Gingerbread Dash Review

Gingerbread Dash Review

Jun 18, 2012

You can loosely divide games into two types: those in which its possible to win, and those in which the player is left putting off the inevitable for as long as possible – high score games. In Gingerbread Dash, the player controls a Gingerbread Man running away from a hungry fox, and without wanting to give away spoilers for anyone unfamiliar with the children’s tale this is based on, the fox arrives right at the end of the book. The bit just before The Gingerbread Man leaves it. The two are connected.

Gingerbread Dash plays like a sidescrolling Doodle Jump. The screen scrolls to the left, with all kinds of increasingly perilous platforms to jump between, and hazards to avoid: the crow, for example, will grab the player in its beak and pull you straight to the chasing fox’s mouth for an instant game over. The fox is always chasing the player – a huge nose and mouth that fills the left hand side of the phone screen when it gets too close, meaning the player can’t spend too much time jumping around trying to grab the stars that fill the screen.

But it’s in the interest of the player to collect these: grab 10 of them and a power-up will appear in the world: a bomb to destroy all other enemies, or an ice cream to fire the Gingerbread Man further along the map, and delay the fox’s approach that little while longer. But eventually, just like in the story, the plucky Gingerbread Man will make for a lightly spiced stomach lining, and it’s all too easy to press ‘play again’, after seeing how the run compares against other fallen Gingerbread Men. It’s pretty addictive stuff, following a well trodden formula – a sort of mashup of Doodle Jump and Canabalt.

The Gingerbread Man is always jumping up and down, and the player’s control comes from tilting the handset enough to send our sugary hero onto a platform, and not straight into a crow’s mouth. Its a little inexact at times, but for the most part works well enough. The game is very nice to look at too, with a bold crayon palette that fits the subject matter, and looks pretty sharp on screen. The sound fares less well, with the squeaking jumping noise enough to ensure most players turn it off pretty much instantly.

It’s pretty hard to find any serious fault with, and those it has are shared with other games of its type: it’s repetitive, simplistic and a little on the frustrating side at times. That doesn’t stop it crying out for one last go, just to see if that fox can be kept at bay that little bit longer…

JOYSTICK-IT Hardware Review

JOYSTICK-IT Hardware Review

Jul 8, 2011

Recently, I was offered the chance to try out a new product from the folks at It’s a small attachment for your Android or iOS device called the JOYSTICK-IT, a solid aluminum arcade stick that you can easily attach and remove by suction cup without causing any harm to your screen. It’s designed to give you more tactile control over your touch-screen based games.

The way it works is through the spongy, wire mesh at the bottom of the stick, completing the circuit between the capacitive touch-screen and your finger tips. By rocking the stick in any direction, the mesh touches those points of the screen and works just as well as if you weren’t using the stick at all. It’s a simple concept that works pretty darn well with any game that offers a directional pad/analog stick control scheme. Where the JOYSTICK-IT really shines, though, is old-school, arcade games — Pac-Man, Frogger, etc. For reviewing purposes, I used the JOYSTICK-IT with a couple of my old favorites: Meganoid, Grow and a few classic console emulators.

Even though Meganoid only offers left and right controls on the directional pad, the JOYSTICK-IT easily fits between them. Grow is a little tougher, however. It was actually a little harder to dial in the precision controls required to outmaneuver some of the faster fish. In this case, I actually preferred using the touch-screen as is, completely negating the desired effect of the JOYSTICK-IT. As for the emulators I tried, it certainly gave me back the level of control I’ve been missing, although it’s hard to say it was an improvement over more traditional, hardware based directional pads and buttons.

The main downfall of the JOYSTICK-IT is that, while the tiny suction cup has quite a bit of grip to it, it tends to pop right off if you get too aggressive with it. Because of this, it’s hard for me to recommend the JOYSTICK-IT as anything more than a gimmick, a pure novelty. You’ll also want to be wary of games with “floating” controls as they tend to center where ever the JOYSTICK-IT first touches the screen. If you can, set the controls to a permanent spot to get the most out of the JOYSTICK-IT.

At $17.99 for the mobile phone version, while the construction feels solid, the price is way too high for what little it offers. You can buy a larger version for tablets at $24.99 (or get a 2 pack for $39.99). I haven’t tried the larger version, but I can assume the larger surface area of the suction cup would make for a much better grip. Either way, it just doesn’t appear worth the money, to me.

The idea and concept behind the JOYSTICK-IT is a sound one, even if the execution leaves me a bit wanting. While it’s still attached, it’s a great little device that really gives you back that feeling of control you’ve been missing from most touch-screen based games. Everything from dual analog stick shooters to classic arcade games and emulators for console games of yesterday greatly benefit from having this little gizmo seated firmly between your fingers. But, then, as soon as you get into it, it pops right off and you’re left back at square one. My advice is to avoid the JOYSTICK-IT. Again, great idea, but not enough improvement over existing conditions to make it truly useful.

You can find the JOYSTICK-IT for iPhone/Android handsets for $17.99 by going to this page on while the iPad/Android tablet version at $24.99 (2 pack for $39.99) is available on this page on