Raising one arm will shoot the Doodler’s patented snot rockets, a flapping arm motion causes the Doodler to fly when the wings power-up is grabbed, holding both arms up like Superman uses the jetpack, and even clapping ignites an EMP blast to disable canon fire. Checkpoints make it more tolerable reaching the end goal, each stage has several optional collectables to increase high scores, and there are power-ups new to this Kinect version. There is also no way to pause the action the typical one arm up and one arm down pose doesn’t work here.īesides being level based, this Kinect version also contains some new additions to better suit home console play. Navigating the menus would also be a lot easier if voice commands were use. But the delay of the Kinect sensor results in more frustration than entertainment especially since platforming in this game requires a high amount of accuracy and timing. It is also possible to move slightly by leaning to one side as well. Side stepping determines lateral movement so living rooms with more space is desirable. Your entire body is used to control the Doodler. More difficult than it should be because of bad controls In summary, the developers did a good job bringing the Doodler to a console but it is still best played on a phone. Playing Doodle Jump for Kinect is still best experienced in short bursts but it is just a lot more tedious, time consuming, and tiresome booting up the 360, logging in, waiting for the game to load, navigating the typical “hold your hand over the icon for 5 seconds to select,” and then tolerating the inaccurate motion controls that is Kinect. Doodle Jump mobile was great because you can quickly boot up the app, play for just a couple minutes to get your fix for the day, and move on with your life. And unlike the mobile version, I was only able to tolerate playing through a few stages at time before I wanted to quit from boredom and frustration. However, the Kinect motion controls, like most Kinect games, are not accurate and experience the dreaded one second delay plus no one wants to play a Kinect session for more than three minutes at a time. Each stage can anywhere from 2-12 minutes to complete depending on skill level and there are ten levels in each world. This drastically changes the entire presentation of the game. The biggest change in this Kinect version is the level based gameplay as opposed to the “keep jumping vertically until you lose” endless element of the mobile version. In fact, several key gameplay elements have changed to better suit a home console environment. It is most important to point out that Doodle Jump Kinect for XBLA is not a port of the mobile game. Now, Lima Sky has jumped from the gyroscopic mobile environment to take advantage of Microsoft’s full body control with Kinect. If you own a smart phone there is a good chance you have played Doodle Jump, an endless vertical jumper that is one of the most downloaded mobile games of all time.
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