Super Contra (Arcade Review)

Super Contra
Platform: Arcade
Released January 28, 1988
Directed by Hideyuki Tsujimoto
Developed by Konami
Included in Contra Anniversary Collection
Sold Separately via Arcade Archives

Well, it looks the part. But, it doesn’t do a good job of playing the part. At least on a full-time basis.

I get it now. I get why Super Contra didn’t reach the legendary status the original did, and I get it before I even reach the NES game. It’s not the Konami code. It really is the top-down sections. In what has to be one of the most historically bad decisions in game design history, Contra’s sequel, released just under a  year after the original, dropped the third person base segments and replaced them with generic top-down sections. What a stupid move. War-themed action games were smoking hot in gaming at the time, but there were a LOT of top-down shooting games that feel exactly the same as Super Contra’s top-down levels, surrendering the original game’s uniqueness.

Real subtle, guys.

I assume that’s why they used third person areas instead of top-down in the first place. How do you stand out in a crowded field in 1987? Mix genres. Side scrollers are popular, and top-down shooters are. Why not do both? Great idea, but top-down is too commonplace, from Front Line to Commando to Ikari Warriors. Hell, Ikari Warriors’ sequel, Victory Road, came out in 1986. You don’t want people to think you’re playing follow the leader with SNK or Capcom, do you? So instead, you mix a side-scroller with unique third-person levels that shift the focus from run & gun platforming to intense bullet-dodging in a tight space, but in a way that retains the acrobatic movement and jumping from the side-scrolling levels. Neat. Novel. Original. Tantalizing. And ALL YOURS. Now you’re the one doing the innovating! Anyone that follows is eating your dust, not the other way around. So, why move away from that? I honestly don’t know. Maybe they got bad focus testing or early reviews specifically on the third-person stages. I hope that’s not it. If you’re a game critic or participated in a focus group and sh*t on the base levels in Contra, thanks so much for ruining the sequel. You’re a bad person, and you’re going to gaming hell, where you will be forced to play Super Contra. I kid, because it’s Konami’s fault. What a truly stupid decision.

Okay, this IS kind of funny. See the two probes with the electricity running between them? They don’t kill you, or damage you, or anything. They do nothing. You stand right over them. Not even the energy hurts you. Cutting Room Floor, aka my favorite gaming site in the whole wide world, generously describes this as an “oversight.” Yes. Yes, “oversight.” I don’t think they just forgot to program that as a lethal element. It feels like an adjustment made by play testers, because I genuinely think if they hadn’t done this, Super Contra’s reputation would have gone from “meh” to outright scathing on account of extreme difficulty. There’s just not enough room to fight it without those being nerfed. Once again, the coin-op feels like it fails to make the best use of the vertical screen.

And it’s not like the top-down sections of Super Contra stand out in any way. They’re short, unmemorable, and generic. When Super Contra drifts aimlessly away from its bread & butter, hell, it could be ANY top-down game. The level design is so basic that, all by itself, it turns Contra as a franchise from coattail wearer to coattail rider. Like the previous game has to catch up to sh*t like Ikari Warriors. I’m not slamming Ikari Warriors. I’m saying Konami had a good thing going and threw the brakes on for no good reason. Those top-down levels feel like you’re running through hollow boxes and only occasionally have to change directions, but otherwise, they make for boring set-pieces. It doesn’t matter if you’re fighting aliens. They don’t feel alien. It’s especially jarring because the side-scrolling levels do a good job of that even when things like a normal helicopter shows up that you have to blow up. At only five levels, the game is pitifully small, but only three of those levels offer the type of action that feels like the sequel you want Super Contra to be. The word “super” was overused in gaming, probably thanks in large part to Super Mario Bros. In the case of Super Contra, it does such a bad job of feeling like an evolution of the Contra concept that calling it “super” feels like a lie. It also doesn’t help that this is also the owner of the first bad level in Contra. Or, more accurately, the first bad side-scrolling level. This level:

You can’t see it, but that guy is shooting me.

Hey, let’s make visibility a major challenge factor! Trees in the foreground that block your view. What a desperate move for a game that feels like, after a solid first level, it just lost faith in the formula. The first level is rock-solid. The fourth level is rock-solid. Levels 2, 3, and 5 stink. Super Contra is just fundamentally not fun 60% of the time. It’s not even the case of the NES version out-classing it (though that’s absolutely the case yet again). On its own, the set-pieces are much less memorable. The bosses are. The level design feels uninspired and arbitrary. I literally can’t believe Electronic Gaming Monthly named this the 9th greatest arcade game of all time. Apparently they did in 1997. So.. what you’re telling me is they only played 9 arcade games, right? Was the first Contra one of them? Because I’d rather play that. Nothing blocks me from seeing bullets in that game, and there’s no dull, far-too-basic top-down sections in that one. Was it a typo? Did they mean Contra? Because this is a cookie cutter action game that briefly becomes a Contra sequel. But it doesn’t last. EDIT: Come to think of it, it doesn’t have as much jumping as the first game did. Even the side-scrolling stages usually only offer one path and no options or flexibility.

Okay, FINE, the last boss is pretty damn cool looking. But, the giant heart was unforgettable. I’m not sure I’ll remember this next week. I’ve beaten this before.. sober.. and for the life of me I couldn’t remember what the hell the last boss was. Also, the game ends on the lame-ass top down sections. So deflating.

Easily the most fascinating aspect of the arcade version of Super Contra is that, completely unprompted, it feels like a game that’s grasping at straws. As if it’s some kind of knock-off game instead of the sequel to a bonafide milestone in gaming. I’ve never seen anything like this, but actually, it totally makes perfect sense. They didn’t wait long enough to make a sequel, and since this came out a month before the NES/Famicom Contra released, they had no way of knowing what Contra was about to become. Hell, they didn’t even know that after it came out. Contra on the NES did good, but it wasn’t even one of the seventy-five NES/Famicom games verified to have sold a million units. That’s something even I didn’t realize when I wrote the previous reviews: at the time, Contra was something of a cult hit, not a hit-hit. I assumed it was a massive hit, but Konami alone had at least six NES/Famicom games outsell it. At least, and likely even a couple more. Contra was a sleeper that, in the decades since, woke up as a giant. But that took time. And that’s why Super Contra turned out so bland. Konami didn’t have enough time to observe the type of reaction and feedback Contra, as a coin-op or a home game, would have. You need that to make a GREAT sequel. All sequels are fan service, after all.

It’s a f’n vertical screen, and they still screwed up everything. Look at this! THE SCORE COVERS THE BOSS! Did you guys even care? This isn’t a nit-picky thing. It’s immersion you’re messing up. In an action game, if you don’t have immersion, you don’t have sh*t!

It’s taken three decades and a lot of historical reevaluations for NES Contra to reach the phase it’s at, where it’s mostly agreed upon that it’s one of the greatest video games of all-time. As recently as Contra Anniversary Collection five years ago, which is when I REALLY got into the original games, I didn’t realize what it accomplished. I just thought it was a really fun game. Safe bet Konami had no idea what they had either. It happens in gaming more than you would think. Namco didn’t realize what made Pac-Man work. Super Pac-Man and Pac & Pal proved that. Super Contra proves Konami didn’t have a clue either. Unlike the original, this can’t even fall back on “it’s only bad in comparison to the superior NES game.” I don’t think it’s actually a well-made game in general. This feels even more cramped than the first coin-op Contra. And, just like the first coin-op, that squeeze doesn’t come with a sense of tension. The jumping is not as good as before. You can’t even jump over a gun you don’t want, and there’s no jumping in the top-down sections. That button is used for the one screen-clearing bomb they give you per stage. Bosses and “event” enemies are spongy now, too, a genuine first for the franchise since the MSX game technically came after this. The only legit positive is the machine gun now fires rockets as bullets. Hey, that’s cool, but this is just not as fun as its own game or as a sequel. Super Contra is mostly boring, and that’s where it’s stuck, forever. At least we’ll always have the NES version.
Verdict: NO!

SoCalledSuperPART OF THE CONTRA REVIEW SERIES!
IGC Review of Contra (Arcade)
IGC Review of Contra (NES)
IGC Review of Contra (MSX)
IGC Review of Super C (NES)

Contra (MSX Review)

MSXContra
Platform: MSX
Released May 26, 1989
Developed by Konami
NO MODERN RE-RELEASE*

*For the purposes of this review, “modern” means “after Wii U”

The “lost” Contra, or in the case of American audiences, the “there’s another 80’s Contra?” Contra.

I really want to get on to Super C, but there was one last stop to make along the way. Instead of playing the DOS version of Contra, which apparently most everyone agrees is garbage, I decided to skip over to this Japanese exclusive. MSX appealed to me more, anyway. After all, the MSX was the closest we’ll ever come to Konami having their own platform. They were THE gaming face of the MSX, and in the not so distant future, I might be exploring their contributions further.

Some Konami MSX games I look forward to more than others. There’s an MSX version of Konami’s NES Teenage Mutant Ninja Turtles and it’s.. not going to be my favorite game ever. To say the least.

Contra on the MSX is a very different game from the Nintendo and arcade games. It might use those as a road map for what the game absolutely needs to pass for Contra, but it’s essentially an entirely new game that wears the Contra name. There’s no scrolling. There’s health, so a bullet doesn’t kill you, at least immediately. There’s no spread gun, aka my favorite gun. That one hurts, but at least the gun that replaced it is actually pretty helpful during boss battles: the “rear gun” which shoots behind you as well. Since one of the game’s go-to moves for challenge is having the grunts spawn on both sides of the screen during boss battles, it cuts down the busy work of shooting a guy on one side, then turning around and shooting again before you can go back to shooting the boss. This becomes very important thanks to the two worst additions to the Contra formula: sponge and small collision boxes.

It was actually kind of insane how many shots the final targets in the bases take to kill. Without hyperbole, these always took me over a minute of pinging them. They have a small collision box too.

I’m grateful for the MSX version of Contra because it validated my suspicion that speed and generosity play a big role in the success of Contra. On the NES, and even in arcades, Contra cuts a blistering pace. The MSX game isn’t “slow” for the most part. Instead, it’s too stop-and-go. When you’re making your way to a boss, it is a close approximation to Contra, only played one screen at a time. But then the bosses happen. They usually have small collision boxes. The best example of this is the jumping alien. In the NES game, you could shoot anywhere on its body and it registered damage. On the MSX, you HAVE to shoot it in the head, and it has a pretty tiny head. Everything is this way. The big ass tanks from the snow level? They’re here, but you have to shoot them in the gun. There’s an annoying little wrinkle that comes with all this: if you have muscle memory of Contra’s jumping from the NES or Arcade, it won’t help you with timing at all here. You jump a little higher and a little floatier on the MSX. I really struggled to aim, whether I was side-scrolling or shooting at the wall in third person mode. Speaking of which, you have to aim up in some levels in third person mode, but for most targets, that goes over them. But, your standard trajectory often doesn’t work either, so you have to jump and shoot as middle ground between angles. So annoying.

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For these reasons, Contra on MSX has a reputation of being especially hard, and yea, it’s true. By the way, there’s NO continues. Yikes. After a couple hours, I opted to use a popular ROM hack that gives you virtually infinite health and I still managed to lose a couple lives. It’s really telling how tough the collision is (not bad, but tough) because with the addition of these challenging aspects also comes the addition of straight-up cheese. Contra MSX’s screen-based scrolling allows you to run past entire sections of the game. The lead-up to the battle with the giant alien heart? It’s here, with the alien turrets that spit  “spores” out that heat seeks you. Only, on the MSX, it’s a cinch! You can just run past them with no consequence. They get a fresh spawn every new screen and need time to fire their first bullets, which in turn need a few seconds before they pose a danger to you. If you don’t care about your score, you have more than enough time to just run across the screen. Nothing chases you to the next screen. Not enemies. Not bullets. They cease to exist. This is almost certainly why they beefed-up the bosses. They had to, because this is a Contra that rewards cowardice. Thanks to that health bar that they chose to go with in addition to a life system, getting shot once doesn’t cost you a gun. But not getting shot at all costs you nothing. Why engage if you don’t have to? You know the bosses are going to be tough, so just leg it past enemies when you can and save your strength for the battle ahead.

“Hey.. HEY.. you can’t do that! That’s cheating!” “Duh! I’m using the ‘cheat enabled’ ROM! How did you think I was going to play? With honor? Hah!”

So, that’s Contra on the MSX. You know the drill. Swap between side scrolling and third person gameplay. Kill a few aliens. Shoot an alien heart to death, then watch the credits..

Hey, wait a second..

Why’s the game still going?

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Okay, okay, yea, I can dig it. When you kill the heart in Contra on MSX, there’s still a lot of game left. As in “you’re only about halfway done.” After the heart battle, Contra introduces more gameplay elements that are new to the series. Like vertical levels where you travel down instead of up. Okay, that’s different. Sure, the cheese issue from before applies even more here. It’s very easy to just drop down to the next screen without engaging anything. But, the highlight is easily a pair of third person bases that are, in fact, mazes. You don’t know which way leads to the final chamber and picking the wrong way takes you back. It’s not that hard to find your way around, but I was impressed nonetheless. The only truly new set piece is a lava stage, and then the final boss is called the “vital alien organ.” As opposed to what? Shooting the Appendix of Contra? The Spleen of Contra? Oh, oh, the Tonsils of Contra! No, that one wouldn’t work. What if they’re infected? You’d be doing the alien a favor. Yea, taking out vital organs probably makes more sense.

The Vital Alien Organ. I will not make the most obvious joke here. You’re welcome.

Keeping it real, Contra on MSX is one of the least popular games among fans of the franchise for a reason. There are certain benchmarks that make for a good Contra game, and this is missing a few. There’s no co-op. Single player only. The gunplay isn’t amazing. It’s pretty basic, especially compared to the more famous NES and Arcade games, and that’s assuming the guns worked at all. The flamethrower from the coin-op/NES is here. You know, the gun that shoots bullets that travel in circles. Circles bigger than the collision boxes are in this version of Contra. You see where this is going.

Yea, the flamethrower bullets circled around the tiny collision box on the UFO. Every single bullet missed when I stood right underneath it. The flamethrower is WORTHLESS against bosses. I think it might be the worst video game gun invented before Goldeneye’s Klobb.

And I didn’t find the laser very satisfactory either. Not worthless. Don’t get me wrong, but just not as fun to use. It’s too subdued. Weirdly, the basic machine gun or the rear gun are the most satisfying and useful weapons. Oh, and this time around, the capsules that fly onto the screen don’t drop guns. They instead drop items that boost your movement speed and firing speed. They’re also much harder to hit. Again, tiny collision boxes. I have no idea why Konami’s team (it’s hard to find credits for a lot of MSX games) made the choices they did, but few of them are in service to the game’s enjoyment. Ultimately, Contra for MSX never feels like Contra. Even with replicated set-pieces and bosses, it doesn’t even come close. I make “dollar store knock-off” jokes all the time, but in the case of Contra, that really is the closest I can come to saying how it feels. If there were such a thing as a dollar store gaming knock-off, Contra on MSX would be the dollar store Contra.

Another change, and this is a very big one: you can’t destroy primary targets until you’ve taken out all secondary guns. Take the first boss, for example. Want to blow up the main target? Gotta take out the top two guns first. Even though it makes the damage noise, the main target won’t blow up no matter how long you pump bullets into it. I actually like this change. It adds stakes, and in fact, would be a positive addition to the NES version. Like the “Final Gate” boss before the alien lair, where you can just run up and hit the target before it even gets one shot off at you? That would be out the window. You’d have to take out the two cannons first. Contra MSX is full of those kinds of ideas that COULD work, but they don’t help this specific game for other reasons.

On the other hand, I genuinely enjoyed the extra levels and effort that went into coming up with replacements for the hardware’s shortcomings. No spread gun? That sucks, but the gun that replaced, while nowhere near as fun, got a LOT of use from this chick. That should count for something, right? And then there’s ideas that are totally out of left field, like how picking up new guns work. Once you pick up a gun, you have THAT gun, and every time you get to another spot where you can pick-up a gun, even if it’s an old one you already have, you can choose to equip any gun you’ve previously found via a menu. I don’t think I’d like that for NES Contra, but it certainly works here. I used it too, to swap between the laser and the rear gun a few times. There’s a lot of novelty here to make MSX Contra interesting beyond the raw gameplay. But, gameplay is king. The best thing I can say about MSX Contra is that it took the skeleton of Contra and boiled a perfectly fine gaming broth both out of it that might make for a lousy game of Contra, but it’s perfectly decent as a bland action game. Contra on MSX might not deserve to wear the Contra name, but it does, and it should be included in any collection of classic Contra games. This deserved a spot on Contra Anniversary Collection, even if it doesn’t feel like the Contra we all love.
Verdict: YES!

The names of levels are hilarious. The boss of the first base is called “Homicide Censor No. 1.” That’s hardcore. Meanwhile, the first stage is called “Asphalt Jungle.” WTF? Do you even know what an asphalt jungle is, Konami? Your game takes place in a LITERAL jungle, not an asphalt one.

Contra (3)PART OF THE CONTRA REVIEW SERIES!
IGC Review of Contra (Arcade)
IGC Review of Contra (NES)
IGC Review of Super Contra (Arcade)
IGC Review of Super C (NES)

Contra (NES Review)

Contra
aka Probotector
Platform: Nintendo Entertainment System
Released February 9, 1988
Directed by Shigeharu Umezaki & Shinji Kitamoto
Developed by Konami
Included in Contra Anniversary Collection

I imagine the Konami NES NO! streak is about to end.

Ever shut down an account with 18,600 followers? It doesn’t feel great. I need something to cheer me up. I think it speaks volumes that, when I was asking myself “what classic game can I play that I know is guaranteed to be a good time no matter how many times I play it?” Contra sprang to mind. Come on, it’s Contra! What can I possibly say that hasn’t been said by everyone who loves games? “It’s a very fun game, but when do we get to the part where we trade arms to Iran?” Thanks, Dad. I’m sure nobody has ever made THAT joke before. So, I did something a little different with this review. In addition to playing through it, I watched my father and niece Sasha play a round. I just wanted to see if they had fun. No help from me, except I told them the Konami Code, which Dad had heard of but Sasha, all of age 9, hadn’t. Took them a couple tries but they got it right. Dad had played this a little bit before with me, but we’d never really finished it. And, they had a great time! They really liked Contra a lot, both declaring it one of the best games they’ve ever played, and that made me feel awesome. That could be the whole review there, but WHY is Contra fun? Why is it so beloved? Has any game that’s so small and unassuming left a bigger footprint? Arguably, it’s more famous for the Konami Code than the game itself. Plenty of people can’t recite their own driver’s license number by heart, but they can recite how to get 30 lives in Contra, even if they haven’t played it in decades. I HAVE to know: what makes Contra.. well, Contra?

This is arguably the game that introduced the concept of “epic” to gaming.

The obvious answer is “everything.” The music. The sound effects. The guns. The bosses. The two gameplay styles, side scrolling stages and third-person stages, being completely compatible in a way that changes the pace in a fun and inventive way? Something a different Contra game proved matters a great deal, by the way. Super C’s top-down sections are nowhere near as fun as Contra’s third-person stages. Top down? Pssh, what is this? Ikari Warriors? Commando? Top-down is far too common-place on the NES, unlike the third-person stuff. Even the mythology around Contra elevates it above other games. I’m not just talking about the most famous cheat code in gaming history. It certainly played a big role, but it’s not even really Contra’s code. It’s Konami’s code, and it started in the game Gradius because play testers weren’t able to finish the game and needed help. It was a series of inputs nobody could do by accident. Then, they just forgot to delete it before publication, and the code became an icon of gaming. Hell, it’s in the Tengen version of Tetris. Sort of. The “UP UP” part isn’t, but if you pause that game and press “DOWN DOWN LEFT RIGHT LEFT RIGHT B A” it changes any block into the Tetris-making long block.

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And that’s just the start of Contra’s mythology. How about the fact that, in Europe, they replaced humans with robots? That’s one of those things that’s just so weird, but in a charming way. There’s no doubt about it: Contra for the NES is in the discussion for the greatest video game of all-time, but I suspect the secret to its success goes deeper. I think Contra is one of the most interesting games ever made. On the surface, it doesn’t really seem like it would make for an interesting review, either. Well, at least my style of review, because Contra doesn’t do very much wrong. What can I possibly complain about? There’s no cheap shots. There’s no gotchas. The jumping is damn near perfect. The levels are flawlessly paced. There’s not one placement of platforms I would consider to be an unfair or bad jump. There’s no trollish enemy placement. If anything, Contra handles all those elements so precisely and thoughtfully that you’d swear a super computer chose their locations based on some kind of scientific formula. The one sort of “dirty pool” part are these hooks, which don’t use a timed interval like previous ones had:

And.. you can just jump over them. There’s enough clearance. Took me a while to figure that one out. Even the weapons are equally fun. While I know what gun *I* like (the spread gun), there’s practical arguments that the flamethrower, laser, and even the machine gun are equally balanced. Hell, did Contra even make a mistake at all, or is this that rare game that’s absolutely perfect?

In Japan, there’s some special effects that don’t happen in the US. There’s also a Ghosts ‘n Goblins-like Map Screen and “cut scenes” like the one above.

It might actually be perfect. Except the co-op, which has scrolling that can double-kill you or worse if you die and then respawn right over a pit without your partner moving the screen far enough over. You can also scroll-kill on the Waterfall stage too. Except, that sort of feels like the type of communication-based challenge that co-op SHOULD have, doesn’t it? So, great, back to “is it perfect?” And the answer to that is “no.” There’s one flaw that I would come down on like a ton of bricks if it were any other game, and fair is fair. So, here is the one and only genuine problem with Contra: visibility issues. And it’s not nothing. Assuming you have a non-standard gun, your bullets are big and highly visible. But, basic grunt enemies and the turrets shoot white dots at you, and sometimes they vanish in the fog of war. Depending on your screen, it can be very easy to lose track of the enemy shots. As a precaution I have to take with my photosensitivity, I have to play my games in a room that’s brightly lit. It sucks, but it beats having a seizure, a headache, or whatever else might happen. Some games it’s not even a big deal, but it absolutely is with Contra. I’m good enough now that, when I die, it’s usually a total surprise because of a stray bullet that blended a little too perfectly with the rest of the screen. Once I was absolutely certain that there was nothing about the graphics or effects of Contra that was dangerous for my photosensitivity, I turned the lighting down a little bit. Visibility was still an issue. So, it’s a thing.

The visibility thing is especially annoying in the third-person levels. The little electric beam that keeps you from running forward is white and bounces up and down. It’s visually noisy and white, while the bullets are visually small, subtle, and white. There’s also white lines to create the illusion of depth, and enemies have white shoes. Hell, the seams of your pants are white. It’s not a coincidence most of my deaths in this feature came during these base stages.

That one flaw is certainly not enough to take Contra out of the contention for the title of best NES game. I obviously don’t think it is (that honor goes to another Konami game: Castlevania III: Dracula’s Curse), but it’s no-doubt-about-it in the discussion. Even people not inclined to enjoy pew-pew beefy dudes shooting guns type of games love Contra. I think a big part of that is it’s one of the most clockable games of this type out there. In recent years, one of my proudest gaming achievements was successfully beating the original Castlevania without dying. But, a no-hit run seems so far out of my league that it’s practically off the table. When I had that no-death run, a few people mentioned trying a no-death run on Contra. HAH. That feels well out of reach. Then I played it for this review. Actually, I played it multiple times, but that wasn’t my intention. I was going to play it once single, and once co-op. In the first game, I put the 30 lives code in as a precaution, but I didn’t need it. I ended up making it over half-way through the game on my first attempt before I lost my first life. WTF? Really? In fact, yea, I made it to the “energy zone” before I died right here:

This prickish fire beam that behaves differently than other fire beams is where my no-death streak ended in my first game in this review.

Am I just fantastic at games? Nah. If you want to completely trivialize Contra’s difficulty, all you need is a controller with autofire, the spread gun, and enough experience playing Contra that you know what to expect. It’s not even that much experience, either. I hadn’t played Contra in a long time when I made that first run during this review, and I finished the entire game with only two deaths thanks to cautious gameplay and the autofire. On its own, with a regular controller, Contra is genuinely pretty tough, right? Maybe the first time, but if you know what to expect, it’s really not that hard. I know this because I just created a challenge for myself: Contra, with no thirty lives code and no autofire. Can I beat the game without needing a continue?

That was a warm-up, everyone. Warm-up.

Let’s try that again.

Oh for f*ck’s sake, Cathy.

Alright, seriously, starting over, and this time I’m going to remind my brain there’s no autofire and I can’t just barge through the game like I want to talk to the game’s manager. No BS, how far can I make it in Contra with zero extra help? No thirty lives code. No autofire, no rewinding, no save states. Go!

Death #1 happened during the last room before the boss of the second level. I tried to get too many shots off at the primary target before smartening-up and taking out at least one of the turrets. The worst part was losing my spread gun. I basically traded it and one of my lives for the flamethrower, which is my least favorite of the four non-basic weapons. I didn’t get the spread gun back until over halfway through level three, which is where I also scored my first free life (CORRECTION – IT WAS MY SECOND FREE LIFE).

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Death #2 happened during the third boss, which is one of the few bosses that shoots large projectiles you can’t blow-up with your own bullets. I think I just died from a bullet that spawned in the same space I was occupying. Death #3 happened in the first room of level four. Yep, I’m in trouble. I got a flamethrower (sigh, why do the third-person things give me that POS first?), then ended up with the laser, and soon after, another free life. Made it to the final room which has three turrets, tons of barrels that come at you, and enemies that never stop shooting. Death #4, but I got a machine gun for the first time since the start of the game and got out of the boss fight with two lives left. Without any third-person levels left, for a moment, I thought I had a shot at it. I got ANOTHER free life soon into the next stage, and I got my spread gun back. And then I remembered the big f’n tanks in the next level.. which I defeated easily. In fact, I had my first level since level one where I didn’t die! I also didn’t die in the 6th level and got ANOTHER free life.

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This was my Homer Simpson moment. “I’M GONNA MAKE IT! I’M GONNA MAKE IT! THIS IS THE GREATEST THRILL OF MY LIFE! I’M QUEEN OF THE WORLD AND..”

Death #5

Are you kidding me? A pack of three guys had been running to the edge of the platform below me and then turning around. I shot two of them, but one jumped and got me. Goddammit so much. Except.. uh.. that was my last death. Holy crap, I just beat Contra without gaming-over, without the 30 lives code, without cheating, AND without autofire!

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Granted, I had a two-death game with autofire already in the making of this review, but I literally squealed with joy. It just feels like it matters for some reason. So, now that I’m really warmed up, how far can I make it with autofire? How much does that completely neutralize the difficulty of Contra?

Warm up. WHAT? WARM UP! (I didn’t make my jumps across the exploding bridges).

After that false start, I did it. No death run on Contra. With autofire, but no cheating. The game continues afterwards with another cycle. I couldn’t find anything on if the second cycle is supposed to be harder. I didn’t think it was, but I wanted to see how far I could make it without dying. I wasn’t as cautious this time. The first cycle, I paced myself, especially with the turrets. I made sure to take them out as soon as I could to lessen the chances of a stray bullet. I didn’t the second time around and I made it..

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Contra, like Castlevania, has a overstated difficulty. It’s tough, but not unclockable. Random elements are kept to a minimum, and enemies are predictable. Your bullets travel the full length of the screen, and it’s not like enemy fire is blanketing the playfield. This isn’t a bullet hell, or even remotely close to that. On top of all that, if you die, there’s never too much distance between you and the next opportunity to upgrade your gun. How many video games with a reputation for being difficult are there where the difficulty is based on the fact that you’re absolutely f*cked the very first time you lose your current loadout? That’s not the case at all with Contra. In my no autofire run, I only finished one boss without the default gun. Enemies are never too spongy. Bosses aren’t, even with your basic gun, but the odds are you won’t have your basic gun for long anyway. That was my revelation about Contra: as far as this type of game goes, it’s almost unprecedented in how generous it is with power-ups and extra lives. Mind you, there’s no extra life pick-up. Extra lives come from points only, yet, I was constantly hearing the pleasant chime of a +1 to my stockpile. I’ve played a lot of NES run & gun games way more intense than this. Compare Contra to something like Capcom titles Gun.Smoke or Commando. Contra is downright kind.

In Europe, the franchise is called Probotector. It sounds like a satire of a game name, doesn’t it? But, it’s the same game. Oddly enough, I didn’t find the difficulty better or worse on any of the three versions (including the Famicom). That’s rare. If there was any difference, it was so subtle that I didn’t feel it.

And I think I know now why Contra is so universally loved: challenge isn’t the point. Fun is. It’s generous with the special guns because they’re more fun than the basic gun. It’s not spongy with the bosses because that would make the novelty of fighting them wear off quickly. The developers have nothing to prove or gain by demoralizing players. Contra is tough to start, but it’s easy to memorize where enemies are going to be. It doesn’t even slow gameplay down that much to play conservatively. It’s the most doable of any “hard” game on the NES. It was A LOT harder for me to beat Castlevania without dying than it was to beat Contra without continuing or, with autofire, without losing a life.

It helps that not one single level qualifies as “the bad one” or even the “not as good one.” Contra is a masterpiece of level design. They’re all a lot of fun.

When people talk about “Nintendo Hard” it’s usually about games like Battletoads which are so prohibitively difficult that they just become boring after the first couple stages. Then there’s Contra, which thanks to the 30 lives code, anyone can finish with a continue or two. It’s a cinch. But, without that code, it’s a game hard enough that beating it without continuing is an accomplishment I’m proud of. At the same time, it wasn’t that hard. It just took a lot of replays over the years. And that’s where Contra’s credentials as a bonafide gaming legend are revealed. Hell, I could probably brute-force memorize any game and get myself to the point where I can beat it in a way that feels like a big deal. Some would just take longer than others. But, for 99.9% of all games, the process for getting to that point would be so boring. Not Contra. No matter how many replays, it’s as fun the last time as it was the first time. It might not be anyone’s #1 game of all-time, but it’s up there for EVERYONE, and there’s not a lot of games you can say that about. And THAT’S why Contra is one of the all-time greats. But, certainly not THE greatest.. right? RIGHT?! I don’t even know.
Verdict: YES
“What about the coin-op? What about Super C? What about..”

Contra SplashPART OF THE CONTRA REVIEW SERIES!
IGC Review of Contra (Arcade)
IGC Review of Contra (MSX)
IGC Review of Super Contra (Arcade)
IGC Review of Super C (NES)

Blade (Pinball FX Table Review)

Blade
First Released December 8, 2010
Main Platform: Pinball FX
Switch Platform: Pinball FX
Designed by Imre “Emeric” Szigeti
Set: Marvel Pinball Collection 1 ($23.99)
Links: Strategy GuidePinball FX Wiki

Oddly enough, only a handful of the Marvel pins actually attempt to feel like they’re tied to comic books. You’d think Blade would be one of those that didn’t, but it’s really second only to Spider-Man in creating that comic-like energy using fonts and key art. We really like how this looks.

Blade does two things really well. First, it’s a pretty good tribute to early-to-mid 90s William/Bally tables. A clean, simple layout that flows really nice. Second, as stated above, this is a no doubt about it COMIC BOOK pin in the same way that Ed Kryinski’s Incredible Hulk (1979 Gottlieb) and Amazing Spider-Man (1980 Gottlieb) were. Blade isn’t anywhere near as good as Zen’s take on Spidey, but it’s a damn good table. Modes zip right on by after a couple shots, instead of the typical Zen grind. A novel monetary system allows you to buy a variety of upgrades, like kickbacks and extended ball save for the cowardly, or high-yielding scoring opportunities. Oh, and this could have easily been Castlevania II: Simon’s Quest Pinball. The table shifts from day to night and back again, with modes and bonuses exclusive to each. This could have come across as gimmicky, but it actually does work thanks to balancing what is and isn’t available during each cycle.

Signature Feature – Day/Night Cycles: All the missions (main modes) must be done during night by shooting the Lawlor Trail between the flippers, which is a shockingly tough shot. Night also has some of the best hurry-ups in Pinball FX, where you have to shoot specific lanes to slay vampires for money. The shop where you spend that money is only open during the day, along with the path to the valuable items. Our main knock with the day/night concept is that the clock for it is on the left slingshot. It would have been really great to have a separate ticking clock somewhere. Make it optional if people are afraid about ruining the purity of the visuals.

Blade’s layout looks conservative, but actually, it’s one of the more elegant and deceptively complex shooters we’ve seen from Zen. And that’s just the layout! The rules are very ambitious, with RPG-like mechanics such as stamina, money, upgrades, and collecting items. You build your Stamina (and avoid shots that drain it) so that you get more time to complete the modes. If there’s a problem with Blade, it’s that it’s the rare Zen table that doesn’t quite have enough shots. What shots are here are perfectly fine, but it can wear thin in extended play. It’s also very conservative in scoring, but without any of the balance that type of scoresheet requires. It makes Blade a table where shooting combos is just as exciting as making jackpots, which might not necessarily be a good thing because it means excitement doesn’t build. It’s incidental, and that’s before I get to an absurdly overpowered scoring device so wildly imbalanced that it broke my father and has me cracking up. It’s a whole new level of badly balanced.

Signature Element – Citadel: This mini-table is where you collect the items. This is one of those kinds where you have to poke the ball off the correct rail. It’s the second one from the bottom that you want to light (which is done via the spinner), though it’s also that item which completely throws Blade’s scoring balance out of whack. You’ll see why..

During a day cycle, the path between the flippers will take you to the Citadel instead of the mode start. Trust me, you’ll want to go here first. There’s four total items. One adds 100 points to every score, which is basically worthless. One cuts the cost of items in half, while one cuts the amount of mode start targets you need to hit in half. Those two are good ideas. The fourth and final item, Azu’s Belt, doubles all scoring permanently. Wow. Yea, that’s insane and I have no way to spin that where it makes any sense. It badly hurts Blade’s flexibility, because the only logical strategy to start the game is work towards getting the belt as soon as possible. I don’t think it’s a deal breaker, but it does sting quite a bit. While I think this does a better job than most at ambitious RPG-like gameplay, I kinda wish they’d just stuck with the old school gameplay with new-school surroundings layout. It’s one of my favorite designs, but Blade throws a lot at you and the results are more mixed than a table that shoots this well should be.
Special Consideration – Nintendo Switch: On Switch, Blade has orbits aimed straight at the drain, which doesn’t happen in the Primary Pinball FX builds. They need to fix this, since you need to hit those shots sometimes. Until then, we consider the Switch version to be OUT OF ORDER
Cathy: GREAT (4 out of 5)
Angela: GREAT
Oscar: GOOD (3 out of 5)
Jordi: GREAT
Sasha: GOOD
Primary Scoring Average: 3.6 📜CERTIFIED EXCELLENT📜
Some review copies were provided in this review, others were paid for.

Venus Explorer

*Activate Strong Sarcasm Mode*

Team Shuriken has done it again. They’ve got a game-of-the-year, summer blockbuster of a sleeper hit on the Marketplace. It’s another classic to add into their ever increasing hall of fame of surefire winners.

Venus Explorer has everything a choose-your-own-adventure-type game needs! Boobs, semen jokes, art from their fap folder, and an actual lack of meaningful choice if you actually want to progress in the game.

You may be asking yourself why you aren’t playing this right now, and I’d have to ask the same question of you.

*Deactivate Strong Sarcasm Mode – Resuming normal levels of sarcasm…*

At the very least, these guys aren’t even trying to hide what the game is: a cash grab for suckers who see big boobs on the cover art. I can respect that and, unlike subtle sexism that is common in media, here it is front and center for us to oogle at.

"Boobies!"

“Boobies!”

The game begins with a cut-scene of you being a lonely teenage boy in the 80s looking for a game to…be thrilled by, if you catch my drift. You don’t? Okay, he’s horny.

What follows is an attempt at emulating old adventure games on the PC. “Will you go north, west, or east?” “Will you shoot the robot in the brain or torso?” “Will you try to jump into the semen bath with the buxom babe or make a comment about how it stinks?” The thing is, for most of the game, it’s all an illusion of choice layered over a direct path to the end. If you choose the route the game doesn’t want you to take, you will be killed and forced back to the checkpoint. Oh god the checkpoint system.

Imagine you’re running a 5k race. Okay, scratch that, we’re gamers. Imagine you have an extremely perilous staircase that leads to the bathroom upstairs. There are 20 stairs filled with traps and pitfalls trying to prevent you from relieving yourself in a civilized manner. Thankfully these are magical stairs that have checkpoints to revive you should you die. A fair system of checkpoints would bring you back to life say, every five stairs. You’d think that was decent while you mentally chewed out whatever being cursed your staircase.

Restarting the human race from two people is a silly notion. There has to be incest!

Restarting the human race from two people is a silly notion. There has to be incest!

Well, in Venus Explorer, those checkpoints are on stairs 1, 18, and 19. In a game that forces death upon you at every wrong turn because you aren’t following their story exactly, this is both a case of frustration and boredom. I flopped on the couch, barely paying attention to what I was lazily pressing as I made my way back to where I died so I could hopefully make the “right” choice.

Along the way to the end, there are some minigames and an arcade game to play. The minigames are halfhearted at best. One has you avoid moving objects while you fly up about 50 feet in a spacesuit. Another tries to emulate R-Type but gives you no weapons to fire, only more objects to avoid. That arcade game I mentioned? It’s a half-assed attempt at making a fighter by having you decide, “Dodge left, right, or center as your opponent comes at you with a flying kick.” You also are only allowed to play it only once every 30 minutes unless you do some fancy button-pressing that isn’t worth it. Not one bit.

Spoiler warning—I’m going to reveal the ending of the game to you. You get to make babies with the only other surviving human, a woman who saves you at the last second from certain death.

Venus Explorer was developed by Team Shuriken.

If anybody needs me, I’ll be in my bunk…regretting the loss of my $1.

Oh, and I got this screen after finishing the game. I suspect it’s a true statement as I don’t know why anyone else would bother putting the time into it that I did.

David

I played the PC version of this game. It is out for Mac and iOS as well and I cannot speak for how it plays on those platforms.

I wasn’t quite sure what to expect with this one when I read the description. Hell, even after watching the trailer, I still wasn’t sure what to expect when I booted it up. What you see is a square flying around as it throws things at a number of other shapes. While it’s clear something is happening, it’s unclear exactly what until you try it for yourself.

The "Skittles" are what you shoot at enemies.

The “Skittles” are what you shoot at enemies.

Playing the part of a square named David, you are on a quest to destroy a number of evil, polygonal figures with your “slingshot”. This slingshot is your only attack and uses a drag and release method of mouse control that requires a bit of precision in setting up and launching your attacks against the quadrilateral onslaught.

To avoid enemy fire, or the enemies themselves as they have a tendency to launch their entire bodies at you, you bounce around each stage with the WASD keys. It can be tricky at first and I’d be lying if I didn’t say my hand cramped up a bit, but once you get the hang of it, it’s easy to excel at. During the time that the game flows at its “normal” speed, movement itself feels similar to that of Super Meat Boy. The majority of your time, however, you are in a slowed down state as you charge up and aim your shots. In this altered state, you plot out where you’re going to move next and where you should attack next. The experience leaves you feeling like you’re a leaf on the wind after some practice.

Huh?

Huh?

The only thing in the game that had my head scratching is the use of confusing symbols used in some of the game over screens. Perhaps there are some universal meanings behind them but the only way I discovered what they meant was through trial and error. (Yes, the screenshot to the right was taken from my phone. Shush.)

This is a short game and it won’t take long to get through the “easy” version of the missions. Taunting you, however, is the fact that in order to truly beat the game, you need to run through the missions again on the hard difficulty in order to reach the final boss. The stages all play exactly the same except unlike in easy mode you have a fair amount of hit points, hard mode leaves you hanging with only one. Deaths in this mode are frequent but limitless and they rarely feel “cheap” and that you cannot improve upon what you tried before.

All of this may sound like a lot but by the time you complete the ninth mission and replay the missions at a harder difficulty, you discover that at some point along the way you got really good at this game. Completion only took me about an hour but at its price point, it’s well worth the cost and it’s fun and easy to pick up. The game sucks you in without you even noticing it and completing the more difficult missions feels satisfying.

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David was developed by Fermenter.

IGTlogo-01For $2 (temporarily $1) you, too, can help me translate the glyphs in that menu system in this fun adventure.

Aqua Kitty: Milk Mine Defender (PC Version)

For new Indie Gamer Chick fans, meet Miko, aka Sabriel, the next Indie Gamer Chick. Heir to my throne. A passionate and talented gamer, and one of my dearest friends. Follow her on Twitter

The world’s milk supplies are running out, and the cats must do something or suffer from the loss of their most precious resource. In a bold, some would say crazy, maneuver, they are taking to the depths of the ocean to mine for milk and save the world.

aquakitty01Ridiculous story, yes, but this arcade shooter is fun to play. Covered by the Indie Gamer Chick herself last July, she describes it perfectly in that it’s a Defender clone both in waves of enemies, a radar to show you where the action is off-camera. And protecting ur mans from being taken away. Here you’re attacked by waves of mechanical enemies who are trying to take you out and trying make off with kitties who are manning (kittying?) the milk pumps that lay at the bottom of the ocean. Once you complete a stage, you’ll head to the map screen which records your high scores and allows you some freedom as to which area you head to next.

aquakitty03There are two game modes: 1) one where your upgrades are automatic after each stage and can restart from the same stage if you die; and 2) one where you are able to choose your upgrade as you collect power-ups within stages but start over from the beginning if you die. I spent some time with both and discovered that I don’t prefer one over the other; each has its place and is fun in its own ways.

In later stages, enemies come at you at a very fast pace which leads to pure chaos. You are, however, rewarded if you can make combos with careful use of explosive fish to blow up enemies. The higher of a chain you can make, the more points you’re rewarded with, and larger chains have the added side effect of making your life easier as you take out massive amounts of enemies at once.

I really love the chiptune music in this game and have even been listening to it outside of the game. You can find the music on SoundCloud here if you’d like to have a listen: https://soundcloud.com/electriccafe/sets/aqua-kitty-milk-mine-defender

aquakitty02This is where I normally rail on some annoying, horrible mechanic that was designed purely to piss me off. I’ve got nothing, really. I like this game a lot, and it’s a great homage the SNES era. The graphics are pretty, the music is awesome, and it felt appropriately difficult on its own merit rather than me fighting the system. I’ve got little but praise for this game and felt it worth the price.

Time and game allowing, I’ve also decided to start recording and posting videos of me playing the games I review as well. If you’re so inclined, you can watch me playing here: Miko playing Aqua Kitty – Milk Mine Defender

Out for PC, 360, and PS Vita, Aqua Kitty—Milk Mine Defender is a cute little arcade shooter that is too good to pass up.

kittylogo

Aqua Kitty—Milk Mine Defender was developed by Tikipod.

IGTlogo-01The game costs $6 to $7 on a multitude of platforms, and I just wrote an article about milk pumps without talking about boobs.

Aqua Kitty is the first game to earn both a Seal of Quality from Miko and Cathy. Congratulations to Tikipod!

This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying "not approved for any use besides enhanced interrogation."

The first Miko-Cathy double sealed game!

Neurokult

I’m not certain if it’s a sign that I’m getting older, but there are plenty of games now where I can only play one stage or level and then need a break. It happened in Hotline Miami, a little bit in Rogue Legacy, and now again in Neurokult. I don’t feel it’s a bad thing, though—just something I don’t think I ever experienced growing up, and it feels strange. The intensity wears me out!

Neurokult is a cyberpunked-themed, fast action puzzler for iOS. Balls of three different colors stream across the screen and you must tap them to send them away before they reach the other side of the screen. In order to remove a ball of a certain color, you must tap a “selector” of sorts on the side of the screen that matches the color of the ball you want to remove. Match the color, press the ball, the ball goes away. To keep this from being too simple, the game is very fast-paced and there are bombs that roll across the screen which will cause a game over if you tap one.
neuro01

I should note that I played this on my iPhone 4S and found that there were a handful of times that I fat-fingered things and hit a bomb. I don’t know this if this is much of an issue on the iPhone 5 (and later) or iPad screens.

You receive bonuses for connecting chains of matching colors. Along with getting more points, completing chains builds up your life meter, something that is there to keep you alive when you miss a ball before it reaches the opposite side of the screen.

In its current form, this game is difficult. By the end of the very first stage you’re already experiencing the above-mentioned intensity as a great number of objects fly across the screen. The feeling was quite daunting at first, and I took a few days’ break from the game after finishing some stages. While discussing some things with the developers, they stated that they are aware of this and are already in the process of creating an easy mode to help players out and keep them coming back. Until that day comes, I’ll give you the same advice that they gave to me: “Stick with it.” It is rewarding, but damn, is it hard.

neuro02The game will change up some things from time to time to catch you off guard and make you think. For example in one stage, the ball that flies across the screen will change color just before you press it, making you go back to the color selector to select a new color to be able to remove it. It gets a bit hectic, but it’s nothing you can’t handle. The above advice about sticking with it worked for me until I reached Stage 9, Kinesthesia. It causes me to have an episode of rageful fury (unlike my normal, happy fury), and ultimately it’s where I had to quit the game for the time being. The change in this level is jarring. Stage 9 is where the colors in the color selector move around. Up until this point in the game, the colors in the color selector stay in the same spot. You come to rely upon on the sense of their location without needing to look where you press (not unlike learning a keyboard). You begin this stage and press where blue had been for eight stages, only to find out that it moved to where red had been the whole time except you didn’t notice because you didn’t think to look. It continues to change at a fairly fast pace, causing you to miss the ball you were going after and letting it fly off the screen, taking away your hit points. By this point in the game, the action is so crazy and fast that it’s a very quick death as you flail about trying to match things up.

Every few stages there are some boss fights. From what I’ve seen so far, these stages boil down to the boss (a larger sprite) bouncing around the screen as you try to clear the playing field. If you touch the boss more than a few times, you lose. The boss fights can be tricky as near the end of their respective stages, they try very hard to get in your way, making for some very close calls where you have to choose between waiting for the boss to move or taking the hit to your life. Once you finish the boss fight, you get a chance to slice and dice it like crazy by sliding your finger across the screen until it dies. It’s a nice little way to relieve the stress of it getting in the way moments before. Seizure warning: The game makes use of bright, flashing white effects against a black background at this point.

Would I recommend this game? Yes. I would. Play it now and muck around with it, and if you get stuck, keep it on your device until you see the update come down that introduces the easier mode. It can be a frustrating experience here and there for now, but it is a fun game.

neurologo

Neurokult was developed by Woodland-Barbarians.

IGTlogo-01Relive your cyberpunk days in the 90s of watching Hackers and Johnny Mnemonic for only $2.

Dungeon of Elements

Dungeon of Elements came across my desk early last week and I thought to myself, “A puzzle game? All right. I’ll play this real quick and have a review out by tomorrow.” Yeah… nope! That wasn’t going to happen. There is much more depth than a few short play-throughs can give you.

This looks familiar and that’s totally alright with me.

Main gameplay is heavily inspired by Dr. Mario. Drop multi-colored pills onto baddies, line things up, baddies are dead. The formula is very familiar and one that most puzzle game fans will be able to jump into right away. I think the game even goes one step further and improves on Dr. Mario a bit as you don’t need to line up pills in a straight line; just connect three like-colored pills in some sort of linked pattern and you’ll kill the baddies. Additionally, not only do you get to kill monsters, you also collect items that you can either equip or use in the game’s crafting system.

As you progress through the story (yes, a story!), you will encounter boss fights to mix things up a bit. For example, one of the first bosses was a giant rat whose rat army would quickly refill the stage as I cleared it out. Another boss was an orc king with an army of orcs that would slowly march toward the top of the screen. Occasionally he’d summon another orc exactly where my pill was falling, causing mayhem as the pill did not go where I had planned. This definitely added some excitement and was a nice change from the level grind. It also gave me a reason to invent more swear words and derogatory slang against orcs which I’m always excited about.

I have a water rod to dowse my fire armor if I get too hot.

I have a water rod to dowse my fire armor if I get too hot.

I mentioned earlier that you can pick up weaponry and armor; these are used to cast special attacks onto the playing field or slow down the fall of the pills. For example, the sweet bo staff skill I have at the moment is an AOE effect that blows up anything in a small area. This is particularly useful when monsters are effectively hiding behind objects on the playfield. Boots temporarily slow the fall of the pills to give you a moment to think about where you want to place them. Admittedly, one could also pause the game because it doesn’t black out the screen when paused, but that’s cheating, and you’d never do that, would you?

Crafting in the game is how you gather better gear and items. It’s an extremely simple system of THING 1 plus THING 2 equals ???. I really hoped you could do stupid things like Dagger + Shortsword = Shortdaggersword, but alas, no such luck; the game makes you do reasonable, logical things like element + weapon = useful thing. Crafting takes a little bit of time to get into because it also requires money that you really don’t have much of at the start. It’s a fun little thing to do during the downtime between rounds, and once you are able to make items, you can sell things you craft for more money than you put into them. Even better, the game actually keeps track of combinations you’ve tried so you don’t have to worry about failed repeats.

I try crafting something that's kind of logical-ish.

I try crafting something that’s kind of logical-ish.

Although there are a few things about the game that are shortcomings, I honestly do not think they take much away from the overall experience. It’s hard to describe without playing it for yourself, but when rotating the pills, they don’t always rotate as they “feel” like they should. As veterans of Dr. Mario will understand, the pills have a predictable way of rotating. The only time this potentially gets in the way is when you’re trying to expertly place a pill into a tight spot, heh heh, and it winds up doing something other than expected.

Item drops were a tad confusing at first because there were so many pieces of gear that had the same stats. I later figured out that there isn’t much of a difference between the items and that their main use is as crafting fodder, but this isn’t obvious for new players.

I wasn’t too keen on linking your Twitter account to the game in order to increase how much loot drops. I don’t like apps posting for me automatically. Thankfully there are some posting options such as “no more than once every 15 minutes” or “only post boss kills,” but it feels both a clever way to get some free advertising and an annoying way to get some free advertising. It’s probably not a bad idea, but irks me. I felt that enough loot dropped for me without linking my account.

Finally, there is one song that plays during the first few stages that is so repetitive, it drove me up the wall. I had to turn the music off and pull up Spotify until I reached a new area. Other than that one song, though, the music is pretty good.

This game is fun and I’m definitely going back to finish it up to try to open up hard mode.

A puzzle game that’s NOT on a mobile device that I’m coming back for? This doesn’t happen much anymore. If you like puzzle games, this one is worth your time.

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Dungeon of Elements was developed by Frogdice Games.

IGTlogo-01For $10 you, too, can relive the days when your dad wouldn’t let you play Mario 3 because he was addicted to some puzzle game starring Mario, a person I highly doubt has a medical degree.