Innovation of the Week: The Power-Up
By alianger 0 Comments
This week, let's take a moment to appreciate one of the iconic features in games: the power-up. For this post I'm defining power-ups as items that grant your in-game character (player avatar) a temporary* change in their abilities or state when picked up or used. Power-ups can add some extra flavor, give the player a break, and/or even add a new layer of strategy to the gameplay. They can be a boon, a trap, or something in-between. They can be general purpose like a smart bomb, or situational like the frog suit in SMB3. Power-ups have been integral to gaming since the early days, earlier than you may know! They keep us on our toes, they spice up the gameplay, and they are an example of something from video games spilling over into other media and everyday language use.
The first video game examples, while not called power-ups at the time, seem to have appeared in the game dnd (1975) as well as some other non-commercial RPGs from the same year. This dungeon crawler game actually features many different and interesting items but let's focus on the ones that fit the definition: Magic potions found in the dungeon which you can examine or drink. These have 11 possible effects including transforming the player character into astral form, which allows them to pass through walls and floors - however they can't carry gold or the orb (the goal of the game is to bring this with you out of the dungeon) while using it so it's mainly used for scouting. Two other interesting ones are an invisibility potion (lets you flee from random encounters easier) and a levitation potion (lets you walk over pits).
*As in timed or lost after taking a hit or losing a life in a game with a lives system.
Some Other Notable Examples:
The magic amulet from Akalabeth (1979) - This multi-purpose item can be used in dungeons to ascend or descend a level, shoot a missile, or cast a Transformation spell (if it goes well, the player character becomes a stronger lizardman). Fighters can use an amulet, but only mages can control which of the four effects they get. An amulet has a 25% chance of vanishing after use
The power pill from Pac-Man (1980) - Often cited as the first power-up, and I think it is for action games at least, this lets Pac-Man temporarily get revenge on the ghosts he's been running from as he'll become invincible and able to defeat them for a bit.
The scrolls from Rogue (1980) - The game that the rogue-like term is derived from featured various single use scrolls for spellcasting. Some of the more interesting ones include the random teleportation one, the monster freezing one and the map revealing one
The alternate weapons from ​​​Spy Hunter (1983) - In this early shooter/racer known for its turbo feature and music, you can pick up alternate weapons by boosting into a van. Smoke and oil trails are used for back attacks, and homing ground to air missiles to deal with helicopter enemies
The pickaxes from the Tower of Druaga (1984) - This proto-action adventure game features pickaxes to break some blocks - these deteriorate quickly (perhaps this comes from Rogue) until you get the golden one. There are also temporary life bar increasing items
The options/gun drones from Gradius (1985) - In this shoot 'em up you can gain up to three satellites, automatically following the player ship around at a set distance which can also be altered for the most effective use of them given the current situation. This one may have been an evolution of the dual ship power up from Galaga
The Super Mushroom from Super Mario Bros. (1985) - Strangely represented by a poisonous mushroom (after the first game, at first it had different colors), this one transforms Mario into Super Mario, allowing him to take an extra hit and to break blocks from below. What some overlook when thinking back on it is that it's not a 100% positive one, after all the regular, small Mario can more easily move through narrow paths and is a smaller target. This nuance is one of several things that made the game stand out back in the day
Various power-ups from Bubble Bobble (1986) - This one features tons of power ups. Some of the more interesting ones include warp/level skip items in the umbrellas and gates, smart bombs (first seen in Defender), stop watches that freeze enemies, comet rains that make enemies more aggressive and water bubbles which cause a flood when they burst
The Spread Gun from Contra (1987/1988): One of the most beloved power-ups in shooters, this weapon allows players to fire in multiple directions simultaneously, providing an express ticket to truly attacking aggressively. Contra didn't feature the first spread shot (might've been Gradius, or Xain'd Sleena for run 'n gun games) but it's one of the strongest and most well known. The one from Fantasy Zone also packs a punch, albeit for a very limited time.
The transformations from Altered Beast (1988) - Can't forget the game that first spoke the word out loud and with a commanding voice at that! Here your avatar becomes buffer and buffer until you eventually hit literal beast mode, turning into a werewolf or tiger that can both shoot fireballs and dash attack, a bear that can somersault or petrify enemies, and a dragon that can fly and electrify enemies.
The creature mounts from Golden Axe (1989) - In this one, the power-up (one of them, there's also the spells) becomes a creature you can mount and which changes how you move and attack. In some levels you can go for a sort of wingless cockatrice with a long tail, and in others one of two kinds of dragons. But watch out, the enemies can use them too. One thing most don't know is that a great player can actually be more efficient without these - the downthrust and back attack are just that good. But fighting over them and hitting enemies with firebreath does add to the fun, no?
The Rocket Skates from Toejam & Earl (1991) - These make you go really fast (fast enough to skip on water) and jump really far, although there is a loss of control while in mid-air. Another one with nuance to it, seeing as if you're unprepared or inexperienced with using them, you'll probably end up falling off the current level (or several) instead of putting them to good use. Maybe the devs got the idea from Sonic, released a few months earlier.
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What are your favorite power-ups, and which games do you think executed them the best? Share your thoughts on the power-ups that left a lasting impact on you!
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