Since when did Tron wear green and purple? Adventures of Tron Platform: Atari 2600 Publisher: Mattel Released: 1982 If you manage that small feat, you bank a lot of extra points. The Recognizer tries to freeze you with an energy cage as it resets the doors, so try to take it down by blasting its "eye" with your disc. You must avoid the Recognizer at all costs since a single touch zaps you off the game grid. However, if some of the doors are locked when you eliminate all of Sark's thugs, you invite the attention of a massive Recognizer. Admittedly, the game is a touch repetitive. The goal is simply to beat back wave after wave of intruders, such as sentries and guardians (each a different color), by breaking their discs and then hammering them with your own while they are helpless. The action unfolds in a series of rooms, each with doors you can "lock" with your disc and later use as warps to move around the screen and get behind your assailants. You are Tron, a lone warrior on the game grid, flinging your disc at wave after wave of Sark's soldiers. Deadly Discs has more in common with Robotron and Berserk. How Tron-tastic? Tron: Deadly Discs is not the same as Discs of Tron, the arcade game that was recently released on XBLA. Which is far from ideal when you're hurtling straight toward a yawning chasm desperate to swallow your penguin.Tron: Deadly Discs Platform: Intellivision, Atari 2600 Publisher: Mattel Released: 1982įootage of Tron: Deadly Discs on the Intellivision. ![]() All too often, you'll find yourself blindly rolling the ball toward the camera, the angle making it impossible to see what's around the next bend. There's no way to spin the camera around or manually zoom out and in to give a different view. Unfortunately, in Kororinpa, the camera is permanently fixed at the side of a stage, pointing inward. If you've played Super Monkey Ball - and for God's sake we'd hope you've at least played one by now - you know that ball rolling requires a precision camera system to help plot safe paths. Adding to Kororinpa's rough-and-ready feel is the camera system. It's possible to rocket through the main adventure in about three hours and then there's nothing much else to do beyond beating your best times or trying to unlock the remaining secret stages. However, because many of the early stages feel like basic tutorials, teaching you how to effectively manipulate the environments, things only becoming challenging around level 20. ![]() There are only just over 40 levels, with a handful of secret ones to unlock. Kororinpa tragically feels like an unfinished game, never realising its full potential. Unfortunately, just as the game's visual charms and crafty level designs are pulling you in, it's all over. There's just something bizarrely appealing about watching a spherical cat meowing its way across a massive cake while bopping along to jolly jazz. Factor in the outrageously upbeat soundtrack and it's a recipe for happy happy joy joy. Although only a marble is available at first it's soon possible to unlock more - like a planet, frog, UFO, cat or dog - each differing in weight, speed and responsiveness. Even the various balls at your dispoasl have their own unique personalities. Depending upon the world, both the playing field and background change, so there's always something new to dazzle and delight - like the little Bomberman reference in the city levels. There are five in total, from a back garden to a bustling city. It's hard not to smile at almost every aspect of the game, including the differently-themed worlds you roll through. If all this level loveliness wasn't enough, then things are certainly helped along by Kororinpa's charm offensive. Level design is definitely one of the highlights of the game and the epic scope of later stages easily eclipses Super Monkey Ball's offerings. Each new level provides a surprise or a different twist on the game's basic conceit and Hudson should be heralded as the king in this respect. ![]() On most stages, there's a obvious route to your goal, marked out by the crystals, and it's fairly difficult to get lost. ![]() The aim of each level is to collect a certain amount of red crystals before venturing to the exit. This 360 degree control has enabled developer Hudson to craft some wonderfully ridiculous levels full of tunnels, narrow paths, moving platforms and winding roads. Yet, the basic concept remains throughout and, after a few levels to get to grips with the controls, it's possible to navigate through the most challenging remote-wrestling sections with relative ease. By he later levels, the Wiimote is twisting and turning like a break-dancer. It can be held vertically to let a ball drop and even flipped upside down. Instead of just being able to tilt the level forwards, backwards, left or right, you're given 360 degrees of control over the stage. One of the major twists in the game is that the Wiimote gives total control over the playing field.
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