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Trism

by Demiforce LLC

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Description

* "Best Casual Game" award from AppStoreApps.com
* 1st on iLounge's "100 Best Apps and Games"
* Gold Award from PocketGamer
* Slide To Play's "Must Have" award
* One of ABC News & WIRED's "10 Most Awesome iPhone Apps of 2008"
* Interactive Achievement Award finalist for "Cellular Game of the Year"


The first and the best! Released in July 2008, TRISM was the first ever Match-3 game to innovate using the iPhone's tilting feature. One of the most popular launch titles on the AppStore, TRISM has inspired countless others. In the spirit of smash hits like Tetris and Bejeweled, discover the next step in casual games: TRISM.

TRISM may be the most widely known success story in the AppStore! Created by indie developer Steve Demeter in a few short months, the phenomenal success of TRISM allowed Steve to quit his day job and pursue game developing fulltime. Steve's story has been told on Good Morning America, CNN, and MSNBC, and has inspired developers all over the world. Apple has filmed a documentary on Steve and TRISM, and is available at www.apple.com at the start of the iPhone OS 3.0 keynote presentation!


FEATURES:
- 5 game modes, including Classic, Timed, and Puzzle!
- Online scoring!
- 22 achievements to collect!
- Auto-save when interrupted by a phone call!
- Colorblind mode!


"Could Trism Make iPhone Gaming Fun?" - KOTAKU

What's New in Version 1.4

- Readded a blue border to the icon
- Now compatible with all devices v2.0 and above

Screenshots

Customer Reviews

Excellent use of iPhone's strengths
     

This is a very well made, highly polished, addictive game that playes right into all the iPhone's strengths. The use of device tilt to affect the cascade direction is very intuitive, and creates just the right level of emergent behavior to push this game from a me-too puzzler into something quite unique and fun. Multiple game modes, an achievement system, and a great sense of graphical style make this a hands down winner. Yeah, I might hand someone Monkeyball if I wanted to show off how many polygons the iPhone can push, but I'll hand them Trism when they're ready to have some FUN.

It could have been so great...
     

I REALLY wanted to like trism. From the cinderella developer story, the beautiful, clean graphics, and the integration of tilt into the game, from 30,000ft, the game seems ingeniously designed.

However, when you start playing seriously, it becomes clear that Trism was thoughtlessly designed. The default mode of play, "infinism", challenges the player to take his/her time to score enormous point totals by setting up huge combos. Achieving this goal is nearly impossible because the scoring value of certain combos is entirely opaque and totally counterintuitive. Why is it that some 40-trism 7-step combos are worth hundreds of thousands while others are with tens of millions? No tutorial or infoscreen explains how the game scores your achievements, yet the network maintained high scoring lists show individual combos of similar size that reach astronomical point scores. Why sit for minutes on end scheming complex combos to receive points that make no sense?

Second, Trism is buggy. I have had games end by bomb when there is no bomb on the screen. I have lost games whenthere is a weird stuck piece halfway between rows of trisms. And the game badly detects tilt at times unless you really jerk your device around. The engine is problematic and needs to be tweaked.

Third, the worldwide scoring system was a good idea that failed in implementation. It has obviously been hacked out of any credibility it once had-- infinism top scores range in the hundred billions, which is hard a hell to believe, but largest combos range in the three trillion range, which is outright contradictory. Stop letting us down, Demeter.

Overall, trism is a good concept. Mr. Demeter hit on a deep and interesting gameplay mechanic. However, citing my complaints above, he has failed to fully develop the potential of this game. It is quite possible that Demeter does not see the potential Trism has-- with a scoring system that doesn't force you to spend what feels like hours planning your next move and with the engine bugs adequately fixed, and with a worldwide scoring system people can actually compete on, Trism could be the next Tetris. Sadly it was the only the last "Zuma", instead. Here's hoping that fame hasn't gone to Demeter's head so much that he can't come back and turn pretty good into excellent.

GRRRRRR...
     

well I just spent about half an hour writing a detailed review of this game, then accidentally brushed the screen with my finger and now it's gone. I guess that's what I get for writing on my iPhone instead of my computer. anyway, long story short, I don't like this game (yes, I actually said that). the triangular pieces make it almost impossible for me to identify partial combos needing completion and to grasp whether a nearby triangle will complete the combo or just wind up point-to-point with it (which *won't* complete the combo). I have a much harder time working with the three axes in this game than with the two in Bejeweled, for example, and even being sure whether a distant piece is in the row it needs to be in to wind up where I want it to wind up after I slide it. the triangles are way too restrictive: there are too few ways they can go together to be considered "together" - unlike in Bejeweled where you don't have to think about the orientation of the pieces - together is together, regardless of their shape.

the look of the game is very nice, the tutorials are clear, concise and complete, and I like the pleasant sounds; I just don't like the gameplay at all. which, unfortunately, is kind of a big deal as far as playing the game goes.

reviews can be misleading for people who don't think like everybody else. from now on I know not to download any more for-money games until the App Store and the developers figure out how to provide trial versions.

update: having tried a few more times to overcome my inability to see combinations in this game, and having failed, I finally trashed it, making the $4.99 I spent on it a true and complete waste. we need either trial periods for App Store apps, or a way to either get a refund or send an unwanted app to another iPhone user so apps we don't like or use don't wind up being nothing but sinkholes for our money.

Trism
View In iTunes $2.99
  • Category: Games
  • Updated Apr 13, 2009
  • Current Version: 1.4
  • 7.9 MB
  • Languages: English
  • Seller: Demiforce LLC

Requirements: Compatible with iPhone and iPod touch. Requires iPhone OS 2.0 or later.

Customer Ratings

Current Version:
     
1731 Ratings
All Versions:
     
3566 Ratings