Animaniacs (SNES, 1994)
Graphics-8 Sound-7.5 Control-6.5 Challenge-7.5 Story-6
Level Design-6 Frustration-8.5 Fun-6 Originality-5
Overall Score-6
+
Control a team of the three characters from the show (only the one controlled can get hit)
Switch characters on the fly
Captures the show well in terms of the graphics and sound
Pretty fast paced overall
Control config
Decent intro cutscene (small pics with minor animation and text)
Open ended structure (hub map, two encounters to avoid similar to SMB3 or Ghostbusters (SMS/NES))
Hidden items (scene scripts - find 24 to get the best ending)
Pretty good variation within each level
Fairly large sprites (not always a good thing - see below)
2.5D platformer gameplay
Minor puzzles for most boss fights
+/-
A bit odd how you need to stand on each other to reach higher spots but then the rest of the team gets up there without issues (this mechanic also seems underused)
You usually can't fight back against enemies so most of the game is a variation on avoiding stuff and getting chased
Password save
Fairly long levels
Slot machine mechanic like in Sparkster (MD) except there aren't any negative effects?
The chicken eggs - non-interactive?
Various pop culture references
-
Plenty of slowdown
Not much use for the grab and throw moves overall
Die in one hit (lose one character per time before fully dying - need to watch a small cutscene, need to play a short level to get a character back)
Annoying dash length limit (need to press the button twice to dash again and there's a small delay before you start dashing)
Inconsistent sideways jumping in the water themed level
Trial & error (some leaps of faith (can't look up/down)
The slot machine mechanic rarely does anything? (could've given you ways to attack or move differently - can give you lives or temporary invincibility)
The maze segment
The police enemy - he's pretty fast but you can jump on him to briefly stun him and get some coins apparently, truck chase)
Cheap hits here and there (flying police at water tower, some fast enemy attacks (hard to avoid some things due to the sprites being so large and there being no dodge move))
No difference between the characters?
Last level is basically a retread of the other ones
Bugs:
-Partially flashing HUD (snes9x)
-Odd movement bug around some objects (character auto moves up or down a bit - snes9x issue?)
Level Design-6 Frustration-8.5 Fun-6 Originality-5
Overall Score-6
+
Control a team of the three characters from the show (only the one controlled can get hit)
Switch characters on the fly
Captures the show well in terms of the graphics and sound
Pretty fast paced overall
Control config
Decent intro cutscene (small pics with minor animation and text)
Open ended structure (hub map, two encounters to avoid similar to SMB3 or Ghostbusters (SMS/NES))
Hidden items (scene scripts - find 24 to get the best ending)
Pretty good variation within each level
Fairly large sprites (not always a good thing - see below)
2.5D platformer gameplay
Minor puzzles for most boss fights
+/-
A bit odd how you need to stand on each other to reach higher spots but then the rest of the team gets up there without issues (this mechanic also seems underused)
You usually can't fight back against enemies so most of the game is a variation on avoiding stuff and getting chased
Password save
Fairly long levels
Slot machine mechanic like in Sparkster (MD) except there aren't any negative effects?
The chicken eggs - non-interactive?
Various pop culture references
-
Plenty of slowdown
Not much use for the grab and throw moves overall
Die in one hit (lose one character per time before fully dying - need to watch a small cutscene, need to play a short level to get a character back)
Annoying dash length limit (need to press the button twice to dash again and there's a small delay before you start dashing)
Inconsistent sideways jumping in the water themed level
Trial & error (some leaps of faith (can't look up/down)
The slot machine mechanic rarely does anything? (could've given you ways to attack or move differently - can give you lives or temporary invincibility)
The maze segment
The police enemy - he's pretty fast but you can jump on him to briefly stun him and get some coins apparently, truck chase)
Cheap hits here and there (flying police at water tower, some fast enemy attacks (hard to avoid some things due to the sprites being so large and there being no dodge move))
No difference between the characters?
Last level is basically a retread of the other ones
Bugs:
-Partially flashing HUD (snes9x)
-Odd movement bug around some objects (character auto moves up or down a bit - snes9x issue?)