Tilt, tap and flip your way past bumps, ramps and loops, to cross the finish line as quick as you can in one piece.
For the most part, the physics engine is solid, apart from how your
bike is seemingly made from springs, spraying all parts plus driver
miles around when you get hit. The rather understated cry of “Ugh” from
the poor guy adds further to the bizarreness.
At its best, the game can
be addictive and thrilling (or at least as thrilling as you could
realistically expect a portable device game to be), requiring careful
timing, as well as some occasional patience. It would have been a nice
touch to include a Make Your Own Level mode, which would of course have
improved the longevity of the game by a huge amount, though the replay
value as it stands is still reasonable, with that familiar 3-star system
rewarding you for finishing quickly, encouraging shrewd use of nitro
and taking advantage of shortcuts. That, on top of the 180 levels and
numerous achievements, would keep you for a while.
However, and this is something that is immediately apparent, the game
suffers greatly from that dreaded full-screen ad disease, the fatal
strain that flares up often and without warning, leading to a frequent
opening and closing of web windows that becomes so very infuriating. I
can never understand why developers would sabotage their own hard work
with something that is an instant write-off for many, and which leaves a
badly damaged product for the rest. Clearly, it’s difficult to get
addicted to and fully enjoy a game that gets so frequently and
obnoxiously interrupted and it goes a long way to highlight flaws that
users may otherwise forgive or overlook.
Some of these include the inconvenient position of the controls, with
“accelerate” being placed in the top right hand area, often blocking
what’s coming on a smaller screen. This cannot be modified. The stylish,
neon-lit menu screens are a poor indication of what visuals you get
when you start playing, consisting purely of an outer-space-y background
and simple white lines as the tracks. Take the background away and it
would look disparagingly similar to Line-Rider. Now, anyone who has
played Line-Rider will appreciate that it is trickier than it looks to
create a single good track, let alone 180 of them. However, some of
these levels are nothing more than just some squiggles and haphazardly
placed geometric shapes, summed up by one level which looks like the
heart-rate monitor display of an erratic and probably critically ill
patient. Perhaps he played too much Neon Motocross.
Of course, there are a couple of decent levels, but too few and far
between. If the developers emphasize quality over quantity for future
levels, it would do the product a world of good. If you can stomach the
ads or bear turning your connection off, Neon Motocross is worth a look.
Rating: 3.5/5 without ads, 2/5 with