Second Preview: Kid Icarus (NES)

Posted in Game previews with tags , , , , , , , on September 27, 2008 by Jon Rivera

Kid Icarus (NES)

In terms of game play styles and level design Kid Icarus take a cue from Metroid, Super Mario Bros. and The Legend of Zelda. There are some strings of levels that slightly resemble Metroid’s innovative vertical scrolling level progression. For levels containing bosses the level design adopts The Legend of Zelda’s room-by-room dungeon crawling style. Things eventually start playing out like Super Mario Bros. when the level design take another change.

On top of this culmination of level design concepts, Kid Icarus has some original features that change things up. The inclusions of status ailments and cures and an incremental life gauge. Other notible features in Kid Icarus include the presence of physical attributes like power and health that can be increased with level progression. The level of difficulty for the game is meant to be fairly high as enemies randomly fall from the level’s sky.

First Preview Kid Icarus (NES)

Posted in Game previews with tags , , , , , , , , , on September 25, 2008 by Jon Rivera

Kid Icarus (NES)

 

This game coming straight from Nintendo of America was toted as being the dream project. Kid Icarus was presented in 1987 under the design Gunpei Yokoi and was to be a culmination of three previous first party releases: Super Mario Bros., Metroid, and The Legend of Zelda. The main protagonist of Kid Icarus is Pit who has the task of ascending from the realm of Hades in order to save Palutena. With the key word being “ascending”, it seems to be a forgone conclusion that the game will involve lots of vertical scrolling backgrounds. Platforming, shooting, and the collecting of lots of stuff are fundamental components of Kid Icarus. While the game was supposedly using the same engine used in the production of Metroid, the background only scrolls downward and most enemies spawn from the sky. With collecting hearts (the form of currency in Kid Icarus), you can buy items in various stores along the way.

Screenshots: Kid Icarus (NES)

Posted in Screenshots with tags , , , , , , , , , , , on September 23, 2008 by Jon Rivera

Kid Icarus (NES)

 

Screen 1:

Title screen

 

Screen 2:
Starting at the beginning

 

Screen 3:

You can aim up, but you cannot jump while doing so.

 

Screen 4:

Hearts are the form of currency in Kid Icarus.

 

Screen 5:

!!Dont let the reaper see you!!

 

Screen 6:

your character is a static image when you are moving while prone.

 

Screen 7:

the second reaper is souffering from a sprite collision glitch which happens quite a bit.

 

Screen 8:

Success!

 

Screen 9:

you can duck and fall below certain surfaces, but be carefull.

 

Screen 10:

What goes around comes around.

 

Screen 11:

The medusa's asp minions.

 

Screen 12:

the pause/status screen.

 

Screen 13:

truly platforming to the extreme.

 

Screen 14:

heart.

 

Screen 15:

I'm Finished

 

Screen 16:

The pass code feature... yes, that is a real pass code.

Box Art: Kid Icarus (NES)

Posted in Box Art with tags , , , , , , , , , on September 23, 2008 by Jon Rivera

Kid Icarus (NES)

 

Box Art:

Box Art for Kid Icarus (NES)

Editor’s Impressions: Mega Man (NES)

Posted in Editor's Impressions with tags , , , , , , , , on August 31, 2008 by Jon Rivera

Mega Man (NES)

I know I’m not covering this game, but I still would would like to weigh in on this because I have nothing but fond memories of playing through Mega Man. It was a simple game by nature, but the sheer difficulty and addition the various characters (and environments) make this game kind of special. I don’t remember the graphics being all that special; they were standard for any second generation Nintendo Entertainment System game.