Approximate Release Date: November 13, 1992
Genre: Scrolling shooter
Developer: Sales Curve Interactive
I know it’s a bit of a cult classic, but Firepower 2000 doesn’t do a whole lot for me.
I see how people could love it, though. Firepower 2000 plays a lot like the arcade and NES classic Ikari Warriors, where you play as an army man and you shoot platoons-worth of enemy soldiers in eight directions. The twist is Firepower 2000 also mashes in elements of scrolling shooters, which is kinda strange because Ikari Warriors felt like an offshoot of that genre in the first place. The screen scrolls, for one.
I don’t like that. Being able to fire in any direction seems irrelevant when you’re constantly being forced to march forward. Enemies in Firepower 2000 generally only come from the top and the bottom of the screen in the early levels, so maybe if more enemies assault from the sides it will seem less unnecessary. I just locked my gun facing forward and played the game like I would Space Megaforce.
Also, if anyone could let me know how the weapon upgrade system works, I’d appreciate it. There’s a missile weapon, a plasma weapon, and a flamethrower. You’ll find caches of power-ups infrequently during levels, and if you destroy them you can collect them all. But I don’t know if there is a way to choose what weapon to upgrade. Every time I played the first level, my plasma weapon would end up reaching level 5 or so with everything else at level 1. In level 2, my flamethrower would become similarly disproportionally powerful. That doesn’t seem like that’s how it should work.
Everything else about Firepower 2000 is what you’d expect. I don’t feel like the changes the game has made to stand out against every other scrolling shooter differentiates it enough to justify those changes. But if the freedom of movement and shooting clicks with you, you might end up loving Firepower 2000.
Tomorrow: John Madden returns to the Super Nintendo with John Madden Football ’93!