Magnetic Joe 2
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| Magnetic Joe 2

When you're as charming, witty and good looking as myself, you tend to find that you turn into something of a people magnet. It doesn't matter what I do, whether I'm out in my glad rags or if I've not washed for a month, people of all shapes and creeds are just drawn to me as soon as I leave the house.

It's a burden.

Believe it or not, this isn't an affliction that affects only me. Our friend Magnetic Joe is in the same boat. Yes, his name isn't some kind of freakish coincidence - Joe is a ball-bearing with a powerful attraction to magnets mounted in the middle of walls, with his main talents seemingly being smiling a lot and electrifying himself, sending him flying in whatever direction the magnet happens to favour.

Those who have sampled Joe's magnetic mastery before in the previous instalment are unlikely to be left scratching their heads for too long here. Rather than a straight sequel, Magnetic Joe 2 is more of a subtle re-imagining of the original, bringing more levels to the table as well as what could be described as a slightly less restrained, more entertaining take on physics.

The decision to opt for gradual evolution over revolution is actually a positive move, however, as Joe didn't get much wrong his first time out.

This second adventure comes with three main modes, but the aim throughout is a constant. Using nothing but the '5' key to fire up Joe's magnetism, you have to balance the force of the magnets dotted around each level to guide him to the exit, taking into account the fact that every magnet comes with its own directional persuasion.

If a magnet points up, for instance, it will - when in close proximity and commanded to do so - push Joe upwards until he flies out of range.

Naturally, you can be pushed and pulled by more than one magnet at once, so controlling their forces is key, especially when you consider that not all of the magnets in question will push you in a favourable direction.

It's very easy indeed to run into one of Magnetic Joe 2's obstacles in the process - namely spikes in the standard Classic mode - smashing poor delicate Joe into a thousand pieces.

With lives and even score not an issue here, this is a very personal challenge, and one that relies on you applying a mixture of guesswork and restarts aplenty to master each of the short but devilishly designed levels.

If that seems like a walk in the park, then the game's other two modes both have you approaching play from a slightly different viewpoint.

Collect mode sees you picking up other mini ball-bearings along the way, meaning it's not a case of dashing for the safety of the exit, while Enemy mode populates the levels with 'evil Joes', which block your path or blast you with their laser guns.

Though both modes alter the equation to a degree, the core principle of play remains the same in each level you take on, with Magnetic Joe 2 pivoting on your ability to tame those magnets.

After an hour or so, you'll have progressed from simple puzzle solving to full-on magnet manipulation, each one effectively acting like a rubber band wrapped around Joe and flinging him in all manner of directions.

This isn't a chore, however - it's a brilliant way of demonstrating that using just one button is far from a restriction, actually leading to a game full of guts, glory and diligence in equal measure.

Magnetic Joe 2 is one title we're likely to be drawn to for some time to come.

Magnetic Joe 2

Magnetic Joe 2 is one of the few games that can turn pressing and holding just one button into an art-form, resulting in a game where you're battling both its challenges and your brain in equal measure
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Keith Andrew
Keith Andrew
With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font. He's also Pocket Gamer's resident football gaming expert and, thanks to his work on PG.biz, monitors the market share of all mobile OSes on a daily basis.