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Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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Android Review: Jenga

Mark Webb
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The Stats:
Current Price: $2.99
Developer/Publisher: NaturalMotionGames Ltd
Version: 1.182
Size: 128 KB
Multiplayer: Pass and Play, Global Highscore board.
AI: No
Info link:
http://www.naturalmotiongames.com/games/jenga/
Android Market link:
https://market.android.com/details?id=com.naturalmotion.j3n6...


The Good:
- Realistic Looking 3D graphics.
- Good Physics Simulation.
- Up to 4 player Pass and Play.
- Achievement System.
- App2SD Support (What’s this?...See later in the article)

The Bad:
- Arcade Mode is not very board game like.
- A digitial version of a dexterity game? I don’t know about this...




Gameplay:
Jenga is a dexterity game from Hasbro where you build a tower using rectangular blocks that are arranged three abreast. The next row continues with three more blocks stacked on top of the first three, except turned 90 degrees. Each new row is again rotated, so that when building the tower is finished, you have a tower with alternating rows with the ends of the pieces facing out, and the other rows having the long side of a piece facing out. The game begins having players take turns removing one piece from this tower of blocks, and replacing it in the same fashion as the original tower was built, at the top of the tower as it exists now. Admittedly, I probably don’t have to describe Jenga to you, as it is found in most Wal-Marts, Targets, Toys R Us’s and as spawned several sequels as well as knock offs by other companies.

Play continues with players taking turns removing a piece and placing it atop the tower, until one unfortunate player makes the move that causes the tower to come crashing down, losing the game. Jenga is built on a simple concept which is the basis of many dexterity games, such as Topple, Bottle Topps, Wallamoppi, Bausack, Villa Paletti, and others, being “don’t be the guy that knocks the stucture over” Eventhough it is a simple concept, making the game of Jenga very playable to people of all skillsl, and ages, if played with skilled players, who are taking the game seriously, can be a satisying, stategic, and even a little stressful experience. The benefit of a digital version of game like this is that you don’t have to rebuild the tower in order to play again.

Implementation:
The Android version of Jenga is very beautiful, graphically. The 3D rendering going on in this game makes the tower of blocks look almost like you could touch it, as if it were actual blocks. The game even prints “Jenga” on the side of the wooden blocks, just like the real game. Also, similar to real life, the word “Jenga” appears both upright, and upside down randomly when the tower is presented, because c’mon, in real life, are you going to build the tower with all the pieces having the word face the same direction? Unless your name is Adiran Monk, the answer is probably no. The game also presents the tower on a virtual coffee table in the middle of a virtual living room complete with couches and artwork on the walls.


The bad thing with the Android OS is that the hardware specs of each phone varies. But, this app requires Android 2.1 (Elcair) or higher, which does weed out the phones not capable of doing a good job with the graphics and the physics calculations. Other reviews I have read did not raise any issues on lag or other problems where graphics or playability was concerned. My phone is not a dual core hot rod either. For this and other reviews, my review platform is a HTC Evo 4G, which was released in summer of 2010.

The game play is all played by touch on the screen. Pinch to zoom works in the 3D space, as well as swiping on any area that is not the tower will either rotate the world or move your view up or down according to your swipe. Touching a block on the tower serves two purposes: One is to select the block you wish to manipulate, and the other is that it highlights the block with a visual cue to tell you how safe it is to move that piece. White is “mostly harmless”, pink is somewhere in the middle, and red is “unless you are pretty good at this, the tower is coming down”. If all you do is tap a block and see this color, you can tap again on a different block and it will change the selection. If you move a selected block, you are locked in to that block until you either put the block on top, or the tower falls. If you are moving a block you have two methods. Tapping the selected block will push the block, similar to the real world move of poking a loose block from one side to have it come out the other side. The other move is to press and hold on the selected block and then to drag your finger. This will show a line of arrows showing the force and direction you are taking the piece.





The Jenga app for Android has three play modes. Classic is you versus gravity. You take and place pieces until it falls. Score is recorded as how many rows high were you able to achieve before it crashed, as well as total time taken. Pass and Play is the exact same gameplay as Classic, except that 2-4 players will rotate turns until the game is over. Arcade mode gets a little strange. The pieces are each one of four colors. Placing three in a row of the same color get you bonus points. Doing things quickly earns you points. Good moves may also provide coins, which can be used to buy power ups, such as a wild card block which can be any color, or a redo ability which will undo a fallen tower and let you try again. This mode just seemed strange to me. I understand the color matching thing, but the coins and power ups seemed like a lot of junk with little payoff or benefit. Even if you bought an item, you still had to extract the block with the power up on it to use it. To me it was more satisfying in Classic Mode trying to beat a solid number of a high tower instead of point and coins and such.

The arcade mode was one of two small nits to pick with this game. I can just not play Arcade mode and that is ok. The other sticky point for me is probably a little more confusing to explain. I have read many posts on BGG such as, “If I play a video game version of a physical board game, am I playing that board game?” I am not going to rehash that discussion here, only to say that my own opinion is that I tend toward the more liberal viewpoint of if it is a representation of the game, even online, even against AI, I count it. If I play Catan on Andoid, I feel I’ve played Catan. Except in this game. My skill in playing real life Jenga does not translate in any way to being better in this game. Kind of like how being a expert marksman with a slingshot does not make you better at playing Angry Birds. I even feel that when playing Disc Drivin’, I get a closer experience of playing Pitchcar, than playing Jenga with this app. PLEASE. Do not get me wrong...I really like this app, recommend it even. But it crosses that line for me back to being a video game. Instead of the same tense experience when playing a dexterity game with friends, this is more a minute or two while waiting in line at the DMV type of game. And for being that, it is a really good game.

iOS version:
NaturalMotion has also created an iOS version of Jenga. From what I have seen in screenshots from other reviews, the look and feel and graphics quality as well the same style of play looks to be the same in the iOS version, although I do not have personal experience to contribute here, I am just letting iOS users know it is available if it is of interest to them.

A Quick Intro to App2SD support:
As I mentioned before, specs vary from phone to phone with Android. As a result, the various companies decide what features are in their phone or other device. There are differing amounts of main storage space, and wether or not an SD card is present or how large it can be. Because of all of these differences, apps actually have to be specifically programmed have the app itself be stored on an SD card. If these abilities are not programmed by the developer, the app has to remain in the main storage. Depending on the device and what other apps installed, this space can be very tight. I have changed RSS readers, email clients, podcast programs, music players to ones that supported the SD card because I had to. I have also deleted several games to free room in my main storage, again, out of necessity. So in my reviews, I will always mention App2SD support,the ability to put a program on the SD card,as it is definitely a feature in my eyes or a great liabilty if not present.

For this review, Jenga is good... It supports being put on the SD card, and is a small size to boot.


Conclusion:
This app is a quality piece of work. Runs great, looks great and is lots fun to play. As I mentioned before, it does miss a bit for recreating the actual tense feel of Jenga, but instead becomes a more recreational video game.

Rating 8/10
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13 Comments
Subscribe sub options Tue Aug 9, 2011 4:08 am
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Keith Burgun
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"Almost as fun as real Jenga"
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  • Posted Tue Aug 9, 2011 5:23 am
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Rick Baptist
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I was completely unimpressed by this app -- played it once and didn't see any replay value at all. As you stated above, it's nothing like playing real Jenga or any dexterity game, really, and that ruins the fun for me. I have to disagree with the rating.
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  • Posted Tue Aug 9, 2011 5:45 am
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Ralph T
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You gave the real Jenga a 6, if this is almost as fun, shouldn't it be a 5? Maybe if it were free. I wouldn't want to buy this for $3...
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  • Edited Tue Aug 9, 2011 5:53 am
  • Posted Tue Aug 9, 2011 5:48 am
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Paul Beasi
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ralpher wrote:
You gave the real Jenga a 6, if this is almost as fun, shouldn't it be a 5? Maybe if it were free. I wouldn't want to buy this for $3...


I've learned that you just can't take digital game reviews (iOS or Android) on BoardGameGeek very seriously. The numeric ratings seems to be completely fabricated out of thin air and sometimes don't correlate with the review at all. Also there is a definite inconsistency between reviews.

So if we are to believe this review, playing a digital version of Jenga on your phone (8) beats the actual experience of playing Jenga (6), even though "it does miss a bit for recreating the actual tense feel of Jenga". Which I guess must be a positive thing?

I appreciate the work you're doing, reviewers, but you aren't making sense.

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  • Posted Tue Aug 9, 2011 8:37 am
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Scott Nicholson
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seqiro wrote:
ralpher wrote:
You gave the real Jenga a 6, if this is almost as fun, shouldn't it be a 5? Maybe if it were free. I wouldn't want to buy this for $3...


I've learned that you just can't take digital game reviews (iOS or Android) on BoardGameGeek very seriously. The numeric ratings seems to be completely fabricated out of thin air and sometimes don't correlate with the review at all. Also there is a definite inconsistency between reviews.


So.. pretty much like many other numerical reviews on BGG.

"This is a 10! and so is this one! and this one! That game sucked - I'll rate it a 7!"

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  • Posted Tue Aug 9, 2011 11:54 am
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Mark Webb
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ralpher wrote:
You gave the real Jenga a 6, if this is almost as fun, shouldn't it be a 5? Maybe if it were free. I wouldn't want to buy this for $3...


I understand the comments about the difference in my ratings between the real game versus the video game. Part of the difference is that I am judging the app on its own merits. With an app, presentation is a factor, just as someone who may have played both the Cheapass and Deluxe versions of Kill Doctor Lucky may judge those each differently because of the component quality a good job in look and feel of an app does make a difference. There are also other criteria I look for in an app, that one doesn't have to look for in a board game.

Also the BGG rating system does have small descriptions describing ones likeliness to ask to play a certain game. I know that I have played the Jenga app more in a month than I have probably played real life Jenga in a year. Part of that is the "pick up an play" ease of the game, versus real life. It is a different experience, therefore a different rating.

Unfortunately, this article was timed to post overnight, and I have to rush off to work this morning, so I don't have time to this morning to go into more detail as to what goes into making my rating, but I can assure you that it is representative of the experience and willingness to replay this game on my Android device. I can post more about it later.
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  • Posted Tue Aug 9, 2011 12:23 pm
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Paul Beasi
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snicholson wrote:
seqiro wrote:
ralpher wrote:
You gave the real Jenga a 6, if this is almost as fun, shouldn't it be a 5? Maybe if it were free. I wouldn't want to buy this for $3...


I've learned that you just can't take digital game reviews (iOS or Android) on BoardGameGeek very seriously. The numeric ratings seems to be completely fabricated out of thin air and sometimes don't correlate with the review at all. Also there is a definite inconsistency between reviews.


So.. pretty much like many other numerical reviews on BGG.

"This is a 10! and so is this one! and this one! That game sucked - I'll rate it a 7!"



For me, there is difference between numeric ratings given by Joe or Josephine User of a site and someone who is directly connected to a site writing a "feature".
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  • Posted Tue Aug 9, 2011 5:04 pm
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Gabe Alvaro
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seqiro wrote:
For me, there is difference between numeric ratings given by Joe or Josephine User of a site and someone who is directly connected to a site writing a "feature".

I am curious to know, what's the difference for you?
 
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  • Posted Tue Aug 9, 2011 6:24 pm
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Mark Webb
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As I had promised, I am back from work, and can now detail more of what I am looking at in my rating of these apps. I do not have a specific weight to these, but obviously more things wrong will bring a lower rating.

Visual presentation - This includes graphics, menus, how the app looks compared to the real game, the user interface for playing the game, how clear buttons or symbols are, how easy to understand are the instructions are for someone new, and does the app react the way I think it would with "standard" kind of actions (for example, if board is larger than the screen, does pinch and zoom work, finger swiping)

Stability - This includes, does the crash or hang, does it have noticeable bugs, does it exit properly, does it lag, does it continue to crash other programs after you have exited the app a while ago, does it support the SD card, and how big is the app.

Game and fun - Does it play solo only, AI, pass & play, other play modes, network play, variants, does it portray the game well, how fun it is to play as an app, how apt I am to pick it in order to play out of the other apps on my phone, does it maintain fun across multiple plays, does it play well on a phone screen

One thing I try to avoid with my reviews is price, so I am trying to avoid having price be an influence as much as possible.. I do this for a few reasons. First Android users have a bad reputation in the development industry for being cheap. Also, because some apps have paid and ad supported free versions, I am trying to judge the app for itself, and ignore the price, since depending on the game, you may not be paying for it. I also will not make an issue of an ad supported game unless the ads make the app unstable, or problematic.


My list is not exhaustive, but this is the lines of thought I weigh when judging an app. With Jenga, I found this app to have a good amount of quality, and fun. I played it a lot since purchase and even now I have written the review, I feel that it will still be good enough to hit my virtual table many times in the future also.
 
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  • Posted Wed Aug 10, 2011 12:24 am
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Paul Beasi
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blindspot wrote:
seqiro wrote:
For me, there is difference between numeric ratings given by Joe or Josephine User of a site and someone who is directly connected to a site writing a "feature".

I am curious to know, what's the difference for you?


I expect end user ratings, especially near the beginning of a game's release, to be somewhat influenced by passion and hype. Or I guess I suppose that I'm expecting that people will be more like me if you pre-order something or buy the latest hot game: I want to like it. I just spent money on it and I desperately want to like it. Who wants to NOT like something, after all?

Every once in a while I go back to my own ratings if I play a game a year later and see if I still think what I thought when it came out. Sometimes I raise a rating, but more often I lower it.

Like books, movies, art, etc most aspects of a board game's value are subjective. And that is what I expect from the average person, including myself.

From a columnist, I expect more. I expect some objectivity. I also expect consistency between reviews, at least from the same reviewer. One iOS game on this site that was upon its initial release completely broken and at the time of the review still nearly impossible to actually play (all of which was noted in the review) received a higher rating than a game which worked and had a seemingly more favorable write-up. How does that make sense?

End users have no editorial oversight except themselves, but a site putting out reviews owes it to their readers and to the publishers to convey a message that is understandable.

For example, if my best friend likes a game, and I know what my best friend like in a game, I'll have an idea of whether or not I will like it by his opinion. I think that if I read multiple reviews from the same reviewer, I should be able to do the same thing.

Right now, I'm not getting that kind of cohesion here. I'm getting "a broken game with a mediocre review is better than a working game with a positive review" and "a dexterity game that rates a 6 has a phone version that rates an 8". Ok, well as a reader... I want to know why.

I'm not sure how well I'm explaining this. My wife runs a manga review site and is a writer and editor there. She could probably explain it better.

wwwebb wrote:
One thing I try to avoid with my reviews is price, so I am trying to avoid having price be an influence as much as possible.. I do this for a few reasons. First Android users have a bad reputation in the development industry for being cheap. Also, because some apps have paid and ad supported free versions, I am trying to judge the app for itself, and ignore the price, since depending on the game, you may not be paying for it. I also will not make an issue of an ad supported game unless the ads make the app unstable, or problematic.


The number one thing I want to know in a review is "am I getting my money's worth". I have to decide what to spend money on since unfortunately I have learned that it does not grow on trees (and someone really ought to fix that). I bought Battleship on iOS when it went on sale for $1.00. It's been worth that $1.00, but I never would have bought it at $3.00. And I still wouldn't. For me, it's critical to know whether I'm buying a complete game, whether I have to unlock features for more money, whether there is ad-free alternative, etc.

Is price/value really not a factor for people? I mean, with traditional board games people seem to balk when the price feels too high for the value. Why should digital be any different just because of the generally lower prices?
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  • Edited Wed Aug 10, 2011 8:41 pm
  • Posted Wed Aug 10, 2011 2:35 am
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Melinda Beasi
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I think you explained it pretty well, Paul. I guess I'd add that what you're describing is one of the reasons why number or letter ratings are problematic to begin with. It's really difficult to rate things fairly in different genres (or on different platforms, in this case) when you're using a rating system that doesn't allow for the same kind of nuance as a written review, and no rating system can possibly do that. I don't use them on my own site for that reason, but I've been required to sometimes as a freelancer.

But given that this is the setup for the site, it's important for reviewers to try to establish some kind of consistency, at least within their own ratings, so that readers can figure out if/how their own tastes/standards overlap with the reviewer's. If the point of a number rating is to provide some solid information at a glance, that established baseline is really necessary for them to be even remotely effective.

ETA: Oh, and I *really* do not understand how price is irrelevant when discussing a consumer product. How else can you determine whether it's a good buy?
 
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  • Edited Wed Aug 10, 2011 3:55 am
  • Posted Wed Aug 10, 2011 3:44 am
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Nate Downs
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snicholson wrote:
seqiro wrote:
ralpher wrote:
You gave the real Jenga a 6, if this is almost as fun, shouldn't it be a 5? Maybe if it were free. I wouldn't want to buy this for $3...


I've learned that you just can't take digital game reviews (iOS or Android) on BoardGameGeek very seriously. The numeric ratings seems to be completely fabricated out of thin air and sometimes don't correlate with the review at all. Also there is a definite inconsistency between reviews.


So.. pretty much like many other numerical reviews on BGG.

"This is a 10! and so is this one! and this one! That game sucked - I'll rate it a 7!"



I don't know about others, Scott, but I use the BGG recommended rating scale. It is very rare I rate something below a 5, mostly because I am nice, and will tend to play anything.

My lowest rating is RoboChamp, followed by PowerSharks, both of which round up to a four. A lot of this is because my play group is really my family, and if my step son wants to play a game, I am totally ready for Sorry, Monopoly and Life... I also play Age of Conan with him - so, his tastes very too.

The rating system on BGG is totally fine, for the most part - but I never use it to judge whether or not I will like a game. I use the game itself for that. Regardless, it is a great way to express our opinions of games, when we are too lazy or otherwise occupied to make excellent videos...
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  • Posted Wed Aug 10, 2011 12:27 pm
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Dr. Awkward
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I didn't realize android is now part of iOS...
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  • Posted Mon Aug 15, 2011 2:15 am
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