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Mos Speedrun – hands-on (video)

Today we got the first hands-on with Mos Speedrun, a new 8-bit ‘retro-style’ platformer from Physmo.

This 8-bit style is becoming pretty fashionable of late, as it seems that while we do like our state of the art 3D graphics, we also like to be reminded of simpler times. Games such as Canabalt, and more recently the excellent League of Evil, have proved this. Now Mos Speedrun is here for more yesteryear goodness.

mos2You play as Mos, a lady bug, and must get to the levels end, while avoiding enemies such as zombies, scorpions, piranha and bees, to name but a few. Completionists will want to not only do this in the fasted time possible, but also attempt to collect all the coins and the secret skull tokens, to unlock the bonus levels.

Physmo have gone to great lengths to create a simple two touchpoint control scheme. Running right or left is as simple as touching that particular side of the screen, while jumping is performed by tapping both sides simultaneously. It is a little tricky to get used to, primarily because you have to mentally unlearn what you are used to. However, after a while it becomes second nature and I’d even go so far to say that it adds to the challenge. For the naysayers though, Physmo have also provided, to this latest build, a two way d-pad option with added jump button. I have to say that, while it does slightly cover the screen as an overlay, it is in fact a better control option.

mos1If you’ve played Super Mario Bros – and let’s be honest, who hasn’t? – you will be right at home with the run and jump mechanic, complete with slightly floaty physics (or lack of). This basically means that Mos will fall slightly slower than she jumps, allowing you to change her direction in mid air. Essential if you want to avoid enemies while moving from platform to platform. Underwater sections that echo both Mario and Sonic, complete with oxygen bubbles, are also featured, making this more of an ode to classic platformers, than a clone.

As the name suggests, the game awards you for completing the game in the fastest time.  A cool ghost feature allows you to see your previous attempts in that level, eventually littering the screen with both moving and dead past versions of Mos. They can put you off, and because of this you can turn this feature off. However, I would advise leaving it on, if not for the extra challenge, then because it looks cool.

The game is shaping up nicely, and I simply love the retro presentation. Raster lines and curved screen edges enhance the old school flavour, along with a great ‘chip-tune’ soundtrack. The build I played represents roughly 70% complete version of the game, 5 levels were missing and I am told the difficulty is still being tweaked. The initial release of the game will feature 20 stages in total, with more to come, and it should hit your iPhone or iPod Touch sometime this April.

In the meantime check out our hands-on video below showing a taste of what you can expect.

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  • Arta

    I had asked the dev to put in virtual controls like League of Evil. How does this game’s virtual controls compare in look and feel to League of Evil’s?

  • tribalport

    totally agree bout the curved edges of the screen, really nice old school look :)

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