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JonahTrapped Pt.1 The White Rabbit"Follow the white rabbit." Now where have I heard that one before? Sorry, but it's not The Matrix this time. It's better! It's Trapped Part 1: The White Rabbit — the first installment of a trilogy of point-and-click adventure games from Rodrigo Roesler of Rabbit Tell.

The game is an interesting twist on your standard point-and-click. While you still use found items to solve puzzles and escape the house in which you are trapped, Trapped trades in the standard first person view for a pseudo-3D isometric third person perspective. The story is nothing new: you wake up in a room next to a dead guy and you have to escape the house. Use your clicking finger and your puzzling skills to collect items and combine items, and to get out.

Analysis: As with many Flash escape games, the story is certainly not the high point of the game. However, the game does have some great features. The puzzles are quite odd while still maintaining some sense of logic. Thankfully, all of the objects are findable and have a purpose, and none have to be combined randomly. The puzzles are very difficult, but all have solid logic behind a solution. The interface is a bit annoying at first, since you have to click twice to get an object and then click another button to drop it, but can be streamlined through keyboard shortcuts. The only real problem I had with the game was the size, as it is a bit small. This size is probably necessary to fit the isometric view, but causes a little bit of squinting after a while. On the other hand, there is no pixel-hunting required, since the cursor indicates when you hover over a clickable object.

Play all the games in the Trapped series:
Trapped: The White RabbitTrapped: The DarkTrapped: The Labyrinth

My favorite part of the game is the extensive behind-the-scenes look Rodrigo provides in the "About" section. Can you guess how long he has been working on it? If you knew, you would understand how he has managed to make it run so smoothly. Rodrigo has been working on this first game for a long time, and I can't wait to play parts 2 and 3. Until then, will you take the red pill, or the blue pill? Or you can just play Trapped Part 1: The White Rabbit.

Play Trapped Part 1: The White Rabbit

Cheers to Hana, Dg, Cris, and John for sending this one in! =)

JonahYalpeyalperIf you haven't figured out the meaning of the title of this one yet, don't feel bad; I just got it myself (hint: think sdrawkcab). Anyway, let's talk about Yalpeyalper from the ever-inventive Tonypa. This time he brings us his twist on a chain reaction game.

There have been many chain reaction games made in Flash, and the formula is simple: click one object and watch as the rest of the objects react in sequence. However, while other chain reaction games leave your fate up to chance, Yalpeyalper forces you to make sure you've picked the right starting point.

The game board is also simple: a black and white array of boxes with little dots on the sides. Each side of the box may or may not have a dot. What to do? Umm, click on one, I guess. So you click on one. The box will set off the box next to it if it has a dot on that side. This repeats the process, setting off more boxes and so on and so forth. Pretty standard chain reaction gameplay.

So now there are two options: 1) You got lucky and picked the right box and set off all the boxes, and you advance to the next level. 2) (much more likely) You saw boxes and panicked! So you just picked one randomly and failed to set off the entire chain. Oh well that's okay, you'll get it next time. So next time you figure it out and get to the next level. Now you're speeding through the levels. You're feeling pretty good about yourself. Eventually you make a mistake (it's okay, everybody makes mistakes). No big deal. You'll just pick another box with a lot of dots in it.

This doesn't look like the level you just played!!! That's because it's Level 1. That's right, it's back to the start for you. That's what you get for your impetuosity. This is the brilliance of Tonypa's implementation of the replay theme (which for some reason got seriously knocked in the comments). What was before a happy-go-lucky chain reaction extravaganza is suddenly transformed into a real thinker. Now you must thoughtfully plan your moves—you only get one chance.

Analysis: Another wonderful offering from Tonypa. Yalpeyalper takes the standard chain reaction game and tweaks it just enough to change it from a toy to a puzzle. Of course, as always with Tonypa the presentation is nice and simple, and complements the gameplay well. However, as many have noted, the board is a little small, which can make it hard to see for someone who has been staring at their computer screen for a few hours.

As for the puzzles themselves, at first I thought I had figured out a brilliant strategy: just click the box that none of the other boxes can set off. However, later stages of the game required much more thinking than that. In fact, picturing the patterns in my head became quite a trying task—and also a thing of beauty. As Psychotronic commented, watching the synchronized patterns is "very Zen". It really does have quite a mesmerizing effect.

The only real issue I had with this game was the length. I could have played many more levels than the ten offered. Again, as some have suggested, a randomization feature would make this game timeless. Then it would truly embody the replay concept—I could play it whenever I wanted. In order to preserve the original replay concept, one option could be to base the levels on size - e.g. Level 1 = 4 x 4, Level 2 = 5 x 5, Level 3 = 6 x 6, etc. Then the contest would be to see who could get to the highest level. The only loss would be the artistry that goes into level creation. Maybe the game could have two play modes: Arcade and Random.

In all, Yalpeyalper is a wonderful little puzzle game and, most importantly, unique. It is well thought out and well executed. With a little work, this game could be revisited over and over, thus providing another implementation of replay. Tonypa continues to reinvent game types we've seen before and delivers a brand new experience; see for yourself.

Play Yalpeyalper

dancemonkeydancemonkey - The "replay" element in this game generated a lot of discussion, and I initially agreed with those who said it was an annoying contrivance. After playing more I realized that although there were several different and brilliant interpretations of the theme in the competition, Tonypa's implementation is the most subtly brilliant one in any of the entries. It actually changes the entire nature of the game: from being what could have been a boring game of random clicking into a stately, thoughtful series of puzzles. I agree that the replays themselves could have used a "fast-forward" button, but disagree with the comment that suggested the correct square should be remembered and marked. What would be the point? If Tonypa could get a randomization feature working in this game, then Yalpeyalper could be a new puzzle sensation!

zxozxo - We all knew that Tonypa could teach the course on game design minimalism, but he's even outdone himself in that respect with Yalpeyelper. By taking the chain reaction concept and making a puzzle out of it, he's also once again demonstrated his keen sense of originality for game mechanics. Unfortunately, the idea doesn't quite work, as the game becomes one-dimensional once you figure out the secret. Nevertheless, it's a neat concept and the only suggestion I would make on the implementation would be to introduce a soft "pop" or something for each detonation.


JonahMountain BikeOver the years we have seen countless biking games. From the BMX series from the masters of bike physics over at Teagames to the ever-challenging Trial Bike series from RedLynx, the biking genre of casual games will always be a comforting choice—the "macaroni and cheese" of casual Web games. The top biking games have inspired countless clones. But this is not a bad thing. I give you as proof the latest in the genre: Mountain Bike.

Mountain Bike is a charming little 2D stunt biking game indeed. Controls follow the genre standard: [up] arrow to accelerate, [down] arrow to brake, [left] and [right] arrows to lean backward and forward respectively. Also included is the ability to do a 180 degree spin by pressing [space bar]. This can be used as a trick or to change directions.

Although you have infinite lives, the game is timed. Crashing sends you back to the start of the level and takes ten seconds off of the clock. If the clock runs out, the game ends. However, each new level adds more time to the clock. Doing tricks will boost your score, but also make you crash a lot. Thankfully a trick tutorial is provided for those of us (myself included) who don't already know the difference between a toothpick grind and an icepick grind. Oh yeah, did I mention the grinding? This game boasts the best implementation of grinding I've ever seen in a biking game.

Analysis: How could you not love a great biking game? It has everything one could ever ask for: wonderfully rendered levels, annoying rock music, and best of all, a mute button for that annoying rock music. And the physics are interesting! Yes, they do take some getting used to. Often I found myself rotating way too quickly in the air. Other times I under-rotated and landed on my head - we all know that feeling. But once you figure it out, you can really do some cool tricks. My favorite combo is to start out doing a backflip, then press the space bar halfway through to turn it into a front flip. However, if you really want to rack up points, don't listen to me. I placed a humbling 1862nd on the daily high score list.

One high point of the game is the grinding, which only requires you to ride onto a rail. Then you can either ride it until the end or drop through to the ground below. Another highlight is the level design. They even included an ode to a trials course! But by far the most entertaining part of the game, as with all bike games, is watching your bike crumple and fly apart as you careen through the air screaming (at least I like to scream) when you crash. Oh the times I've had with good ol' ragdoll physics... To conclude, I present a challenge: Find a good use for the "wall ride" trick.

Play Mountain Bike


JonahZeta FlowNow here is a game that makes you say "ZOMG LASERS!" — the mark of a great shmup. Zeta Flow, from Matthew Dirks, who has graced our previous competitions with Jelly Fusion and Colour Connect is quite a shmup indeed. In Zeta Flow, you control an innocent little turret gun ship as you fight off giant mechanical enemies.

Each level pits you against one evil ship, getting progressively bigger and badder from level to level. Moving is simple, just move the mouse. Shooting is simpler: hold down the mouse button. Aiming can be done automatically or manually (for "experts only").

Enemies are constructed of different parts (i.e., building blocks and weapons) attached to a core. In order to beat a level, you must destroy the core. You can think of it like the top bubble in Bust A Move: If you destroy the core, all of the other parts below it will fall off and you will beat the level. As in Bust A Move, you can also lop off lower parts of a chain. Likewise, you can cut off segments by destroying the part that connects to the core. While the core can shoot only a few bullets, other weapons will aim to thwart your advance, such as turret guns, homing missiles, lasers, and force fields.

Also included in the game are optional keyboard controls, which can be mapped as desired. In fact the entire game can be navigated with just a keyboard. Good news for all you guys who don't own mice. But wait, theres more...behind door number three...IT'S A NEW CAR!! (and by that I mean level editor!) The best part about the level editor is that it lets you see the way the parts of the ships are connected.

Analysis: This is a fun game. Looks great (clean, minimalistic), sounds great (the shooting noise is very satisfying), and most importantly, plays great. While the game is a bit short and a bit easy at first glance, both of these problems are addressed by the inclusion of the level editor. You can also play levels designed by other players in the level gallery, which provides a possibly infinite supply of levels as long as there remains interest in the game. Also, the two different aiming schemes provide two different difficulty levels, thus increasing the replay value of the game as well.

Also, advanced players may develop a certain strategy based on their individual playing style. For instance, if you are a good shooter, you may want to pick off all of the weapons and then have an easy battle. On the other hand, if you are good at dodging, you might try to take out the core early on while avoiding all the bullets and lasers. Better yet, you can combine both styles. A quick glance at the level editor will enable you to find out which parts of the enemy are crucial, so you can take them out first (however this will send you back to the start of the game, so on second thought, maybe don't do that).

Maybe the worst part of the game is having to sit through the advertisements after some of the levels. But that's a minor complaint considering the game is free to play. So go play it and support Matthew Dirks so that he can create even more fantastic games like this. Watch out for the lasers!

Play Zeta Flow

JayJay - As many of you have indicated in the comments, yes, this game is heavily influenced by Warning Forever, a downloadable game for Windows we reviewed here last year. Matthew is looking for some constructive criticism for his efforts here with Zeta Flow, in creating a similar game with Flash. Cheers!


JonahTrappedIt's not everyday that you get to see a game designer mature through his games, but the Trapped series provides a window into the Flash experiences of its creator Matt Ruggia (AKA lost50). This series of 5 adventure puzzle, maze games starts with a minute long "training level" and progresses to 30 minute long (if you play it ten times and memorize the maze) high quality casual gameplay experiences.

You are a lonely little arrow, trapped, as the title suggests, in a maze full of simply-shaped enemies set on keeping you there for eternity. Using the arrow keys for navigation, you must battle and puzzle your way through many rooms, sometimes with the aid of a map and your trusty, upgradeable weapon: the bomb.

Various installments feature everything from boss battles to fellow trapped arrows. The games feature a wonderful host of bad guys, each with its own attack pattern, abilities, and health. Often an unlocked door will pit you against an ambush full of various enemies. Strategy comes into play as you must keep in mind your own health level to get a good score at the end. Also nice is that you can choose between five music tracks instead of listening to the same loop over and over.

Although the fourth and fifth installments are really the most developed in graphics and in gameplay, it is worth playing the first three to get the full experience.

Play Trapped Then play level 2, level 3, level 4, and level 5.

The entire collection can be found here.

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