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iPhone: Shaky Summit

10-05-2008, 08:19 PM
#1
Joined: Sep 2008
Posts: 259
Shaky Summit

Hello again. I just wanted to post an e-mail I received after inquiring about how exactly a gamer is supposed to play the game, Shaky Summit. I'm not bad at it, but I wanted more clarification on the game play. This is what a representative from IUGO Mobile sent me. It's a bit long, but ,for anyone who was wondering what the point of this game was, or how to make the most out of the experience if you've already purchased it, here is a detailed explanation.
p.s. I told her that I would post some information here because I thought some of you might be interested. I apologize if you're not.

Hi David,

Thank you for inquiring about Shaky Summit. We’re happy to provide more detail about Summit and its game play. This may be a bit long-winded, feel free to pick and choose what info works for you. We appreciate you sharing this info with others on gaming/iPhone forums:

When shaking the environment, you may touch anywhere on the screen
>>> to set off a tremor. Shaking the environment affects both runners
>>> since they are on the same mountain. You may set off a tremor as
>>> long as the green light is lit on your side of the screen (which is
>>> always on the left if you're playing in single player mode). In two
>>> player mode, players touch their side of the split-screen to set off
>>> a tremor. If both sides are lit green then your opponent AND you may
>>> shake. If their side is green lit but yours is not, then only they
>>> may shake.
>>>
>>> Only one side can shake at any moment. When one side set off a
>>> tremor, the other side will not be able to do so.
>>>
>>> During a tremor, both red lights will be lit and the green light on
>>> the side that triggered the tremor will be lit as well. This tells
>>> you who is responsible for setting off the current tremor.
>>>
>>> A tremor's duration depends on how long you touch the screen, but it
>>> can end abruptly if your runner takes a hit from any environment
>>> hazards set off by the tremor.
>>>
>>> The green light will come back on once the seismograph settles down.
>>> However, the side that invoked the tremor will have to wait a little
>>> while longer before their green light comes on. During this "usage
>>> penalty"
>>> period, that side's red light will blink rapidly.
>>>
>>> Since it takes a bit of time after a tremor before either side can
>>> set it off again, it allows players to use tremors as a "defensive"
>>> tool as well.
>>> For example, if your runner is going to move into a position that
>>> you think your opponent is going to take advantage of by triggering
>>> a tremor, you can preempt that by invoking a tremor. By doing that,
>>> your runner may be able to run past that vulnerable spot before the
>>> seismograph settles down and your opponent is able to set off a
>>> tremor. You effectively disrupted your opponent's plans for your
>>> demise.
>>>
>>> It should also be noted that if your runner gets hit by a hazard for
>>> whatever reason, it will take longer for you to get a green light.
>>> If you
>>> get hit by hazards set off by your opponent's tremor, you will take
>>> longer to recover the green light even though your opponent needs to
>>> serve the usage penalty. This allows prolific players to do long
>>> chains of combos on their opponent.
>>>
>>> The stamina bars provides a temporary boost of speed and hasten the
>>> recovery of your runner when he/she gets hit by a hazard. It does
>>> not speed up the recovery of green lights. Each tap of the stamina
>>> bar uses up one unit of stamina. Stamina boost is accumulative but
>>> degenerates over time. To get the maximum speed boost for example,
>>> you will need 3 stamina units.
>>> Going beyond
>>> that is wasteful as your runner is already at top speed with 3
>>> stamina units. Once you speed boost to top speed, the stamina units
>>> will be consumed over time and your speed will lower back to normal
>>> gradually.
>>>
>>> The rules for recovery is simple, when a runner gets hit by a
>>> hazard, he/she loses all existing stamina boost immediately. The
>>> trick is to quickly inject
>>> 3 units just after your runner is hit by a hazard, not before. Using
>>> it before the hazard hits is wasteful as your runner will lose all
>>> that immediately once the hazard makes contact. There are exceptions
>>> to this rule such as the bee hives.
>>>
>>>
TIP SECTION.

TIP: If your opponent is setting off a tremor, you can't. There will
be a sharp scraping sound when you attempt to do so. You have to
wait for your green light to come on.

TIP: Each runner has 2 paths to run on. A runner will only be
affected by hazards on the same path unless the hazards switched
path after being activated.

TIP: There is a short delay between triggering the tremors and the
runners stopping on their tracks. Make sure to plan early if you
want your opponent to stop at the right spot for a boulder smash.

TIP: Make use of tremors and path-switching boulders on to force
your runner or your opponent's to change path.

TIP: There are things to hold on to on many cliffs to avoid slippage.

TIP: Don't be on the wrong side of a bee hive.

TIP: Depending on which side of a dropped bee hive you are at, speed
boosting might be a really bad idea.

TIP: Defensive play is employed by the A.I. at higher difficulty
levels.

TIP: Both runners get a bonus to their stamina bar at the final
cliff sections. Use it for a final boost to victory!

TIP: Watch how the master A.I. plays the game; maybe you can learn a
trick or two.

EXPERT-TIP: Stamina units degrade over time from a maximum of 3 to 0
for each runner. With certain runner character that regenerate
stamina faster, it is possible to maintain a long high-speed run by
periodically using up one additional stamina unit to maintain the
your total stamina boost at a constant maximum of 3. Players who
master this will find that the character that appears to be the
weakest is actually the strongest. She is just harder to master.

EXPERT-TIP: It is possible to slingshot upwards with the right
timing for speed boosting after your runner gets hammered by falling
cliff boulders or loose ice packs.

>>> EXPERT-TIP: Using a log bridge to cross a river is a good idea.
Using an ice bridge might not be such a sound idea.

EXPERT-TIP: To get highscores on any levels, you will have to be
offensive right from the get-go and try to generate a huge lead.
This is because huge points bonuses are given to the leading runner
based on the amount of time the slower runner took to catch up to a
cleared checkpoint.

If you have any other questions please just let us know, we’re happy to oblige.



Warm regards,


Sarah Thomson
Business Development
IUGO Mobile Entertainment Inc.
sarah.thomson@iugome.com
www.iugome.com
ph: 604.687.6876
[/I][/I]
10-05-2008, 08:53 PM
#2
Joined: Aug 2008
Posts: 4,484
Thanks for posting this, though after reading it I still think I will never buy this until they offer a demo. I just can't be sure it is going to be any fun in practice. A demo is the only way I'd be able to find out. Or if they drop it to 99 cents I'd probably take a chance on it then, but it would make a lot more sense for them to release a demo and then, presuming the game isn't garbage, end up with some new full price sales.

10-05-2008, 09:37 PM
#3
Was a little iffy on this game since I wasn't overly sure of the game play itself. Based on your post, I think I'm ready to buy the game. Sounds awesome! Still wish we had a Mario 64 game.

-Stuart Bradley Newsom
Founder/Writer

Vigilant Entertainment Company:
::iPhone Games, Console Games, PC Games, Film::
http://www.vigilantec.com/
10-06-2008, 07:55 AM
#4
Joined: Aug 2008
Location: Minnesota
Posts: 347
I agree that there should be a one- or two-character demo for the first mountain on the easiest setting. It would encourage more people to take the plunge.

Thanks for posting the email, I didn't know about the 3 stamina point limit for speed boosts and recoveries. The two parts I'm still a bit confused about are the "speed boosting near a beehive" and the "slingshot up the mountain" tips. I obviously tiptoe around beehives when I can, and the penalty is so painful I'm not willing to experiment. As for shooting up the mountainside, I would love to figure it out. I know that using some stamina can mitigate the effects of the fall, but the "slingshot" reference makes it seem like there's some way to actually benefit from those annoying rocks.

It's a great game, though. Well worth the money.
10-06-2008, 03:28 PM
#5
Joined: Oct 2008
Posts: 85
http://www.youtube.com/watch?v=fCbsLFab-A0

Last edited by hyk; 08-13-2009 at 03:07 AM.
12-14-2008, 06:17 AM
#6
Joined: Nov 2008
Posts: 1,094
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=291443933&mt=8


it went on sales
this is a very well polished game as well
i loved the fact you can slow down the opponent; the only thing i disliked about it was there was no way to avoid the traps and how you have to wait when you tripped
overall good game
i bought it at 5 bucks but it was a lot to ask for the game
but now its only 99cents DEFINITELY CHECK THIS GAME OUT AGAIN
12-14-2008, 06:39 AM
#7
Joined: Sep 2008
Location: Sweden
Posts: 1,555
I don't know, the price is tempting but I think I can't enjoy a game where the only thing you do is shake the screen every once in a while.
12-14-2008, 06:41 AM
#8
Joined: Nov 2008
Posts: 1,094
Quote:
Originally Posted by Chiller ONE View Post
I don't know, the price is tempting but I think I can't enjoy a game where the only thing you do is shake the screen every once in a while.
yea that pretty much it and timing them is important!! well there no game like this out there atm so its one of its kind atm!
12-14-2008, 06:56 AM
#9
Joined: Sep 2008
Location: Sweden
Posts: 1,555
Yeah, you are right, this is a one of a kind game but that doesn't automatically make it a good game.
12-14-2008, 07:02 AM
#10
Joined: Aug 2008
Location: Minnesota
Posts: 347
If it really is $.99, then it is a stellar deal. The game is polished and fun; there is also an unlockable character and the obstacles for each mountain are randomly generated.

I got a solid 5 or so hours on this, which is a lot considering my general gaming ADD. I still don't know about those two things that I posted about back in October, but you pick up tricks when you play the harder difficulty levels.

Trust me: although the idea of merely controlling stamina and earthquakes seems like a boring setup, it's much more complex than it sounds like.

If this kind of thing looks at all interesting to you, you should definitely take the opportunity to get one of the most criminally underrated games on the app store.