Our Users Say
||How smart (or dumb) you perceive the game's artificial intelligence to be
||How well the game mechanics work (player controls, game action, interface, etc.)
||The quality of the art, or the quality/speed of the drawing routines
||How much you personally like the game, regardless of other attributes
|Sound / Music
||The quality of the sound effects and/or music composition
|Overall User Score (8 votes)
MobyRanks are listed below. You can read here
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Oh yah, here's the one game you just gotta have. It would be enough just having an average shooter to go along with these stunning 3-D vector graphics, but instead you get a great shooter complete with varying terrain, huge twisting levels and entire rooms to slay bosses. Three camera angles plus great voice and bgm combine to equal 3-D shooting power. Imagine a textured game in a similar vein. You did buy one of these, right?
Got to love it when the guy says "Fantastic" when you beat the stage's boss, but don't let it go to your head. The levels get harder and tougher and as you move on everything about the game proves to be a big apple to bite through. It takes a while to get used to the frames used by the game to create the 3D effect, but the action rich music and stages make you forget about it. Top class game with as it says on the box "kids-adults animated violence".
Game difficulty is quite challenging and should give even top shooter fans a run for they're money. Sound is ok, but as with all of these Virtual Boy games, it suffers from the Game Boy speakers (plink-plink). To be honest, I have to recommend this game as a must have in anyone's Virtual Boy collection. It's worth the eye strain to sink the time into this title.
Red Alarm is a fairly decent game, even with its wireframe graphics. The
reason the team at T & E Soft made it wireframe was to inhance the 3D effect, which is done nicely.
There are a few things to fault with the visuals, but the 3D effect is impressive and there's a lot of variety in the wire frame graphics. It’s a little on the short side but Red Alarm is a blast to play and remains one of the best reasons to own a Virtual Boy; the fact that it's cheap to pick up these days is a bonus.
You might need a saint's patience to master this game. If you're aching for an unusual shoot-em-up adventure, however, turn on the Alarm.
Ouch. After playing through a bit of this, stand back, look at something and try to focus. Anyway, the control is superb. I was impressed by Red Alarm. Unfortunately, the graphics (all in red, mind you) are baffling. Is that a wall, a ship or an icon you are approaching? If you are not careful, you could find yourself lost in the land of wire frames. I really was impressed by the "virtuality" of it all - being able to move about freely within a miniwire frame universe. It's alright.
Red Alarm is a fun shooter that easily could have been the killer app for the Virtual Boy. However, its issues are so glaring that they can't really be ignored and it's a shame that T&E Soft didn't refine the gameplay so the difficulty level was more balanced.
It's really hard to fault the developers of this game, as they have created a very detailed setting for which to fight in. Walls have faces stretching out of them like a scene from The Abyss, there are several interesting bosses to combat, and you'll even hear some speech. Deep down there is a fine shooter that is simply hard to enjoy due to the limitations of the hardware...and that is truly a shame.
As an on-rails shooter, the game tries hard to be the next Star Fox, but without the shaded polygons, too many lives are lost simply hitting walls that aren't there. There are a few moments of free flight, but these are reserved for the boss battles. The annoying phrases that appear on the screen (stating "Nintendo Virtual Boy" and T&E Soft presents") make this game seem like it's a beta copy being played at E3. This one has rush job written all over it.
These poor visuals backed up by repetitive gameplay and annoying controls ensures Red Alarm a lifetime membership in the "Leave It On The Shelf" club.
The screen is cluttered with far too many gauges and indicators, and it's hard to maintain control while using the L button due to the choppy frame rate. The boss stages are almost unbearable because they take place in enclosed arenas, forcing you to constantly turn around. Upon losing your ship, you're sent all the way back to the beginning of the stage - talk about demoralizing! Red Alarm could have been a decent game, but it tries to do too much and collapses under its own weight.