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AmagonBy: Static_A_Matic
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Occasionally, someone asks me what the point is in reviewing old games. These things have been out for twenty years. Surely, everyone who cares has already formed their opinion. What they are forgetting is the most crucial fact of vintage media. Nostalgia lies. I remember my time playing Amagon with a great deal of fondness. I believe I actually stole (well, borrowed, and neglected to return) the cartridge from a friend so I could call it my own. Granted I was usually using the Game Genie to make playtime a bit easier, but I had a ball nonetheless. A decade later, Amagon looks a bit like the barfly you brought home last night, with your beer goggles playing the role of the Game Genie. Amagon is a sidescroller that puts you in the shoes of the country's "most decorated Marine". You're sent by the higher-ups to check out a mysterious island full of monsters in the South Pacific. And by "check out", I mean, as the manual says, "become the first to conquer the island". Imperialism at its finest. Even though it's never expressly stated, the presence of a crashed plane in the title screen indicates that things didn't go as planned. Now you've got to fight your way across the island to meet your rescue party, because apparently they don't' feel like pulling the boat around to the other side.
The manual points out that there is no time limit. So unlike Mario, you can take as much time as you want to carefully pick off bad guys before continuing. Because of this, the developers purposely stop you from speeding through levels by siccing multiple enemies on you, sending random ones flying straight at your face, and timing others to fall just as you run under them. This is all well and good except guess what guys? Your game is boring and this isn't a fun way to play a platformer.
This is compounded by the fact that you'll need to mow down anything that moves to increase your score because the amount of hit points Megagon gets is related to your score when you trigger the transformation. So if you get the Mega-Key early in a level, there's no point in transforming because you'll end up with no life and change back after one hit. To earn full health you'll need 70,000 points which basically means you'll be saving Megagon for the boss battles at the end of each level, forcing you to play most of the game as a one-hit character. Granted, other platformers, like Mario, had this same stipulation, but this is usually offset by reasonably frequent power-ups. Don't go looking for any mushrooms here. In fact, truly useful power-ups are few and far between. Points are fairly common. Ammo appears frequently enough, but only if you're already playing conservatively. There are about two Mega-Keys per level which, if you're shooting every enemy, won't be too hard to find. But extra lives are a thing of myth. I burned through my lives time and time again before ever seeing one. When I finally did, I missed my chance to snag it because power-ups disappear far too quickly. With only three lives to begin with, this gets old fast.
Why isn't this game as good as I remember it being? Well, partially because a lot of games were like this back then. Thankfully our standards have gone up. Amagon is hurt the most not by its faults but by its lack of strengths. If you want to play a platformer there are much better choices. If you want to pretend you're li'l Static, try the Game Genie code for infinite Megagon. Otherwise, there's not much to recommend. -reviewed 04/05/07 - game copyright 1988 Vic Tokai, Inc.
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