Not exact matches
It's gyroscopic viewing features (moving the controller around to see a
different view
on the secondary
screen) allows for a greater level of simulation depth, If a developer so chooses, imagine things like panning closely around your television with scanning in a Metroid game or having a mecha that pivots its view independently from its body orientation to quickly spot an
enemy on your actual right — that's novel stuff, but nice touches possible with the GamePad..
And while a light and heavy attack allowed Zelda to fight through the
enemies without much threat, big hordes of moblins, and there were several dozen
on screen heading for her at almost all times, were better handled with a few
different types of special attacks.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an
enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch
screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down
on the d - pad to move Keisuke during
on - foot exploration or navigating between menus whilst battling an
enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have
different contexts.
You have a party of six Yokai, and swap three of them into battle with a wheel
on the bottom
screen, swapping out if you have
different enemies to face or need to heal, etc..
What we have then, is an
on - rails shooter as you pilot Yar around the
screen using the left stick to dodge
enemy fire and the right stick to aim one of Yar's four
different weapons, which consist of an infinite pulse can not, a rechargable rail - gun, missiles that must be replenished and your awesome Zorlon Cannon.
Each stage has you enter into a
different building where your only mission is to kill every
enemy on the
screen without dying first.
To handle the
different shapes and sizes of his
enemies, holding down
on the left hand side of the
screen will cause his neck to elongate, allowing players to aim better.
It reappeared, with a
different design, in Super Mario Bros. 2 as a single - use item that can be picked up and thrown, defeating all
enemies on the
screen, and returned much later in New Super Mario Bros..
An impressive amount of detail is paid to these, as each one has not only a
different animation, but a lengthy text incantation that flashes
on the
screen as your
enemies are destroyed.
It is also the first NES game in the series that manages to put two
different enemy types at once, although the flickering when all four
on -
screen characters occupy the same scanline is from another dimension.