Review by Ciaxxi
Reviewed: 06/06/02 | Updated: 06/06/02
Do not be deceived. This is a Konami game.
The game is a clone between Super Mario Land and Sonic. It takes the level setup from Mario and the speed (and a bit of level design) from Sonic.
The game has 4 worlds, each having about 6 levels and multiple bosses.
It starts out in the usual ''green grass, blue sky'' world, two worlds representing the elements (fire and ice) and to round it off a futuristic world.
The levels themselves differ a lot among each other (in difficulty and setting). Some are very straightforward, others are very small and consist of a single thing (jumping from platform to platform), while there are some (the water levels) which are pretty big. The difficulty of the game is a bit higher than the average platformer. One reason for this (in the beginning) is
the imperfect control scheme (see the appropriate section).
Another reason is the game's cheapness in the later levels. The makers found pleasure in placing appearing/disappearing spikes, at the bottom of cliffs, you can't see, but have to walk/jump into. Also spikes above trampolines (this almost made me laugh).
By the way, spikes kill you in one hit.
The password system almost deserves its own header.
You see this is not a normal password system using small alphanumeric codes or a ''random'' sequence of pictures.
This password system gives you a whopping 20-letter string. Since the password system can give you only direct access to 24 of the game's levels (without saving lives, score, etc), I think these passwords are way too long. They could have used a two digit system for this or they could have been less cheap and put in a SRAM to save everything at the touch of a button.
From some levels you can access a bonus round. Here you can collect carrots (the major item in the game).
In this case it is indeed nothing but a bonus, since carrots simply equal points and give at every n amount of them a special move which you'll hardly use.
The biggest problem this game has is part of its control system.
The amount of time the jump button is held down corresponds to the length and height of a jump. This being the case in most platform games it was a good thing to implement, but the way it is done is questionable. When the button is held down a long time the jump is fluid and has animation for going up and coming down. But when you press the button for a shorter time something strange happens.
There seems to be no downward animation and the bunny just plunges down as soon as you release the button (accompanying this the screen moves rapidly downwards also). This makes it impossible to use this kind of jump to maneuver in the air and it will cost you many a hit point, when learning the game, to learn to always hold down the jump button.
Since a platformer consists of jumping and only jumping the controls are by this deemed bad.
The game starts out colourful, shows some neat distortion as if by heat in the second world, but after this it degrades pretty quickly. It boils down to simply ugly backgrounds in the final world.
The characters look good and proportional. I am not acquainted with the cartoon series, but I suspect there being a very good resemblance between the two.
The enemies, in most cases, are of the same quality.
It is too bad this is a Japanese game, made under an American license.
The game starts out with simply horrid ((American) cartoon) music. In the second world it changes for the good, but reverts quickly into old horrors.
The soundeffects are also ''wacky''. I think that is saying enough.
Playing it through once can be entertaining (it was for me). But since the music and graphics are not something good enough to come back to the game for, the only thing remaining are the levels. Unfortunately these prove having the same short live span.
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