The level of challenge isn’t for the faint of heart, but it’s an addictive mode that combines the premise of Mario Bros (the non-’super’ 1983 original), the exacting input requirements of N+ or Super Meat Boy, and the pattern recognition of Mega Man. Every enemy has a specific attack pattern, and vulnerability, which can make for very tricky interactions when an arena is flooded with dozens of them milling about. Each level consists of a ‘horde-mode’ style setup, sending waves of increasingly difficult enemies into the arena. I wasn’t expecting much from the single player campaign, but Matt Makes Games has done a terrific job of retrofitting AI enemies that perfectly complement the game’s fantasy art style and existing mechanics. Dashing is useful to shunt a character out of harm’s way, but when timed correctly, dashing into the path of an oncoming arrow catches it and adds it to your quiver. Since this is a 2D game using 8-way controls, the arrows have a slight homing effect when they get close to an enemy – this gentle aim-assist gives everyone a fighting chance, and also underscores the importance of mastering the dash feature. Arrows aren’t locked to a certain character, so if you miss a shot, you’re leaving ammunition for your would-be victim. The characters, and the arrows they fire, are beholden to a simple physics system that calls to mind Super Mario Bros – which is appropriate for the head-stomping that takes place.Įach warrior starts with three arrows in their quiver, and spent arrows must be collected from the battlefield. Each arena is a single screen in size, using ‘ Pac-Man’ rules, so players who run off to the left appear on the right, or players jumping through the bottom of the screen falling through the top. The game blends the best of 8-bit games systems in a way that will be immediately accessible to most.
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