Kid Icarus: Together Retro Discussion
- executioner
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To my surprise bought this one just some days ago from another forum never played it before. Just hooked up my nes and tried to finish the first level but having so little energy is frustrating. I'll give it a couple of tries more tonight before using the last resort weapon: emulating+savestates.
Consoles: NES, Famicom, SNES, GC, GB DMG, GB Pocket, GBC, GBA, DSI XL, N64, VBoy, NDS, 3DSXL, Wii, SMS, GEN+CD+32X, GG, SAT, DC, WS, WS Color, NGPC, XBOX, 360, PS1, PSone, PS2, PSP, PS3, 3DO, CD-I, NGCD, Actionmax, TG16+CD, TE, PCE-DUO, Odyssey2, Playdia, 2600, Lynx & JAG.
executioner wrote:To my surprise bought this one just some days ago from another forum never played it before. Just hooked up my nes and tried to finish the first level but having so little energy is frustrating. I'll give it a couple of tries more tonight before using the last resort weapon: emulating+savestates.
If you want to play it on the NES, stick to your guns and have a bit of patience. The first stage is the toughest, but you can make it better if you advance slowly and "exhaust" all the enemies before triggering more by going up. There is a part where you can grind for hearts and score (score gives you endurance boosts), and that will help immensely. I won't spoil it for everyone as if you are paying attention and think a bit you will find grinding spots by yourself - if anyone wants to know a couple of mine pm me.
After beating the first fortress (where each room can be a grinding room if you want) it will be much easier, I believe.
Ivo.
- SpaceBooger
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I wish I could join in the discussion, but it is not because I am not playing... its because I don't write down the codes.
I dont own a hard copy of KI so I am emulating it on my GBA. On the GBA my Supercard does not let me save states.
So for this game my strategy is the same as for Defender... play for high score each time...
Now that I post this... I feel silly for not writing down the codes, but I am having a blast anyway.
When I finish my arcade cabinet (hopefully next weekend - realistic weeks) I will be able to emulate all Together Retro games.
I dont own a hard copy of KI so I am emulating it on my GBA. On the GBA my Supercard does not let me save states.
So for this game my strategy is the same as for Defender... play for high score each time...
Now that I post this... I feel silly for not writing down the codes, but I am having a blast anyway.
When I finish my arcade cabinet (hopefully next weekend - realistic weeks) I will be able to emulate all Together Retro games.
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So, I've just finished the game, and I think that it's indeed a great title but it has its flaws. The difficulty, for a start. Instead of starting off easy and ending hard, this game does the exact opposite. Once you start to increase your life bar and pick up weapon power-ups, the game gets a lot easier, but the first levels can turn down a lot of gamers.
I specially hate the enemies that appear from below, because you can't shoot down, and when you're on top of a tiny platform it's pretty hard to avoid them without falling to our doom. The dungeon levels also were a let down. I know it adds to the variety of the game, but for me they're just confusing and annoying.
The pace of the game is also a lot slower than usual. With most platformers we're used to just rush through the level (specially a Sonic fan like me), but here we have to proceed carefully, taking out all enemies before advancing, and sometimes I just want to start running like crazy, which inevitably ends in Pit's death...
Now, about the good parts. There were some really unique enemies. The reapers and reapettes, the eggplant wizards, the "robbers" (can't remember what they're called), all original creatures that we don't see in every game. Once again, the vertical progression is also something that we don't see everyday, and it adds to the uniqueness of the game. The last level also adds to the variety of the game and it was great way to finish it.
So, all in all, this was a good game. Frustrating at times, but overall an enjoyable experience. Can't wait for the next club game
I specially hate the enemies that appear from below, because you can't shoot down, and when you're on top of a tiny platform it's pretty hard to avoid them without falling to our doom. The dungeon levels also were a let down. I know it adds to the variety of the game, but for me they're just confusing and annoying.
The pace of the game is also a lot slower than usual. With most platformers we're used to just rush through the level (specially a Sonic fan like me), but here we have to proceed carefully, taking out all enemies before advancing, and sometimes I just want to start running like crazy, which inevitably ends in Pit's death...
Now, about the good parts. There were some really unique enemies. The reapers and reapettes, the eggplant wizards, the "robbers" (can't remember what they're called), all original creatures that we don't see in every game. Once again, the vertical progression is also something that we don't see everyday, and it adds to the uniqueness of the game. The last level also adds to the variety of the game and it was great way to finish it.
So, all in all, this was a good game. Frustrating at times, but overall an enjoyable experience. Can't wait for the next club game

4ppleseed wrote:What I'm hating: The loose controls. Maybe it's just the emu but if you jump around you skid all over the place. Not good when you're trying to land on a pixel perfect platform. Is this just me?
What I'm loving: The music.
I think you are just not used to it - I could control the length of the jump fairly after getting used to the "physics" of the game in the first stage (there is a small jumping sequence in 1-1).
There's lots of jumping in 3-1 and 3-2, so you may want to try and get used to how jumps work in safe places (most of the second section).
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+1 to what I'm hating: the controls.
I know for their day they were quite good. But they do not hold up well to the test of time. I found them frustrating and was unwilling to play it for more than a half hour.
graphics for such an early NES game are quite good and yes the music is fantastic.
I know for their day they were quite good. But they do not hold up well to the test of time. I found them frustrating and was unwilling to play it for more than a half hour.
graphics for such an early NES game are quite good and yes the music is fantastic.
7800, Jaguar, NES2, SNES, GC, Wii, GB, GBC, GBA, DS, Genesis, Saturn, Dreamcast, PS1, PS2, 3DO, NGPC
First of all, why wasn't it obvious to both the developers of this and Castlevania that hearts should never represent anything other than health? Hearts are money, really? That's kind of twisted.
As for the controls, I too found them pretty floaty and slippery, but I think it's intended. It allows precision, but like everything else about this game, requires time and dedication to get the hang of. Pit himself looks frustrated with the game's controls on page 12 of the manual.
Agree with all that say the first level is the hardest. This game doesn't give you a much chance to figure anything out the easy way, assumes you've read the manual thoroughly and that you're willing to dedicate getting good at it before it will reward you with anything. One must collect hammers for two whole levels before figuring out they're not totally useless. The first room you encounter is empty for crying out loud. They should have called it Kid Tantalus.
If one doesn't give up early, it did reward the player with a lot of different modes of progression, and some pretty interesting items and mechanics for the time (I remember being impressed with the fact that this was the first game that had a credit card, as far is I knew). I think both it and Metroid were clearly different branches of the same type of game, and in the end, Metroid's slower pace, more gradual difficulty curve and focus on exploration won out.
As for the controls, I too found them pretty floaty and slippery, but I think it's intended. It allows precision, but like everything else about this game, requires time and dedication to get the hang of. Pit himself looks frustrated with the game's controls on page 12 of the manual.
Agree with all that say the first level is the hardest. This game doesn't give you a much chance to figure anything out the easy way, assumes you've read the manual thoroughly and that you're willing to dedicate getting good at it before it will reward you with anything. One must collect hammers for two whole levels before figuring out they're not totally useless. The first room you encounter is empty for crying out loud. They should have called it Kid Tantalus.
If one doesn't give up early, it did reward the player with a lot of different modes of progression, and some pretty interesting items and mechanics for the time (I remember being impressed with the fact that this was the first game that had a credit card, as far is I knew). I think both it and Metroid were clearly different branches of the same type of game, and in the end, Metroid's slower pace, more gradual difficulty curve and focus on exploration won out.
mrgoodbytes wrote:+1 to what I'm hating: the controls.
I know for their day they were quite good. But they do not hold up well to the test of time. I found them frustrating and was unwilling to play it for more than a half hour.
There's no excuse, SMB's controls are rock solid. But anyhoo yeah, I'm getting used to the way it plays. Still not happy with it

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It's funny that I actually thought the controls were pretty tight and responsive. I died a lot of missed jumps but only when I was too distracted by incoming enemies to time the jumps correctly. Otherwise, even in those sections with tiny platforms, I would always land right on top of them. I don't know, the controls just felt natural to me. I think I actually prefer Kid Icarus' controls over SMB's, the way Mario keeps on sliding after a jump always bugged me...