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NES box art for ImageFight, the cover of NEStalgia episode 320

320 · ImageFight

▶ Game info
VerdictSkip it
GenreSHMUP
ReleasedJune 1990
SeasonSeason 6
DeveloperLenar
PublisherIrem
April 12, 2024 · 42 min · transcript available

ImageFight is a top-down vertically scrolling space shooter. On every level there will be enemy ships, turrets, robots, and other machines shooting projectiles or trying to ram you. But there are also power-ups scattered around in small green containers. You must destroy these containers before you can obtain the power-up. Those power-ups include pods that add extra attack power or speed, new kinds of weapons, the ability to fire in different directions, etc.

Our verdict: Skip it

Irem's ImageFight opens on an exploded moon, "a multitude of meteors" and invaders from the Boondoggle galaxy, a name we took as proof that nobody was trying anymore. Mike, Sean and Joe were on this one, and we came out mildly positive but unconvinced.

What's new

  • Pods as a loadout. You carry three, red or blue. Red ones fire opposite to the way you move (inverted at first, then it made sense), blue ones always fire forward. Mixing them felt like building onto the ship. The catch is that a new pod overwrites an old one, so you dodge pickups you don't want.
  • Components you have to give up on purpose. The hull upgrades change your shot and rate of fire, and only getting hit removes them. We admitted to ramming a wall to swap one out, but still preferred that to powerups that replace themselves on contact.
  • Four speeds on one button. A cycles up through four speeds and back down, which beats the Gradius habit of buying speed until you are too fast to steer. The same button kicks on a short rear burner, and A plus B launches the pods forward. We barely noticed the speed difference and never found a use for the burner.

What drags

  • Sound. The effects are thin and unsatisfying, and the music sits on top of them like a bad mix. We rarely single out sound, which shows how much it stood out. The arcade original has great music, so this is the port.
  • Uneven difficulty. Joe never faced a screen choked with projectiles, though he cheated through the boss whose zigzag lasers form a maze you can't read until it's built. Sean called the boss with shielding domes frustrating, and homing missiles late on made it trivial. A turbo controller does the same, turning you into a wall of fire hoses.
  • The simulation. Five stages are a training sim, and a kill rate under 90 percent earns a penalty round, which punishes you with more of the game. The reveal that it's real now changes nothing, since the real levels play like the sim.

Beyond the game

It came a year after Irem's R-Type, which we haven't played on the NES. The FM Towns version lets you push the scrolling forward and back, reportedly janky. ImageFight 2 has voiced cutscenes that we kept landing in when we skipped around YouTube. Radiant Silvergun's ship drew on this one, and the OF-1 turns up in R-Type Final. The moon is in Smash.

The bottom line

Skip it. We just put Dragon Spirit on the Essential Games List, and ImageFight felt like it took the wrong lessons from that kind of game: the speed and pod ideas are fun, but they didn't change what a shmup is. We all voted no. We liked it and called it a Play it, but Sean found it flawed in ways Dragon Spirit wasn't, and Joe said that if you twisted his arm he'd play it, but it didn't stick out. Three no votes kept it off the list.

Written from our conversation in this episode.

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