Log in

View Full Version : CV Cosmo Fighter 2: A Review.



Aswald
08-18-2006, 05:00 PM
Graphics= 8
Sound=7
Game Play=5
Overall= 5



The only reason I'm reviewing this game here is because it has recently become available for purchase from the same people who are making Opcode's Pac-Man Collection, Newcoleco's Reversi, and Scott Huggin's Spectar available...as well as Cosmo Fighter 3.

The strangest part about this is this: I've had this game for my ColecoVision for quite some time now.

Since 1998.


As a result, this is NOT a review for a game you'd logically think I've only had for a short time.


Cosmo Fighter 2 is a Galaxian-style game, the sort you used to see so much of in the early-early 1980s. You control a space fighter at the bottom of the screen, which must defend itself from several waves of really strange enemies.

Upon doing this (not an easy task), you must then face this game's Boss: a gigantic green alien thing which shoots at you, and sometimes moves down to smite you. To defeat it, you must shoot away its 3 legs.

Throughout the waves of attackers, you must also contend with flashing, spinning golden rods which spin down from above, and a ship (vaguely resembling a purple Millenium Falcon) which goes from left to right, dropping a single bomb down on you. Periodically, a simple yellow ship moves across the top of the screen; hitting this gives you a bonus fighter.

So far, this sounds typical enough, and it is, except for the weird enemies.

The first wave are green bird-like creatures, resembling the Warbirds from Phoenix, except single-colored. These move downward in a diagonal fashion, all the while dropping bombs on you. The wave ends after a certain amount of time, so you can shoot or dodge; it does not matter.

The next wave is truly bizarre, though...you now face...springs. That's right, springs. Springs that look and bounce, from left to right, at the bottom of the screen, just like the ones from Donkey Kong (so THAT'S why they weren't in the CV version; they're here!). It is here that you will ususally see that yellow ship you must shoot for a bonus fighter.

Once you get past here, you face vaguely bat-like purple creatures that move from right to left, in a sort of sine-wave manner. Each has a yellow bomb, and they will try to drop them on you. The end of this wave is marked by the additional appearance of several of those springs.

All the while, throughout these three waves, you must also contend with those golden rods and purple ships mentioned earlier.

Once through all of this, you must face, one-on-one, the Boss alien. This is a huge green hexagon with two black holes for eyes, each with a tiny gold pupil. It has two stumpy red legs on either end, and in the middle a shorter yellow one. From the red ones it shoots straight down; from the middle one it shoots down, and diagonal-down. From time to time it will come down far enough to smite you, if you are still under it.
If you manage to shoot all three legs, it rises up and out of view, the playfield accelerates, and you begin again. Only things are even tougher than before.


When I reviewed Frantic Freddy, I compared it to one of those arcade games you hardly ever saw, but which always has a cult following. Much as I'd like to say that about this game, I just can't. This game just doesn't have enough overall appeal, hence, the low rating.

That's it for today. To be continued.