REVIEW: Might (4-in-1 Volume 13)
As we've recently witnessed elsewhere, it's certainly more than possible for Timetop to mess up a game as addictively simple as Contra. Thankfully, on the GameKing it has a better track record and so unsurprisingly, Might (or "Migat" as the cartridge label incorrectly brands it) is one of the good ones.
Building on the engine found in Soldier, Might takes the basic Contra mechanics and adds platforms (lots of them) to the mix to produce a more rounded, slightly less blink and die experience than that found in Soldier.
Opening up to a very Contra-esque intro of a mercenary somersaulting around and unloading hot lead into some unspecified target, the actual game is much more of a jump-and-gun than it's run and gun predecessor with an array of platforms used to good effect to avoid enemies and position yourself for the perfect shot.
Building on the engine found in Soldier, Might takes the basic Contra mechanics and adds platforms (lots of them) to the mix to produce a more rounded, slightly less blink and die experience than that found in Soldier.
Opening up to a very Contra-esque intro of a mercenary somersaulting around and unloading hot lead into some unspecified target, the actual game is much more of a jump-and-gun than it's run and gun predecessor with an array of platforms used to good effect to avoid enemies and position yourself for the perfect shot.
As in Contra, your little guy can shoot in eight directions as well as lie down for a crouching shot. The enemies in this effort aren't particularly varied, with the same long haired men with swords attacking from the right, along with the usual out of proportion tanks and gun installations. Unlike soldier there are no flying enemies until the end of level boss is reached so there is a feeling of, not only less danger, but also less frustration at being hit from all angles.
Having said that, the game still offers a decent, if fairer, challenge and power-ups such as the familiar spread and lazer guns can be collected to assist you. The easier difficulty does come at a price as, to balance it out, you are only given 3 lives (rather than the 5 you were given in Solider) to beat it in and there are no continues offered.
Sound effects have the appropriate meatiness and a particularly effective musical loop does a good job of ramping up the tension.
Having said that, the game still offers a decent, if fairer, challenge and power-ups such as the familiar spread and lazer guns can be collected to assist you. The easier difficulty does come at a price as, to balance it out, you are only given 3 lives (rather than the 5 you were given in Solider) to beat it in and there are no continues offered.
Sound effects have the appropriate meatiness and a particularly effective musical loop does a good job of ramping up the tension.
On the GameKing III the system uses a red and yellow layout similar to the one used in Happy Ball. It's the GameKing III's most effective colour palette and it is certainly playable with everything being picked out in distinctive colours and easy to seperate. However the lousy GameKing III control pad makes the precision diagonals needed to play Might effectively difficult to achieve. We'd therefore recommend playing it on one of the original monochrome systems with the better d-pads.
Might won't win any awards for originality but it's another entry for GameKing that does a fun job of cloning Contra's core mechanics and is a fun title to pick up and have a quick ten minute blast through.
Score 8/10