Friday 28 December 2012

Heavy Nova (Sega Genesis, Holocronet/Micronet 1991)

This robot has been specificaly designed to run into wall









Heavy Nova is a game where the blocking is so good it effectively kills the game. To elaborate on this notion, the game is a typical robot game of the era, which tries to combine one on one fighting segments and platforming segments, except one good look will tell you what they spent all their time effort on. The platforming stages are realy short and the only thing that keeps you from jetpacking through them in under twenty seconds are the annoying gates and things positioned around the levels. Even so, the levels are still pretty short and only cover a few screens and there's only a handfull of items in each, at most. There's basicly a single type of in-level enemy you'll run into all the time, an annoying little bugger thagt shoots missiles diagonaly and whom they just love to position just off the edge of platforms, so when you try and duck under his shots you get hit and fall back. And this will happen to you alot because you can't jump in this game.

The afforementioned little bugger that shoots missiles


Basicly the programers took a fighting game engine, where you jump by pressing up, and slapped it onto a platforming segment with holes and mines and stuff. And worst you don't just jump you jetpack upwards and in order to avoid landing on the next thing you should be jumping over you have to jam the opposite direction to your movement, otherwise you'll overshoot and take dammage. This mechanic realy makes platforming a chore, especialy when you involve laser turrets, timed gates and some....weird transparent glass brick that flies around the level erraticaly and can't be destroyed except for right at the very end....for some reason. Also sometimes you'll run into invisible walls preventing your jetpack ascent because the programers want you to take this one specific route, and being able to go round the same suspended platform from the opposite directon would make too much sense I suppose.

I can just hear Tchaikovsky in the background


Once you manage to get to the end of a level you'll be treated to a session of interpretive dance. I say that because 90 % of each battle involves opponents simply jumping around and pirueting in the air (a jumpkick attack that you now just have, even though you still can't jump normaly when you'd need to). And here is where the whole "block" thing comes back into play. You avoid an enemy's attack by either "jumping" upwards with the jetpack or crouching down. This is naturaly rather easy to do, to the point where almost all of your shots will miss because the opponent will naturaly avoid them by moving towards you. You have a long list of moves but you need to acquire the apropriate level up icons in the platfoming segments to use them, and they're so unreliable that you can just rely on good old fashioned punches and kicks, and you'll get as much enjoyment out of this as you would desperately trying to throw your missiles at the opponent (they can only be fired from a certain distance away for some reason) and him ducking down before every single one of them.

Basicly every single character in this game can be repurpossed as scrap metal as far as I care.