JellyCar
JellyCar is the first in a series of side-scrolling driving and platform games developed by Tim FitzRandolph and released under the pseudonym Walaber. Initially released independently through Windows and later made available for Xbox Live Indie Games and Apple's iOS operating system, JellyCar requires players to drive a car across a two-dimensional landscape while maintaining balance by means of accelerometers. The game features soft body physics that give it its distinctive gameplay and style. JellyCar's success led FitzRandolph's employer at the time, Disney Interactive Studios, to pick up the series and release two sequels for multiple platforms. As of December 8, 2022, FitzRandolph, now an independent developer, has released a new sequel, JellyCar Worlds, with permission from Disney.
Gameplay
In JellyCar, players drive a small car across various platforms and through obstacles in order to reach the goal. The player's car is made out of a gelatinous substance, giving it both flexibility and durability. As the player advances through the level, a meter begins to fill; when it fills to capacity, the player can make the car expand and grow into a monster truck, allowing it to traverse larger obstacles for a short period of time.Development
JellyCar designer Tim FitzRandolph began developing the game in his spare time at home while working with Disney Interactive Studios. His first version of the game was created using Microsoft's XNA development tools and released through the Indie Games community on Xbox Live for the Xbox 360 gaming console in February 2008. In a November 2011 interview, FitzRandolph explained his intentions with JellyCar:After Apple unveiled the App Store, FitzRandolph purchased an iPod Touch with the intent of porting the game to the device. The iOS version was first released in October 2008.
Reception of ''JellyCar''
JellyCar has received generally positive reviews. Zach Okkema, reviewing the iOS version for Macworld.com, said the game was "a fun way to pass the time—particularly for kids". Jeff Noble of appadvice.com said that JellyCar was "charming, fun, simple and crazily addictive".''JellyCar 2''
Soon after the release of the original JellyCar on the Apple App Store, FitzRandolph approached Disney Mobile, the mobile gaming division of Disney Interactive Studios, about producing a sequel to the game. Disney Mobile, in need of a new gaming property, agreed to help develop and publish the game. The sequel was codeveloped by Disney Mobile Games Studios that is based in Beijing. New features offered in the sequel included additional abilities for the car, such as balloons and adhesive tires, and the addition of a built in level editor. FitzRandolph would later describe the experience as "exciting" and "overwhelming":JellyCar 2 was first released on iOS devices in November 2009, but was later ported to other devices. An iPad-enhanced version launched day-and-date with the iPad itself in April 2010. That November, JellyCar 2 was released as a PlayStation Mini on Sony's PlayStation Portable system. In 2011, JellyCar 2 was ported to Nintendo's two major download services, WiiWare and DSiWare.
Reception of ''JellyCar 2''
The reviews of JellyCar 2 have been generally positive. Lisa Cowdell of Gamezebo said that the iOS version was "a tasty title you probably want to give a spin", but that the controls could sometimes be "downright frustrating". PSPMinis.com said that the PlayStation Portable version was "a well conceived game that is simple but 'non-frustratingly' challenging".The reviews for the two Nintendo versions were more mixed. In its review of the DSiWare version, Nintendo Lifes Jacob Crites said that JellyCar 2 was "DSiWare done right: fun, pick-up-and play-style gameplay with a variety of options and tons of replay value", but that "the DSiWare size limitations haven't been kind", noting that the level editor was removed to conserve space. As to the WiiWare version, Patrick Elliott, also writing for Nintendo Life, said the game was "a sweet little port that spreads it on thick". However, IGNs Audrey Drake said the WiiWare version was "a downgrade from its mobile predecessors thanks to wonky controls, barely upgraded graphics, and no online connectivity".