With so many "runner" games on iOS, another one is certainly a hard sell. But there's a reason these games are so popular. It's a simple concept -- a character moves continuously from left to right at an ever-increasing speed, the player's goal to jump, slide, or whatever to avoid obstacles. The goal: get as far as possible.
Halfbrick's latest, Jetpack Joyride, is yet another in a long line of these endless runner games. But don't let that turn you off. Between responsive controls, colorful sprites that are easy on the eyes, and a clever rewards system that will keep players coming back for more, Jetpack Joyride is comfortably the best in its class.

Jetpack Joyride (iOS)
Developer: Halfbrick
Released: September 1, 2011
Price: 99 cents
It doesn't take a rocket scientist to play Jetpack Joyride, and that's half of its appeal. Like many iOS titles, its controls boil down to tapping the screen and occasionally, um, tapping the screen some more. You'll be doing so to initiate protagonist Barry Steakfries' machine gun jetpack, tapping (or holding) to make him hover in the air as you avoid lasers, missiles, and a maze of electric ropes. As you proceed further, the stakes get hire as Barry moves faster and faster, and the game's traps become trickier and trickier.
While the machine gun jetpack may very well be the most awesome mode of transport ever in the history of forever, it's not the only vehicle in Barry's arsenal. Occasionally and randomly, additional vehicles can be picked up along the way. From the "Crazy Freaking Teleporter" to the Tiny Wings-inspired "Profit Bird" (which borrows sound effects from the popular, money-making iOS title), each vehicle will react to those same screen taps and holds, but responds a bit differently. For example, the "Crazy Ass Teleporter" will allow you to zap to new areas of the screen with a simple tap. The "Profit Bird" is one of the more slower vehicles, but can be made to fly with repeated screen taps, and I found it easier to navigate than many of the others. You'll come to find your favorites as you experiment and play, but given that they basically offer one free hit (i.e. mushrooms in Super Mario Bros.), you're going to want to grab 'em when you see 'em.
Halfbrick has also thrown some additional random elements into the mix with bonus coins that appear periodically throughout your journey. These coins can be redeemed in a slot machine after a run (when you hit an electric fence, missile, etc.) and can offer a number of bonuses and perks. Some will even give you a second chance, letting you continue on to reach a higher score. In other instances, you might have a bomb dropped on you to give you some extra distance to reach even higher scores.

These basics and the very nature of wanting to best your own high scores (and your friends' via Game Center or OpenFeint) would be enough to keep you coming back for more. But Halfbrick has also integrated an impressive mission system that kept me playing this simple game for hours on end. At any given time, players have three goals to reach, ranging from hitting certain distances to near-missing X-number of missiles. Completing goals earns you stars, and as you rank up, missions roll over into a fresh set of objectives. There's always something to be striving for, whether it's topping the leaderboards or knocking another one of the game's missions off your list.
There's also a ton of extras packed into Jetpack Joyride, most of them purchased with coins picked up during gameplay. While some of them are simply cosmetic (my Barry Streakfries looks like a zombie now; what's yours wearing?), others are more useful in gameplay. One-off items can be purchased, like second chances or distance-boosting bombs, or permanent upgrades like adding a coin magnet to the game's many vehicles.
There are few criticisms that can be thrown at Jetpack Joyride, but I'd be lying if I said it was a completely perfect experience. For one, the very nature of having to tap the screen with your finger can lead to obstructing your view, and potentially a hazard that will cause your game to end. To the game's credit, you can tap anywhere on the screen, including a small area directly behind Barry. Your mileage with this may vary, but I never really found a place where my finger never seemed "in the way" at some point.
There's also a lot of luck involved in Jetpack Joyride, at least when it comes to reaching the high end of the leaderboards, and this may frustrated some. True, the game is all about fast reflexes and being able to keep up with the blazing speeds that Barry can reach. Make no mistake, the touch screen on any iOS device can keep up with the game's controls, which are quick and responsive. But there's a bit of randomness involved, as well, particularly when using those bonus coins. My best run came from the sheer luck of getting multiple bomb bonuses and a heart, which earned me a chance to continue on further. Even still, the most skilled players will always have an edge, and will also have that element of luck on their side.

At a mere 99 cents, Jetpack Joyride is an insane value for what's offered. Let's put it this way: the in-game stats on my iPod tell me I've put six hours into the game; include my time playing on an iPad, and you're adding another two or three. To put that into perspective, I probably didn't have to play more than 30 minutes of this game to give it a proper review, the game is simply that straightforward. I simply was having so much fun, and I didn't want to stop.
Speaking of which, I've said enough. I think I've got some more Jetpack Joyride to play. I'd suggest you get to doing the same.
More publishers could learn from this.
That's your opening sentence--and I gotta stop you there.
WHAT?
As someone who picked up an iPhone 4 specifically for the apps(games, really) I find this idea that every game has to be retard-friendly extremely confusing. What game DOES require one to be a "rocket scientist?" Is it Duke Nukem Forever? Oh, I know! Fruit Ninja!
Please; stop perpetuating the notion that iOS gaming is for retards(read: non-gamers, those with only 1 finger with which to game, moms, etc) and requires an I.Q. lower than the sum of the period at the end of this sentence.
As an(ugh) "core(I tasted blood just typing that) gamer" wanting to experience all the gaming there is to be had, which now includes iOS devices, I have found many games that are incredible and offer great gaming experiences.
Pawing at my phone like a cat is obviously less-than-desirable than actual buttons, but if a game is good enough, that is a moot point and one can easily look past that.
Having said that, just because the "top selling" games are things like Angry Birds and Angry Birds St. Patrick's Day edition and Angry Birds Valentines Day edition and 'The Moron Test'--DOESN'T mean that's the winning formula, it just means the iOS gaming market is less demanding of quality.
I read reviews on questionable apps all the time and see things like "I PAID $1 FOR THIS AND IT DIDN'T DO WHAT IT PROMISED!" and "WTF!? THIS DIDN'T WORK! I WANT MY $4 BACK!"--for an app that promises to turn your phone's camera into an "X-Ray Machine that lets you see through everything!"
Moron Test indeed.
This at least looks interesting(and Halfbrick's last game was OK) but as a Cheap Ass Gamer™(no relation), I'm not as frivolous with my cash and yes, even for a buck, would at least like a 'demo', which many iOS games don't offer.
@rammstein
I don't think Nick really meant anything by it, I think he just wanted a clever way to use the expression "It isn't rocket science.." The first two images have pictures of rockets, and in the opening he's stealing the jetpack from a scientist. That he reviewed this game and gave it a 9 would make me think he's pro phone gaming.
iOS gaming is not for "retards" and that's not what Nick was saying or even implying. I took his comment to be praise for a polished and simplistic control scheme. Simple does not mean stupid or poorly designed and complexity does not necessarily mean quality as your comment seems to suggest. This is especially true when it comes to iOS apps. Calm down.
I think that "rocket science" joke FLEW over Rammstein's head.
Let me just grab my hat and I'll be leaving.
I was merely venting about the misnomer that iOS gaming is a wasteland of shovel-ware by the average, 'core' gamer. And having the review open that way only serves to feed that misnomer. I didn't 'miss' the joke, like I said, it just irked me. I love Nick, despite his poor choice of pun. :]
I gottcha, I've gone on semi-tangent rants before because of an unintended trigger I've read in a Dtoid article.
I mean sure, it's a wonderful value. But I would have gladly paid more for such quality game. They chose the "volume" model, like angry birds, cut the rope, etc. It's easy for them, since they have already a great history. I have no doubt they will earn a lot on it as well.
My concern is rather on the perceived value of games in the long term. It's one more great game on which you can sink hours, available to less than a dollar.
How do you want to sell anything to the public for a higher price, after such things? Halfbrick has probably no issues earning money with volume, but such prices made the potential buyers expect a mountain of content and quality for a dollar. And for smaller indies who don't have the reach of these products, it can be hard or even impossible to really earn a living with such price market.
Visit Jetpack-Joyride.com and like it!