As with the difference between a tropical storm and a hurricane, so there are various grades of tornado.
Big F5 twisters can destroy skyscrapers, while a weak funnel cloud might ruffle the leaves of some trees. You might mistake it for a passing breeze, just as you may overlook Crazy Tornado as just another me-too line-drawing game passing in the wind.
The game has you controlling coloured tornadoes across the planet's surface on behalf of evil aliens hoping to harvest resources via the spinning weapons.
You draw a line from each of the twisters, providing a path of destruction for it to follow around the map.
Still, the moment you see the red, blue and orange tornadoes, and similarly coloured buildings, you can see what the gameplay is going to be about. Wrecking a building of the same colour awards you with extra points, though you need to be careful that your tornadoes don’t cross paths and cancel one or the other out.
Don't be a weather manTargeting the buildings is inaccurate, however, and it seems rather unfair that the buildings can regenerate.
It would also be far more entertaining if the miniscule maps were more expansive. Offering you full cities to destroy instead of forcing you to send the tornadoes back and forth over the same ground would be a lot more compelling.
This is felt all the more acutely as your tornadoes need to keep moving and smashing into buildings to keep their energy levels up.
The problem is that if you're too quick, your tornadoes end up fading away. Having them dissipate because you’ve been efficient in your devastation is an unsatisfying conclusion to a well-played level.
Crazy Tornado scores points for its premise then, but in the end it’s regrettably lacklustre.