Action 52 #2: Starevil

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Written by theJuice   
Sunday, 16 November 2008
 

Action 52!

A vertically-scrolling shooter, Star Evil is most famous for slamming you directly into a wall placed a few pixels in front of the player's starting point.  Oh, goddammit, it happened again.  Eventually, it becomes a reflex upon death to simply press Left until the next life starts and you have visibly cleared any obstructions placed directly in front of you.  On Stage 2, you will always slightly clip the wall and lose half your health -- I haven't found a way around this.


Enemies generally appear two-at-a-time, and their locations are completely random, and I mean that -- they will traverse right over the bricks where you can't get to them.

Action 52 - Starevil


Your weapon is so effective, it doesn't just kill enemies -- simplying firing it actually limits the number of enemies who bother to appear on-screen.  Any autofire worth its salt will effectively render this game free of enemies aside from those that first appear when the game starts, and those that slip through when the stage boss appears.


The collision detection seems to be off by an entire tile.  You can enter solid objects from the left, but if anything gets within four pixels of your top-left most pixel, you're toast.

Action 52 - NES - Starevil

 

The stages have a different layout, but there's really nothing but two types of pallette swapped bricks making up anything resembling scenery.


Finally, the fourth stage glitches the system and appears as an exquisite sharp pink, a real treat for the eyes.  The game appears to keep running underneath, slowed to a crawl, until something somehow kills you and you return to the game menu.


Video


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