When I was a very small child, after my family would
attend church in a little southern California suburb, we would dine
at a Round Table Pizza in the nearby area. The year was 1985, and
yours truly was all of four years old. What I am about to explain
is one of my first memories as a human being, as a gamer.
I can never truly remember a time when there was no Gyruss. This
game came out two years after my birth, but most know that you never
quite remember things that happened VERY early. But, one day, whilst
my brother was off playing the new Gun.Smoke or Rush 'N' Attack,
I sat down to a game of Gyruss. And, oh, what a wonderful game it
was. A cocktail model, I can remember... I could put my pizza to
the side of the game screen and continue my toddler fury. As one
might imagine, being a toddler means loving repetition, and this
game had patterns in spades.
This little review of Gyruss is a love letter to my first love for
a video game. I had played a few before on my Atari 800 (Learning
with Leaper, Frogger, Star Raiders, even some crummy motorcycle
maze game), but I found no better at the time. To this day, I can
play this game indefinitely, until my arms cramp up and I fall asleep,
I can still hang on, die occasionally and earn the lives back.
As I grew older, my family bought the home version for me, for the
Atari, and I was thrilled. I can remember wearing out the reset
button on the console, because I could never get the patterns right.
A BOSS controller with a button on the top and the illusion of an
arcade stick was not quite the adequate means for getting things
exactly to my liking, but oh, did I still play. The game was the
same, although a bit cruder, I'll admit.
When the old Atari kicked the bucket, my family invested
in an NES, which is still one of my favorite consoles ever... heck,
I got it so far back, I had SMB in single-gamepak format, and I
had a R.O.B. (although, much like every other R.O.B., he worked
like a piece of trash). In the early nineties, Ultra Games (which,
most of you know was just another name for Konami) decided to throw
out a revamped arcade title onto the home console market; it was
Gyruss, but I'll tell you... this was not the same Gyruss. The original
creator went on to do great things for Capcom, but Konami did nothing
to keep his work sacred. I'll go into the differences in a moment.
Gyruss was a compilation of two schools of shooter:
Galaga, which was a wave-moving Space Invaders spinoff, and Tempest,
which was a circular wireframe shooter. In this game, you controlled
a ship that stayed on the outside of the screen, shooting in at
patterns of ships that came out at different portions of the playing
field, whilst rotating in a 360-degree fashion. You started with
a single-shot, but earned the ability to use a double-shot to maximize
your firepower, and widen your aim. The point of the game, however
odd it was, was to get from "2 warps to Neptune", all
the way to Earth, then back to a magical THREE warps to Neptune,
where ships were faster and moved twice as fast, and whenever you
reached a planet, you were treated to a "Chance Stage"
which was a bonus level of four waves of fighters that didn't touch
you, and if you shot all of them, you were awarded 10,000 points
(see why I hit reset a lot? I kept missing the patterns as a child).
Was there plot? Probably in the manual that came with the machine,
but nothing that anyone would find to be a good read... I think
it had something to do with some guy who was lost in space and had
to find his way home... does it matter? Of course not! If you had
a plot for Galaga, what would it say? Shooting bugs in space? Whaaaat?
This version can be found on most classic console systems, like
the ColecoVision, I believe the Commodore64 had it, and Atari 5200
and 7800 I think had a port of it, although my facts might not be
quite straight, and I apologize for that. I'm not a whiz when it
comes to multi-console porting. However, the version on Nintendo
was strikingly different.
First off, the arcade version had really nice, attractive music.
It was a rock version of Bach's Tocotta and Fugue in D Minor, and
it pumps life into you when you hear it. When the nintendo version
came out, they had a revamped version of it (watered down, no doubt),
and sadly... they put in some really awful replacement music for
some of the other waves. Quite sad. While the wave and chance stage
format was kept, the actual levels had been DRAMATICALLY changed.
In short, the levels were dummied down so that I could beat it in
10 minutes without breaking a sweat. They added mid-level bosses
and ending bosses, which were just an excuse to exercise a Gradius
influence to a game that didn't need it. The Nintendo game is NOT
the game you missed... it was the arcade game that you should all
check out.
If you have the opportunity, please find a way to
try this old game out. You will be delighted to find that this is
a shooter that withstood the test of time. Heck, even Konami woke
up and decided to put out a Konami Classics game for the Game Boy
Advance... and what's on it? Why, Gyruss, of course.
Revision One:
Yours truly, Debeautar, actually dug up the old Atari 800 version
of Gyruss, for perusal (still have the cartridge, as shoddy as it
might work). I have some startling news: I'm getting WORKED by this
ancient game. Because of this and other reasons, I must amend my
earlier comments.
This game was NOT the same as the arcade. The Colecovision version
(as well as other versions) MIGHT be somewhat faithful to the old
construction of Gyruss (ships in patterns, objects in waves, that
sort of thing). The Colecovision version which I have tested has
very few differences from the arcade version (some of the chance
stages are different, as well as the color scheme was compromised)...
but the Atari 800 animal, is a completely different story.
From the beginning, it would seem as though the patterns
in the Atari 800 version were identical to the arcade... except,
the patterns changed EVERY WARP. Also, if you lost, and had to start
over again, the starting pattern would NOT be the same. This makes
for a even larger challenge, and a even deeper understanding as
to why, at 4 years old, I became so frustrated with the patterns
of the game that I reset it after losing one life. A challenge to
the very end.
Still, it incorporated everything that made the arcade game a solid
title, and actually gave the home player a deeper challenge. How
about that? Innovation in 1984. I'm shocked.
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