Energy Warrior Review

Well, after RetroWorldExpo, I was thrust back into a lot of back-breaking labor. A coworker had taken time off just as I was getting back in from the fun, and excitement. The good news: I picked up a bunch of hours to cover them. The bad news: I am completely wiped after doing so. The worse news: The game I found at the convention wasn’t too good. But to be fair, I wasn’t expecting it to set the world on fire.

Mastertronic was a pioneer in games in a number of respects. They were a really big deal in the UK for a while where they were founded. They even helped distribute the Sega Master System in Europe toward the end of their days. They were so successful in doing so, that the Master System dethroned the NES. Sega ended up buying their business. But before distributing consoles, they were known for publishing budget games for home computers. A lot of publishers were in this market. Notably, Firebird, and Cosmi (which is still around today.) Mastertronic eventually published games in the US, as well as in Europe.

PROS: Box art. Nice graphics.

CONS: Uninspired. Monotonous.

BOX ART: Where can I see that movie?

Most of Mastertronic’s titles were hit or miss. Some of their games were really fun, others not so much. Unfortunately Energy Warrior is one of their misses. That isn’t to say there isn’t anything good here. There is, but it ends up being banal in spite of those things. First off, I love the cover art. A soldier with a plasma rifle grimacing, as three menacing ships fly in from the background. Oh sure, there is definitely a B movie feel to the art, but it’s a great example of how important box art used to be in gaining interest. When you fire up the game, you’ll see some pretty nice visuals, and some excellent music.

Then you start playing, and well, there isn’t much to say. Energy Warrior is one part Defender, one part Sinistar, neither of which is a part that is really executed well. Visually it looks closer to something like R-Type or Turrican. But if you go into it expecting any of those games you’re going to be disappointed. The game splits up things into zones, each with ten areas. The areas basically look the same but with a few minor background changes, and different color layouts. You can go left or right for around 20 seconds before hitting an invisible wall, and being forced to go back.

During this process, an arbitrary number of enemies appear, and you have to shoot them. Eventually, a boss character will show up, and if you kill it, a tile is left in its place. The tile will have a bunch of symbols cycling on it. Some of them restore energy to your ship’s health meter. Some give you more smart bombs which kill everything on-screen, But most importantly is a key. Getting a key moves you to the next zone area. As you move between zones the enemies become fiercer, and the game adds a little bit more variety to their designs. Sometimes you may see a mothership zip by, but shooting one down inexplicably does nothing for you. Really you’ll just want to kill the grunts, and bosses.

If you do manage to get through all of the areas, and consequentially, the zones the game just starts over. There is no ending whatsoever. While this may sound okay, the game becomes really boring pretty quickly. Which is a shame. There are plenty of vintage arcade games that have you do the same thing over, and over. But they have something to grasp players, and keep them pumping in quarters. Space Invaders, in all of its simplicity, is an engaging game. Defender can become a pretty addicting shmup as well, because it juggles the archaic shooting with rescuing humans from becoming abducted. Even with their rudimentary graphics, those games have iconic characters, and they have smooth control.

Energy Warrior may have wonderful backgrounds. But none of the enemies are inspired at all. You shoot at skulls, clusters of circles, an eyeball, some individual circles, a diamond, and one cool looking fighter. That’s it, other than the bosses, which are usually dragons composed of circles, and a head. The enemy sprites aren’t even designed in a way that seems to fit with the rest of the game. Except for perhaps the mother ships that again, give you no points for taking them down. Moreover, while things may look fast, it can also feel sluggish at times, making it brutally hard to out run a huge cluster of enemies. Even if this had been purely about scoring points rather than a goal, it falls horribly short when you compare it to any version of any high score focused shmup. Gyruss, Defender, Galaxian, Galaga, and Phoenix all beckon you. The fact the game gives you a goal of going through 34 levels means you’re going into it with something to shoot for, like an ending. This game also came out at a time when Home Computer, and Console games were doing just that. In 1987 The Commodore 64 had seen some really great original games, as well as excellent ports of games like R-type, and Life Force. All with a goal of reaching an end, or deep experiences in other genres like adventure games, and RPGs. Which also explains why some budget publishers eventually had trouble. Some of those excellent games saw eventual price drops that made things like Energy Warrior less appealing.

That isn’t to say Energy Warrior is the worst game you can find for your Commodore or other 8-bit computer format. Or that there is no fun to be had. There are plenty worse games you can find. But the fun that is here wears off really quickly. If you’re a collector who simply must have every retail game ever published for the Commodore 64 then pick this up. If you’re like me, someone who buys old games to actually play what you missed, then put the money toward a different title. That box art sure is cool though.

Final Score: 5 out of 10


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