Eliminate Down (MD, 1993)
Graphics-7.5 Sound-7 Control-8 Challenge-8.5
Level Design-7.5 Frustration-9 Fun-7.5 Originality-6
Overall Score-7.5
+
Intense and varied action
Good bosses overall
Adjustable ship speed (in-game pause menu)
Mini-bosses
Difficulty options
You'll be using all your weapons (you only have three though)
Decent art direction (bosses)
+/-
Respawn on the spot (lose all weapon power upon death making it hard to recover, no checkpoint after losing a credit)
Very similar to R-Type and Gradius
No smart bombs
Ship hit box is almost half the size of its sprite
-
Trial and error (cheap deaths through unforeseeable attacks like getting crushed by the scenery)
Some safe spots during boss fights
The music is a bit hard on the ears (no DAC used)
Some odd palette choices
Basic power up system
Somewhat uneven difficulty curve (round 5 and 8 are pretty easy)
Some slowdown and flicker (very noticeable during rounds 6 and 7)
No difference between hard- and normal mode endings
Sometimes hard to tell if you're doing damage to a boss or not
Level Design-7.5 Frustration-9 Fun-7.5 Originality-6
Overall Score-7.5
+
Intense and varied action
Good bosses overall
Adjustable ship speed (in-game pause menu)
Mini-bosses
Difficulty options
You'll be using all your weapons (you only have three though)
Decent art direction (bosses)
+/-
Respawn on the spot (lose all weapon power upon death making it hard to recover, no checkpoint after losing a credit)
Very similar to R-Type and Gradius
No smart bombs
Ship hit box is almost half the size of its sprite
-
Trial and error (cheap deaths through unforeseeable attacks like getting crushed by the scenery)
Some safe spots during boss fights
The music is a bit hard on the ears (no DAC used)
Some odd palette choices
Basic power up system
Somewhat uneven difficulty curve (round 5 and 8 are pretty easy)
Some slowdown and flicker (very noticeable during rounds 6 and 7)
No difference between hard- and normal mode endings
Sometimes hard to tell if you're doing damage to a boss or not