Somehow, I missed that HAL Laboratory (creators of the Kirby franchise) had broken into the mobile market earlier this year with the game Part Time UFO1. I tend to be oblivious to even these big mobile releases because I’m just generally not that into the mobile game scene2. Touch controls are limiting at best, and the market is saturated with free-to-play snares. If anybody is going to release a mobile gem, though, HAL is bound to, so I snatched this thing up as soon as I heard about it.
In Part Time UFO, you control a flying saucer (oddly reminiscent of UFO Kirby) with a claw-game-esque grabber attached to it. Every level has a bunch of objects, and a place to put them. Some of the objects are mandatory, others might net you extra points or help you meet a bonus goal. The primary goal is usually straightforward – put all of the important objects on the target, get five objects on the target, get the objects to fit a particular shape on the target, etc. Each stage additionally has three bonus goals. One is usually a timer, and the other two either involve stacking things perfectly, not dropping things, stacking more things than required, etc. The real trick comes from the fact that the target area is small, so you pretty much have to stack things. The physics of swinging something four times your size from a flaccid claw make this stacking less than simple.
The levels are adorably-themed, and the themes tend to influence the overall challenge. For instance, my least favorite are the ‘Lab’ levels, which require you to fit Tetris-like blocks into a precise shape – which feels like a bit much going on all at once. But this adds a nice bit of variety, I think there will be some themes that a given person really looks forward to unlocking more of, and some that are less captivating (though still enjoyable).
Points equate to money, and money can be used to buy new outfits for the UFO. Aside from being cute (and occasionally referential to other HAL properties – Kirby’s parasol comes to mind), these affect the control of the UFO in various ways. Certain challenges benefit more from some outfits than others, but generally it seems like you can pop one on that gives you a boost in control that makes you more comfortable, and just leave it. I made the mistake of buying a speedy outfit first, and became very quickly frustrated with the game.
Make no mistake, the game can be frustrating. But never to the point where it feels insurmountable or stops being fun. Part of it is probably just how charming and sweet the whole thing is. The challenges are goofy (stacking cheerleaders, balancing hamsters on a circus elephant, and of course placing cows onto a truck), and even when successfully completed, the end result is often uproarious. This is one thing I wish they had included – some kind of gallery feature of all your wacky stacks.
I haven’t completed the game yet, so I’m not sure how many levels there are. I definitely think it’s worth $43 – it’s just so joyful, well-polished, and fun – everything I expect from HAL. I do think the default controls – a fake analog stick and button type deal – are awful. That control scheme is bad enough for games in landscape orientation, but even with my tiny hands and Plus-sized phone, I could not figure out how to hold my phone so it would work. Fortunately there’s a one-handed control that’s a little bit awkward, but still streets ahead of the faux stick.
- Fighting the urge to write [sic] after every instance of the title. ↩︎
- I’m sure I’ve mentioned as much before, but I largely stick to ports of board games, point-and-click adventures, rogue-ish things (I hesitate to actually say roguelikes), and of course I’m still playing dress-up in Animal Crossing. ↩︎
- I’m glad they released a full, fixed-price game instead of doing some free-to-play nonsense. I’m also glad they priced it where they did. I personally think that Nintendo was justified in charging $10 for Super Mario Run, but that’s just not where the mobile market is, unfortunately. Hopefully HAL has hit the right balance here. ↩︎