4 Attachment(s)
Let's recap: Andro Dunos (ARC/NG).
Andro Dunos (ARC/NG, Visco, 1992.06.15)
Visco has always been a secondary developer. Saving the Drift Out and the Shimasho series they're still to do something really trascendent. Andro Dunos was the first game to clearly show this company's preferences: to imitate relevant games in order to obtain an immediate acceptance. Let's recap:
It's not too hard to realize where this game took the inspiration from just by looking at a single snapshot. Zero Wing and Gradius are evidently "homaged" in Andro Dunos. Visco didn't even try to make something visually different to the late 80's games, and that was their biggest fault. In the moment of Andro Dunos' appearance, games as Last Resort, US Navy (Carrier Airwing) or Thunder Cross II were widely present in the arcades, and they had far better visuals than Visco's little cameo. 'Cause Andro Dunos' gameplay is solid enough to keep you playing for a while. The weapon system is interesting (if you ignore the stupid charging attack, which levels down the main weapon every time it's used), stages' structure is wisely studied and bosses are funny to fight. Some basic enemies are a bit unfair, but you'll learn how to avoid them all.
I'm not trying to say this is a brilliant game, but it's better than it seems to be initially. Graphics are poor, but the music is well composed and a two-player option is included. Just don't play it after your usual Pulstar session.