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Tuesday, August 28, 2018

Videogame Review, Super Cobra for the Atari 5200 SuperSystem





Videogame Review, Super Cobra for the Atari 5200 SuperSystem


It’s going to be quite hard writing after leaving Super Cobra on its finisher.  Adventure can be imagined from playing the 3rd-person shooter because the program implies a good deal of serendipity in a harsh, 8-bit tone, fields of war mongers around me as far as the eye can see; I guess this means an “eye” could use a lot of definitions in expressing gameplay mechanics through glee, aggression, confusion, and wild mania.  The ending gives me a “congratulations” billboard across the TV screen before I add more money to the void.  Where does the money go?  No, I mean, on the TV screen.  Old games like Super Cobra present us the results in partial vision and it’s up to us to complete the picture in our heads.  Manuals help.  But the whole game is the nature you’re involved with while picking up speed on different occasions and nailing it over rock-hard enemies and tapestry hanging against walls at the crust.  A money package will come across your way before you reach the home base.  War, though, is pretty unavoidable.  Peacetime is only going to appeal on so much evidence before it gets changed from ongoing decisions, ongoing movements, and ongoing feelings between yourself and enemy lines- a small way can lead to bigger paths towards the vacuum either enemies are in or you’re resting on from lack of focus and pinpoint accuracy.  Super Cobra was an early videogame for the Atari 5200 at the time which used turbo/rapid fire prior to NES Max controllers release.  So, how does the rapid fire work?  You don’t see a “turbo” button on the 5200 controller and what Super Cobra instructs you to do is press the bottom red fire buttons at once, lifting and dropping the helicopter according to will and instinct until matters get handled through enough luck to give us the courage and strength for proven skills.  Ports of serious-looking vibes rain on your parade as often as it rains on mine unless taste for our hands is different from one another’s, which is likely, because what you’re tasting with your hands probably differs from what I taste with my hands.  Gameplay always has things to do with taste.  Here I can toggle the joystick in numerous manners including pinching and poking as shown in touch on Earth for what’s power on dispute or vision under command.  Fingers and wrists will be shaken and twitching for relaxation.  Call it hell.  Normally it’s not apparent for us to kick gears and head to the other side on helicopters and people behind our backs; then again, I’m pretty much stalking on weight within borders understood as gates into chaos along discordant opportunities.  Well at least the game’s the one doing it!  

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