same controls work whether your ball is safely rolling along as solid-surface (warning: not all surfaces are as solid as they might otherwise initially seem), or if your ball is currently being tossed majestically through the air. You control this game by eternally holding a single finger on your iDevice’s screen, which you then slide back and forth to likewise control your ball to move across the track accordingly. In Rolling Sky you’re tasked with keeping your ball safely rolling across ten neon-colored precariously-floating danger-filled musically-timed raceways, an experience that couldn’t help but to instantly remind me of Neon Drive (minus the invoked eighties aesthetic). I wouldn’t necessarily say that Cheetah Technology’s Rolling Sky ( out now, free) is actually easier, per se, but the game definitely features a vastly friendlier learning-curve during the first few stages. My one lingering regret with Neon Drive is just how soul-crushingly unforgiving that title tended to be, a dilemma that was only partially remedied with a later re-tweaking of its difficulty. Long-time readers of iFanzine are probably already quite aware that I loved last year’s Neon Drive ( our review), which is - seeing as how the title made our 2015 Best Games list - perhaps putting things a bit mildly.
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