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I'll be honest, the Ikari Warriors guide isn't exactly finished. And the truth is, I don't really plan to finish it. The reason? I just refuse to do a walkthrough for that game. And I'm just talking about the single stage of the arcade version. Forget the NES version and it's four stages of pure torture.
Did everybody love this game in 1986? Hell yes. It was raw, it was gritty, it let you fire and walk in totally different directions. Letters appeared from dead soldiers bodies for no reason, and they powered you up. Everything exploded; your grenades, the tanks, the turrets, the gates, and probably a whole bunch of other things I can't remember. You could run out of bullets but unless you were retarded, you probably didn't. You could play at the same time as your buddy. Look, you could get inside the tank and run your enemies over. The tank even TOLD you to get inside. Commando never had that much power.
But what about today? Do you think you would see this thing on Xbox Live or the Wii's VC? Not if whoever is in charge of these decisions has a brain. Now, I know I will get shot for saying that, especially from all the SNK lovers, but let's face it. This is one extraordinary example of a game that was beyond hot in it's day, but simply hasn't stood the test of time. And to make matters worse, most of you will probably remember the NES version, not the original arcade version.
What went wrong here? Yes, the NES didn't have a rotary controller, so yes, the NES had to change the control scheme. But forcing the player to turn through every angle before facing the desired direction was like putting a "kick me" sign on the back of the player. Everything moved soooooo sloooooowly. The Atari 7800 version of the game was better, and that's not something you hear people say every day. (And the Atari 2600 version... what were they smoking when they green-lighted that project?) So who was to blame for that monstrosity of unfortunatude? Not SNK actually. The game was done by a group called Micronics , the same group responsible for the NES conversion of Athena, and the abominable Super Pitfall. Now, not all of Micronics works were terrible. 1942 and Ghost n' Goblins stood the test of time alright, if you can overlook the cruel difficulty factor that makes beating the game without an emulator and save states virtually impossible. Thank goodness for that super quick and easy A, B, B, A continue code they added to Ikari Warriors. If not for that, I don't think most people would have made it out of the first stage before realizing that the game wasn't over and they had to do another level. I think most people turned it off at that point. Thank goodness Ralf and Clark have moved on to bigger and better things, like competing in nearly every King of Fighters tournament for no apparent reason, and guest staring in the latest Metal Slug games. So if anyone is really still in love with this game, and would like to write a walkthrough for it (I'm looking at you Hitogoroshi), please be my guest. I just can't put myself through that kind of pain. Next up, the first Dragon Ball game on the NES, Dragon Ball: Shenron no Nazo, aka Dragon Power in the US.
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And what the hell was with the giant zombie behind the giant desk? I never understood that.
Wow, that is so shocking.
Wow, that is so shocking.