Pyuu to Fuku! Jogger Byuu to Deru! Megane-Kun (GBA, 2004)
Graphics-7.5 Sound-8 Control-7.5/6.5** Challenge-7 Story-?
Level Design-7/5* Frustration-6.5/7.5* Fun-7/5* Originality-5
Overall Score-6.5
*Most of the 8-bit style levels
**Fighting segment
+
Very good variety (action platformer/top down platformer/beat 'em up/side view and top down view (w/ platforming) maze action/Sokoban-like/fighting/flight action/horizontal shoot 'em up Hybrid)
Hidden bonus levels (mine cart ride with acceleration controls for example)
Shops (temporary attack upgrades, temporary shield (also hits enemies), health)
Some retro flavored levels (NES style graphics and sound, one Gradius-like level) - unfortunately most of them are boring
Mid-air dash/dive attack which also lets you jump a bit further and reach items
Some good bosses
Animated health bar with a character portrait next to it
Cutscenes between levels with some animation
Comical tone
Save feature
+/-
Very short early levels
Some levels are timed while others aren't
Auto-enter doors in the side view maze segments (some lead to forced encounters where you have to clear a room of enemies)
Easy to collect more money than you need
No dodge or block moves
The throwbacks to earlier Konami games are very obvious at times,
-
Long and boring maze levels
Can't jump and attack normally (only dash/dive forward similar to an attack in Gunstar Heroes - there's no invincibility time so you have to be careful not to jump into enemies you can't kill in 1 hit or 1 hit+1 shield hit)
Uneven difficulty (most of the sokoban-like levels are very easy, very tough third fight in the Yie Ar Kung Fu-like fighting segment)
Can't unlock or learn any new combos?
Unforgiving hit detection near platform edges in the 8-bit style top down maze segment
Can't jump out of a combo finisher animation but can move backwards
Some trial & error (blind jump at the high in the sky top down segment, first 8-bit maze segment)
No auto-fire in the shoot 'em up segment
Stiff controls in the fighting segment
Notes:
-English title: Blow and Pyuu! Jaguar 2, Enter Megane!
-Untranslated
Level Design-7/5* Frustration-6.5/7.5* Fun-7/5* Originality-5
Overall Score-6.5
*Most of the 8-bit style levels
**Fighting segment
+
Very good variety (action platformer/top down platformer/beat 'em up/side view and top down view (w/ platforming) maze action/Sokoban-like/fighting/flight action/horizontal shoot 'em up Hybrid)
Hidden bonus levels (mine cart ride with acceleration controls for example)
Shops (temporary attack upgrades, temporary shield (also hits enemies), health)
Some retro flavored levels (NES style graphics and sound, one Gradius-like level) - unfortunately most of them are boring
Mid-air dash/dive attack which also lets you jump a bit further and reach items
Some good bosses
Animated health bar with a character portrait next to it
Cutscenes between levels with some animation
Comical tone
Save feature
+/-
Very short early levels
Some levels are timed while others aren't
Auto-enter doors in the side view maze segments (some lead to forced encounters where you have to clear a room of enemies)
Easy to collect more money than you need
No dodge or block moves
The throwbacks to earlier Konami games are very obvious at times,
-
Long and boring maze levels
Can't jump and attack normally (only dash/dive forward similar to an attack in Gunstar Heroes - there's no invincibility time so you have to be careful not to jump into enemies you can't kill in 1 hit or 1 hit+1 shield hit)
Uneven difficulty (most of the sokoban-like levels are very easy, very tough third fight in the Yie Ar Kung Fu-like fighting segment)
Can't unlock or learn any new combos?
Unforgiving hit detection near platform edges in the 8-bit style top down maze segment
Can't jump out of a combo finisher animation but can move backwards
Some trial & error (blind jump at the high in the sky top down segment, first 8-bit maze segment)
No auto-fire in the shoot 'em up segment
Stiff controls in the fighting segment
Notes:
-English title: Blow and Pyuu! Jaguar 2, Enter Megane!
-Untranslated