It’s a sunny afternoon in 1986. RetroGamer84’s room, adorned with posters of Mario and Zelda, buzzes with the hum of an old box fan. RetroGamer84 and GamerFan sit on the carpeted floor in front of a CRT television, ready to dive into Kid Icarus.
Alright, GamerFan, let’s boot this up. Kid Icarus has been the talk of the town lately. I keep reading about it in Nintendo Power. It’s developed by the same team behind Metroid!
Really? That’s impressive. I love how the game mixes platforming with RPG elements. Not to mention the whole Greek mythology theme. It’s quite unique for a platformer.
Absolutely. And did you know Toru Osawa, the game’s designer, wanted to create something that combined action, RPG, and platforming? It’s quite an innovative mix.
Makes sense. I love how Pit gains experience points by defeating enemies and can level up. Let’s get started with the Underworld stage.
As they guide Pit through the game’s treacherous vertical caverns, they discuss the game’s mechanics and review it.
The vertical scrolling is a nice change from the usual horizontal fare. Although, if you fall off-screen, it’s game over. Pretty brutal!
That’s true. It reminds me of Ice Climber in a way, but with way more depth. Hey, don’t forget to watch out for those Cupid enemies. They can be a real nuisance.
Good call. By the way, have you been using those Hearts to buy items in the shops?
Yes! The Mallets are invaluable. Rescuing those petrified Centurions pays off, especially for the fortress bosses. Plus, the Water of Life is a lifesaver, quite literally.
Speaking of bosses, how about that Twinbellows we faced? The design is both challenging and fair. Plus, rescuing Palutena’s soldiers to help was a clever touch!
Agreed! And the Fortress stages where the game shifts to a more Zelda-like dungeon crawling? Brilliant. Navigating and sometimes backtracking reminds me of exploring labyrinths. What did you think of the intensity of the boss fight with Pandora?
spoilers ahead
That one was tricky. Dodging those moving platforms while attacking Pandora was a real test of skill. And the reward system! Getting powerful items really encourages you to explore and defeat enemies instead of just rushing through.
Totally. Also, the music is catchy and atmospheric. Hirokazu Tanaka did an excellent job with the soundtrack. It really keeps you motivated through the climb.
Agreed. And that ending facing off against Medusa with the Three Sacred Treasures equipped felt epic. Transforming Pit into that angel warrior is such a satisfying climax. Did you know you can actually beat Medusa relatively easily with rapid fire and staying mobile?
I noticed. Staying on your toes and constantly shooting makes a huge difference. And the ending cinematic? Seeing Palutena restored and peace returning to Angel Land was a perfect wrap-up. The game’s bright and cheerful conclusion feels rewarding after all those intense stages.
Two thumbs up from me. So many hidden chambers, engaging mechanics, and intricate levels. I bet this will be a timeless classic.
I agree. Plus, the support of Nintendo’s R&D1 team really shines through in its design. It’s sure to make a mark in 1986 and beyond.
Before we dive back in, a quick tip for anyone struggling – always break those breakable floors in the dungeons. You might find valuable items or shortcuts. And be sure to collect as many Hearts as possible to stay well-stocked!
And don’t forget to keep an eye out for those hidden doors that lead to the treasure rooms. They can give you a significant boost when you’re in a bind. Now, let’s get Pit to glory one more time!
They both laugh and resume their gaming session, diving back into the colorful and challenging world of Angel Land, ready to help Pit defeat Medusa once more.
He's a true connoisseur of vintage games and consoles, with a deep-seated passion for all things retro gaming. His love for gaming transcends time, as he immerses himself in the rich history of gaming and delights in sharing his knowledge and experiences with others.
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