

TYRIAN 2000 LORD OF GAME FULL
The latter, naturally, plays like the full blown cabinet classics such as Raiden and 1941: Counter Attack where all power ups and upgrades appear in the missions after destroying certain enemies, providing an uninterrupted experience for those wanting to see how far they can get on a set number of lives. And before we even get into the actual gameplay, Tyrian offers meaningful options: Full Game or Arcade Mode. The player takes control of a space ship flying over planets, asteroids, and through outer space in this futuristic sci-fi themed vertical-scrolling shooter. And few games demonstrate these principles better than one of my all time favorites: Tyrian. The other major factor to taming the complexities of multiple options is to implement an intuitive interface that simplifies the choices. How does a developer strike this balance? Well, many factors play a role, but cutting unnecessary choices will help the same way Strunk & White’s Elements of Style calls for any self-respecting author to eliminate unnecessary words from their prose-if it doesn’t add anything in any significant way, then it doesn’t need to be there. So the trick is to give players the most options while maintaining maximum simplicity. I return again and again to a common theme in my reviews: that video games are about options however options lead to complexity, and while complexity is not inherently bad, it can lead to dead time in the form of learning curves, arbitrary barriers, or maintenance. While both Arcade and Full Game Modes have their respective ways of upgrading weapons, these chrome capsules will immediately advance either the front or rear cannon by one step.
