Genre: Shooter
Developer: Natsume; Dynamic Planning; ITL
Publisher: Milton Bradley
Year: 1989
Basic Idea: Memorize more crazy enemy patterns before fighting the easiest bosses in shooter history.
Review: This space shooter ain’t much easier than Gradius, requiring significant amount of pattern memorization. However, it has my favorite power-up of any shooter I’ve played on the NES: homing missiles! When you acquire this power-up, you can shoot like crazy while focusing on avoiding enemies. Unfortunately, if you get killed, you usually have to start from the beginning of the level, which is all kinds of cruel.
As mentioned, the bosses are insanely easy. They’re quite powerful, but for the first five bosses, you can find a safe zone where you can’t be hit and fire away. Even the final boss isn’t that difficult after you learn the strategy. At least the part that comes after the final boss is pretty sweet (and appropriately difficult).
I remember a very hard sell for this – Nintendo was pimping the hell out of it in commercials. When I played it, I wondered how it garnered that sort of treatment. It’s…perfectly acceptable, but that’s about it.
and I had never heard of it until I played it about ten years ago.
I’m wondering why they needed three developers for this one.
And I hadn’t heard of it until I downloaded the super huge emulator package about five years ago that had a copy of JNES and just about every rom imaginable. Since this one was first alphabetically, I ended up playing a fair bit of it. I’ll echo Spooky’s sentiment – decent, not life changing.
I thought I had never played or heard of this. Then I googled picture and I do remember. I think it was fun for as far as I got.
I’m not sure again if I’ve played this. Some of the things I saw in pictures of Abadox look just like elements from Life Force which I know I’ve played. Both are combo vert/horz shooters and I know I’ve played at least two like that. I’m thinking it was more vivid colors than what I saw from Abadox. Section Z looks familiar too.
Section Z involved randomly guessing which path to take at the end of each level. Evil game.