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Interesting side note: I found the Devil Zone manual at the International Arcade Museum site, and it included the following tidbit: When RadarScope failed Miyamoto was given the task to create a smash arcade game that the unsold RadarScope machines could be converted into. game Sheriff in 1979, and did his first game design work on Radar Scope in 1980.

Specifically, a maximalist makeover along the lines of Robotron: 2084 or Missile Command would have hit the spot. In fact, tons of Yokoi stuff is homaged in Nintendo games, such as the. If Universal were really set on making the experience so frantic, they should have committed more fully. The demonic theme is apropos of the gameplay, and when your bullets make contact with an enemy, the subsequent fireworks are satisfying. Also, the 20-frame limit is breached on many occasions here, with the alien trajectory changing unexpectedly in as little as four frames, and their shots hitting you in less than ten.ĭevil Zone does, at least, seem to be aware of how helpless it's making the player. You spend so much effort trying to avoid the diving aliens that it's difficult to find the opportunity to target the armada. You should focus on the armada in the background if your want to maximize your efficiency in defeating the devils, but don't expect it to be easy.
