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Game Fact:  Shoot monsters houses to reduce the number of enemies.

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Reviews (0-9 / A-M)

Devil World

987 (1-2 Players)


Overview and game play

Devil world is aerial perspective shooter for 1-2 players reminiscent of Gauntlet by Atari. One coin is required per credit and a credit gives a player three lives of his/her character and two credits allows two players to play simultaneously or gives one player three more lives. Before the game starts, an introductory animation plays titled “Prologue” that can be bypassed by pressing the player 1 button.  During the prologue animation a story is told of an Indiana Jones look-alike called Condor who is shown opening a tomb containing the Ark of the Covenant before a blonde woman holding a microphone called Labryna and a crowd of journalists who are gathered to witness the historic event. As the tomb cover is slid open, some colourful lights appear and Condor and Labryna are teleported to an alternate world: Devil World. Devil world has its own areas and as the players’ characters move between the areas a text message appears to state where they are.

Once the teleportation process is over, the characters are shown standing in a forest surrounded by monsters and monster houses. Pressing button 1 causes the players’ character to fire a weapon they are currently using and pressing button 2 causes the character to jump. The characters can also be controlled in any of eight directions by pushing the joystick in the desired direction to make them walk. When a player has shot a monster, it will fall back and change colour and then dissolve into the air. Points are awarded for the monsters shot and the amounts vary depending upon the type killed. Some monsters need to be shot several times to be killed and each has their own unique animation for dying. Monsters will continue to emerge from their houses during the game, but a player can also destroy these houses to reduce the number of enemies and obstructions.



At the bottom of the play area an energy bar is shown for each players’ character that gradually depletes whenever the player touches a monster or is hit by an enemy weapon. When the energy bar reaches zero, the player looses one of the three lives s/he started the game with and the game continues for a player until all three of their lives have expired. Below the energy bar is a power-up’s table, (similar to that of another Konami game, Nemesis), with the following options: speed, dynamite, machine, fire, bazooka, laser, shotgun and “?”. Power-ups can be obtained for a players’ character by collecting colourful balls mounted in a gold setting that are sometimes left on the ground after a monster has been killed. As each ball is collected, a different option becomes available from the table and the current option available is highlighted by a different text colour. To select a highlighted option, the player must press either player button 1 or 2, (depending upon which player they are) and their character will obtain the power-up. On each level there is an exit that looks like a door leading underground with a keyhole in it. A key must be found within the level and when the door opens some stairs are displayed leading down to the next level, which is another similarity to Atari’s Gauntlet.



The graphics of Devil World are above average for a game produced in 1987. The backgrounds are well drawn and detailed and the characters are nicely designed and large enough to recognise and enjoy controlling. The enemies in Devil World are varied forms of monsters and some are quite interesting such as a mud-man who carries a large blade and a tree that grabs players characters that stand idle in certain places for too long. The characters animations are sufficient to convey their actions and add a sense of realism to the game play.




A little tune plays upon depositing a coin, which is arguably a subtle psychological reward for the player inserting a coin. The sound effects in Devil World are all digitised and are quite pleasing to hear. Digitised speech is also used to tell players about certain things. Sound has been creatively used to evoke some emotion from the player, such as fear or anticipation in hearing the loud pounding footfalls of a mud monster. Music is used in parts of the game and when present it is appropriate for the action displayed.



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