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jaen501's Gradius (NES)
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[February 26, 2007 02:30:08 AM]
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EDIT: I thought I had added this entry but apparently it didn't go through last time.
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After a more thorough playing of this game, it is inevitable that one comes upon the powerup system. The way they handled the power up system in this game is unique as far as I know.
First and foremost, you must kill an entire group of enemies to earn a powerup. After acquiring the powerup the player must choose either to use it immediately, or to save up multiple powerups to gain different effects.
In my opinion, this one little mechanic differentiated the game from other scrolling shooters. Although, in the time period that this game was released there probably wasn't a lot of competition and the expectation for a game was perhaps not quite so high.
That said, the ability to choose when to use the powerup engages the player and introduces an emergent quality to the game. The player can then learn to recognize patterns and use the powerups correctly, thereby creating allowing the player to overcome challenges and create an enjoyable experience.
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[February 23, 2007 07:48:29 PM]
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After having played the likes of Kirby on the NES, the visual and audio levels of the Gradius game were dissapointing. I suppose we take for granted the work that some designer/programmers do to create a game which maximizes the capability of a system's hardware.
That aside, the gameplay of Gradius seemed fairly straightforward as one would expect from a shmup. The game also introduces the familiar elements of enemies attacking in patterns as well as power ups. At the end of the first level, there is a volcano type boss which was somewhat original as most other shmups usually have giant enemy ships as the boss component.
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jaen501's Gradius (NES)
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Current Status: Playing
GameLog started on: Friday 23 February, 2007
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