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Shamus

Shamus
  • Price: $1.99 In Apple Store
  • Category: Games
  • Updated: 2011-03-08
  • Current Version: 1.1
  • 1.1
  • Size: 10.10 MB
  • Language: English
  • Seller: Junglevision Software
  • Requirements: Compatible with iPhone 3GS, iPhone 4, iPod touch (3rd generation), iPod touch (4th generation), and iPad. Requires iOS 4.2 or later.
  • © Copyright 2011 Junglevision Software
  •  Add to Favorite apps

 

Description

Shamus is a retro-style action game. Help Shamus explore the lair of his arch enemy, the Shadow. Find clues and unlock the secret doors... Read more

What's New in Version 1.1

I added a new option for 'infinite lives.' I also fixed a bug that caused the screen to jitter randomly. Also I fixed a a bug that prevented the score board on the iPad from working correctly.

View iPhone screenshots | View iPad screenshots

iPhone Screenshots

Shamus iPhone Screenshot 1
Shamus iPhone Screenshot 2
Shamus iPhone Screenshot 3
Shamus iPhone Screenshot 4
Shamus iPhone Screenshot 5

iPad Screenshots

Shamus iPad Screenshot 1
Shamus iPad Screenshot 2
Shamus iPad Screenshot 3
Shamus iPad Screenshot 4
Shamus iPad Screenshot 5

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Customer reviews

Rated 3/5 based on 2 customer reviews.

 

3/5 stars
One of my favorite childhood games...

:
I couldn't get enough of this game back in the day and I applaud the effort to bring this classic back into the light. I would've given this game 5/5 stars because the game is perfectly ported in all of its glory but the design choices for the controls and display of the game make the game almost unplayable on an iPhone4. I will gladly and promptly rate this a 5-star experience if:

1) There is an option for full-screen LANDSCAPE game display--currently, HALF of the display is taken up with a giant (wasted) silver graphic populated with TINY game controls. There is no reason for the display of the actual game to compete with a faux cabinet image. I understand that doing this helps maintain the aspect ratio of the original game display but a better control scheme would allow for a larger screen (especially if it were rendered in Landscape on an iPhone4).

This leads me to the next quibble:

2) The controls (especially on an iPhone) are ridiculously TINY! Not only that but the degree of accuracy required to play the game well vs. what these small radials allow is almost a whole new game in and of itself. How about an option to not display them at all and simply split the entire screen in half with each side registering the user's full range of movement. It would allow for gross (and inversely fine) control for movement and aiming. Coupled with a horizonal layout, invisible (or at the very least transparent sphere overlays) would skyrocket the playability of this wonderfully ported masterpiece.

Again, I applaud the developer for bringing the game over in perfect tact--I see they also did Shamus: Case 2 which I'll also buy just to support their good work. Hopefully, they'll take to heart these two points and I'll get the SHAMUS version the iPhone and iPads deserve!

Fingers Crossed.

3/5 stars
One of my favorite childhood games...

:
I couldn't get enough of this game back in the day and I applaud the effort to bring this classic back into the light. I would've given this game 5/5 stars because the game is perfectly ported in all of its glory but the design choices for the controls and display of the game make the game almost unplayable on an iPhone4. I will gladly and promptly rate this a 5-star experience if:

1) There is an option for full-screen LANDSCAPE game display--currently, HALF of the display is taken up with a giant (wasted) silver graphic populated with TINY game controls. There is no reason for the display of the actual game to compete with a faux cabinet image. I understand that doing this helps maintain the aspect ratio of the original game display but a better control scheme would allow for a larger screen (especially if it were rendered in Landscape on an iPhone4).

This leads me to the next quibble:

2) The controls (especially on an iPhone) are ridiculously TINY! Not only that, but this game never (in my recollection) had a Robotron [re: dual-stick] control scheme. The control scheme should be a SINGLE "joystick" to control both movement AND aim while a solitary "button" was exclusively for shooting. This way, the Shamus would shoot in the direction you were walking. If I recall, he'd either pause/freeze or at least slow down to shoot... that part is a bit hazy but it was definitely a single stick/single button deal. Perfect simplicity ;-)

Perhaps a simple solution would be to have one finger capable of swiping all over the screen (even on top of the game's display) to control movement and aim and a second finger tapping (anywhere) to fire the Ion Shivs. Coupled with a horizonal layout, invisible (or at the very least transparent sphere overlays) would skyrocket the playability of this wonderfully ported masterpiece.

Again, I applaud the developer for bringing the game over in perfect tact--I see they also did Shamus: Case 2 which I'll also buy just to support their good work. Hopefully, they'll take to heart these two points and I'll get the SHAMUS version the iPhone and iPads deserve!

Fingers Crossed.

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Shamus: Case 2

Shamus: Case 2

Explore the Shadow's underwater lair in Shamus Case 2. The Shadow's army of underwater henchmen will do anything to stop you. Includes an 'infinite lives' option so anyone can… [more..]

Price: $1.99 |

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