Image Fight is one of those games. I bought it at a dollar store in the mid-90s and played it for a while. I picked it back up to review in my early days of churning out clumsily-written, sectioned reviews and I'm reviewing it again in 2020 — 30 years after it was ported to the NES. And you know what? Despite my history with this game, I'm not sure I have anything all that interesting to say about it. And this time, I can't even blame myself for being lazy or having a case of writer's block or anything like that. The sad truth is that anything interesting about Image Fight is only in theory. The reality is a very different case.
In theory, this vertically-scrolling shooter should be interesting. It essentially takes place in two parts. First, you must successfully advance through five stages of vigorous training, being graded with an aggregate score of over 90 percent by whatever math Irem devised for these levels. Succeed in that task and you'll gain access to the final levels, where something big has happened and you'll have to use all your "fresh out of school" skills to save the universe or whatever. While flying through these levels, you'll get a wide variety of power-ups. Some add a new front end to your plane and give it new, superior firepower with the added benefit of allowing you to take damage. After obtaining one, being shot or grazing a wall simply means you'll lose it, but still be alive to fight — just without those homing missiles, multi-directional fire or whatever else it might have provided. Others provide you with mini-ships to add additional firepower. Pick them up when they're blue and they'll shoot straight in front of you; nab red ones and they'll fire in the opposite direction of how you last pressed the control pad.
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Community review by overdrive (May 29, 2020)
Rob Hamilton is the official drunken master of review writing for Honestgamers. |
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