- Joined
- Oct 23, 2001
- Posts
- 6,416
Any games you completely missed substantial gameplay elements of for years on end? And enjoyed it anyway?
I liked the Technos beat-em-up Shadow Force. I like beatemups with a block, and I liked that the default difficulty level was manageable to get far without feeling like you were being cheap (no need to jump kick, rinse, repeat).
I was checking out some ebay auctions and came across a Shadow Force bezel. It had a chart describing the 6 button layout. 6 buttons? I went to youtube to check out a longplay, and sure enough there was a whole aspect of the game I was missing - you could turn into other enemies (along with an extra punch and kick). That made the VS. fighting minigames between stages make a lot more thematic sense, as well as the end battle.
Even KLOV has it listed as a 3 button game. I wonder if the game's attract mode even featured the bottom 3 buttons, or if it was left out figuring most cabs would only have 3 buttons (if it didn't have a dedicated cab).
I liked the Technos beat-em-up Shadow Force. I like beatemups with a block, and I liked that the default difficulty level was manageable to get far without feeling like you were being cheap (no need to jump kick, rinse, repeat).
I was checking out some ebay auctions and came across a Shadow Force bezel. It had a chart describing the 6 button layout. 6 buttons? I went to youtube to check out a longplay, and sure enough there was a whole aspect of the game I was missing - you could turn into other enemies (along with an extra punch and kick). That made the VS. fighting minigames between stages make a lot more thematic sense, as well as the end battle.
Even KLOV has it listed as a 3 button game. I wonder if the game's attract mode even featured the bottom 3 buttons, or if it was left out figuring most cabs would only have 3 buttons (if it didn't have a dedicated cab).