Aswald
09-22-2006, 03:32 PM
Graphics= 8
Sound= 7
Gameplay= 5
Overall=5
Although this game only recently became available for sale, the strange part is this: I've had this game- on cartridge- since 1998.
It was an unusual situation, and occurred only shortly after I became aware that not only were there far more ColecoVision games than I ever knew of, but that, amazingly enough, there were new games for it. At that time, I knew almost nothing about "homebrew games."
Cosmo Fighter 2 is a game along the lines of Gorf: you fight through several screens of enemies, facing a "boss" at the end, before starting again at the beginning, at a higher level of difficulty.
When you first plug this game in, you are treated to an extremely impressive set of title screens, which include scoring, programming information, and the story behind this game. It's typical enough: an evil force threatens a planet, and only your Cosmo Fighters can confront it. You must defeat the waves of enemies, and then defeat their leader.
You are given a choice of three difficulty levels to begin with, and they are Hard, Harder, and VERY Hard.
Once you start the game, your multi-colored fighter appears at the bottom of the screen. It can fire several shots at once, but can only move left or right. The screen is filled with downward-scrolling stars, large flashing stars, and single-clored mini-planets, all of which is confusing at first, but very beautiful.
You are immediately attacked by the first wave of enemies: many small, single-colored green birds, looking somewhat like the big Warbirds from Phoenix. They descend by moving in a sort of unpredictable zig-zag pattern, and they are not at all reluctant to shoot at you.
During this time, you are also being attacked by two other things: spinning golden bars that rain down from the top of the screen and swerve toward you; and a large blue craft, looking a bit like a downward-facing Millenium Falcon, which always moves from left to right across the top of the screen, dropping one red bomb as it passes over you. These two things continue to attack you throughout the three different attack phases, until you reach the Boss at the end of the round.
This first part is rather lengthy, and you will soon discover that this is a VERY difficult game indeed...in fcat, it may be a number of games before you get past this part.
Once you do manage to get past here, you encounter the next set of enemies.
This is where I have some trouble with rating this game. This is an outer space battle, and although one expects some weird enemies, even the insects in Galaga have a certain logic about them. But the enemies you encounter here are really strange: springs. Springs exactly like the ones from Donkey Kong.
They bounce from left to right at the bottom of the screen, in a mindless fashion, hoping to smite you under them. You can shoot them or dodge them, but they are dangerous either way, especially with the blue ship and rods attacking you the whole time.
Once past here, you encounter lines of purple creatures, which move from right to left in a sine wave, each dropping a single bomb on you as they pass overhead. Near the end of this wave several springs will also appear, and this is one of the most difficult parts of the game. As before, the blue ships and rods continue to plaque you.
Once you make it past here (not an easy thing to do), you face the game's Big Boss. This is a huge green hexagon, with eerie tiny golden eyes, two yellow legs at either end, and a thrid red leg center. It looks a bit like a child's play table in it's basic shape.
The yellow legs are able to shoot straight down, while the center leg can shoot down, and diagonal down. The entire enemy moves around, and periodically comes down, trying to crush you under it. To defeat it, you must either shoot all three legs, or avoid it long enough. Either way, it moves off the top of the screen, the playfield accelerates, and you begin again.
At several points throughout the rounds, a single-colored yellow craft moves across the top of the screen; shooting it yields a bonus fighter.
Since I've had this game for eight years, you'd think that rating it would be easy. It isn't. On the one hand, there are enough things about it that I like which prevents me from not recommending it, yet, enough about it that I don't like that...
First of all, it is obvious that Marcel deKogel, the programmer is VERY competent with a ColecoVision. The smoothly-scrolling background, of beautiful golden stars, occurs in not one but two planes, some faster than others. The planets and flashing stars are like a third plane, and not only isn't this something you'd expect on a ColecoVision, it's something you'd think a Sega Master System might have trouble with! The action is smooth and nicely done, and the Boss at the end is large and moves much better than the one in Buck Rogers: Planet of Zoom. Much better.
The sound, while sparce, is as good as most such games in the early 1980s, especially your shots and the sound of the falling golden rods. It's not exceptional, but it's good enough, overall.
The action is intense...maybe too much so. The game starts out difficult, even at the "Beginner" level, and soon becomes insanely so.
Graphics are overall good, but several of them, such as the green birds and the yellow "EXTRA" ship, are simplistic, looking like something out of a Atari VCS game.
Time's up for today. To be continued.
Sound= 7
Gameplay= 5
Overall=5
Although this game only recently became available for sale, the strange part is this: I've had this game- on cartridge- since 1998.
It was an unusual situation, and occurred only shortly after I became aware that not only were there far more ColecoVision games than I ever knew of, but that, amazingly enough, there were new games for it. At that time, I knew almost nothing about "homebrew games."
Cosmo Fighter 2 is a game along the lines of Gorf: you fight through several screens of enemies, facing a "boss" at the end, before starting again at the beginning, at a higher level of difficulty.
When you first plug this game in, you are treated to an extremely impressive set of title screens, which include scoring, programming information, and the story behind this game. It's typical enough: an evil force threatens a planet, and only your Cosmo Fighters can confront it. You must defeat the waves of enemies, and then defeat their leader.
You are given a choice of three difficulty levels to begin with, and they are Hard, Harder, and VERY Hard.
Once you start the game, your multi-colored fighter appears at the bottom of the screen. It can fire several shots at once, but can only move left or right. The screen is filled with downward-scrolling stars, large flashing stars, and single-clored mini-planets, all of which is confusing at first, but very beautiful.
You are immediately attacked by the first wave of enemies: many small, single-colored green birds, looking somewhat like the big Warbirds from Phoenix. They descend by moving in a sort of unpredictable zig-zag pattern, and they are not at all reluctant to shoot at you.
During this time, you are also being attacked by two other things: spinning golden bars that rain down from the top of the screen and swerve toward you; and a large blue craft, looking a bit like a downward-facing Millenium Falcon, which always moves from left to right across the top of the screen, dropping one red bomb as it passes over you. These two things continue to attack you throughout the three different attack phases, until you reach the Boss at the end of the round.
This first part is rather lengthy, and you will soon discover that this is a VERY difficult game indeed...in fcat, it may be a number of games before you get past this part.
Once you do manage to get past here, you encounter the next set of enemies.
This is where I have some trouble with rating this game. This is an outer space battle, and although one expects some weird enemies, even the insects in Galaga have a certain logic about them. But the enemies you encounter here are really strange: springs. Springs exactly like the ones from Donkey Kong.
They bounce from left to right at the bottom of the screen, in a mindless fashion, hoping to smite you under them. You can shoot them or dodge them, but they are dangerous either way, especially with the blue ship and rods attacking you the whole time.
Once past here, you encounter lines of purple creatures, which move from right to left in a sine wave, each dropping a single bomb on you as they pass overhead. Near the end of this wave several springs will also appear, and this is one of the most difficult parts of the game. As before, the blue ships and rods continue to plaque you.
Once you make it past here (not an easy thing to do), you face the game's Big Boss. This is a huge green hexagon, with eerie tiny golden eyes, two yellow legs at either end, and a thrid red leg center. It looks a bit like a child's play table in it's basic shape.
The yellow legs are able to shoot straight down, while the center leg can shoot down, and diagonal down. The entire enemy moves around, and periodically comes down, trying to crush you under it. To defeat it, you must either shoot all three legs, or avoid it long enough. Either way, it moves off the top of the screen, the playfield accelerates, and you begin again.
At several points throughout the rounds, a single-colored yellow craft moves across the top of the screen; shooting it yields a bonus fighter.
Since I've had this game for eight years, you'd think that rating it would be easy. It isn't. On the one hand, there are enough things about it that I like which prevents me from not recommending it, yet, enough about it that I don't like that...
First of all, it is obvious that Marcel deKogel, the programmer is VERY competent with a ColecoVision. The smoothly-scrolling background, of beautiful golden stars, occurs in not one but two planes, some faster than others. The planets and flashing stars are like a third plane, and not only isn't this something you'd expect on a ColecoVision, it's something you'd think a Sega Master System might have trouble with! The action is smooth and nicely done, and the Boss at the end is large and moves much better than the one in Buck Rogers: Planet of Zoom. Much better.
The sound, while sparce, is as good as most such games in the early 1980s, especially your shots and the sound of the falling golden rods. It's not exceptional, but it's good enough, overall.
The action is intense...maybe too much so. The game starts out difficult, even at the "Beginner" level, and soon becomes insanely so.
Graphics are overall good, but several of them, such as the green birds and the yellow "EXTRA" ship, are simplistic, looking like something out of a Atari VCS game.
Time's up for today. To be continued.