Nitro Ball/Gun Ball (ARC, 1992)
Graphics-7.5 Sound-8.5 Control-7 Challenge-8.5* Story-4?
Level Design-7.5 Frustration-8* Fun-7.5*/? Originality-6.5
Overall Score-7.5?
*1-player, Normal
+
3-player co-op (check the options)
Mixes top down run 'n gun with pinball gameplay (levels look like they partially take place on pinball boards and feature some appropriate gimmicks, at one point per level you can temporarily transform into a ball and knock things over by picking up a power up)
Smart bombs (pretty rare)
Good bosses
One or more optional timed challenges in each level (often similar to a mini-boss fight, you get a lot more points and sometimes power ups if you finish them)
Optional paths in some levels (need to unlock them - sometimes not intuitive how to do it)
Some large and detailed sprites
Levels which scroll in more than one direction (Mercs)
Difficulty options (four levels, number of lives, coin worth)
Pretty impressive FM music (YM2151+sampler chip)
Pretty nice artwork between levels
Shows bosses' health bars
+/-
Short default weapon range
Timed special weapons (similar to Fantasy Zone - the timer (20 secs) is increased by picking up more of the same weapon)
Jackpot mini-game (seems hard to win at)
Smaller average sprite sizes
Can't move backwards in the levels
No alternate chars to choose from
Level timers (not too bad but you need to keep moving)
Cutscenes are decent but have a very limited viewport for some reason
One hit kills (no shields or armor upgrades)
Four different special weapons (missile launcher and flamethrower are very similar though)
Borrows some elements from Smash TV
No grenades or other volley attacks
No prisoners to rescue
Features various Data East character cameos in the ending (Joe & Mac, Karnov, etc.)
Respawn on the spot (lose your current special weapon and all bombs though you also gain two bombs)
-
No auto-fire
No dodge or strafe moves (leads to more trial & error and having to rely on smart bombs more)
Trial & error (boss patterns, you're supposed to knock enemies into the holes you can find in some levels by shooting them when they're near them to be rewarded with smart bombs - not explained)
The ball mechanics seem a bit underdeveloped (short timer on the transformation, can lose it by getting stuck trying to move into tight spaces near the edge of the screen, not that strong as an attack and there are no paddles to give you a boost - there are some paths which move you automatically through them and at one point you're locked into a railroad route of sorts with a few alternate paths to choose (both similar to some level gimmicks Sonic) but these segments are very short)
Shooting at low ground enemies from above or vice versa only sort of works and only if they're close to you
Sometimes kind of generic visuals
Pretty short (~20 mins spread across 5 levels)
Some slowdown in 3-player mode
Difficulty spike at the fourth boss (very hard to dodge its main attack)
Level Design-7.5 Frustration-8* Fun-7.5*/? Originality-6.5
Overall Score-7.5?
*1-player, Normal
+
3-player co-op (check the options)
Mixes top down run 'n gun with pinball gameplay (levels look like they partially take place on pinball boards and feature some appropriate gimmicks, at one point per level you can temporarily transform into a ball and knock things over by picking up a power up)
Smart bombs (pretty rare)
Good bosses
One or more optional timed challenges in each level (often similar to a mini-boss fight, you get a lot more points and sometimes power ups if you finish them)
Optional paths in some levels (need to unlock them - sometimes not intuitive how to do it)
Some large and detailed sprites
Levels which scroll in more than one direction (Mercs)
Difficulty options (four levels, number of lives, coin worth)
Pretty impressive FM music (YM2151+sampler chip)
Pretty nice artwork between levels
Shows bosses' health bars
+/-
Short default weapon range
Timed special weapons (similar to Fantasy Zone - the timer (20 secs) is increased by picking up more of the same weapon)
Jackpot mini-game (seems hard to win at)
Smaller average sprite sizes
Can't move backwards in the levels
No alternate chars to choose from
Level timers (not too bad but you need to keep moving)
Cutscenes are decent but have a very limited viewport for some reason
One hit kills (no shields or armor upgrades)
Four different special weapons (missile launcher and flamethrower are very similar though)
Borrows some elements from Smash TV
No grenades or other volley attacks
No prisoners to rescue
Features various Data East character cameos in the ending (Joe & Mac, Karnov, etc.)
Respawn on the spot (lose your current special weapon and all bombs though you also gain two bombs)
-
No auto-fire
No dodge or strafe moves (leads to more trial & error and having to rely on smart bombs more)
Trial & error (boss patterns, you're supposed to knock enemies into the holes you can find in some levels by shooting them when they're near them to be rewarded with smart bombs - not explained)
The ball mechanics seem a bit underdeveloped (short timer on the transformation, can lose it by getting stuck trying to move into tight spaces near the edge of the screen, not that strong as an attack and there are no paddles to give you a boost - there are some paths which move you automatically through them and at one point you're locked into a railroad route of sorts with a few alternate paths to choose (both similar to some level gimmicks Sonic) but these segments are very short)
Shooting at low ground enemies from above or vice versa only sort of works and only if they're close to you
Sometimes kind of generic visuals
Pretty short (~20 mins spread across 5 levels)
Some slowdown in 3-player mode
Difficulty spike at the fourth boss (very hard to dodge its main attack)