Asterix and the Great Rescue (SMS, 1994)
Graphics-8 Sound-7.5 Control-7 Challenge-7 Story-4.5
Level Design-7 Frustration-7 Fun-7 Originality-5
Overall Score-7
+
Switch between Asterix and Obelix on the fly (Asterix can move while crouching, is faster and can use sub weapons/items (levitation potion lets you fly temporarily, cloud potion creates temporary platforms that let you reach higher/further); Obelix can bounce on enemies (down in mid-air - Castle of Illusion), use charged punches and move large blocks and boulders)
Different levels compared to the MD version (generally better designed)
Sub weapon inventory
Temporary invincibility power up
Various hidden items and paths
Very detailed backgrounds with some animation, Pretty good art direction, Nice visual variety
Decent variety
Decent first boss (minor puzzle element) and fourth boss (pirate). Pretty good last boss (two phases)
Some interesting level design (some decent platforming puzzles, some breakable blocks - asterix uses explosive potions while obelix can butt bounce on or charge punch them)
Faster paced than the MD game overall
Difficulty options (easy-hard - easy is the default and plays more like normal in similar games)
+/-
Password save
Mostly short levels (5 sub levels per level) but also a few drawn out and maze-like ones with locked doors and keys - similar to SMB3
More vertical levels than in previous games
Can only hold 3 of an item but can farm items by moving back and forth where one is placed
Obelix can't crouch at all while Asterix can move while crouching (although he can't jump out of crouching position)
Run by moving down slopes or finding an invincibility power up (can't do it manually)
Can't move while attacking
Minor stealth element in the vine disguise that lets you move past some enemies (it actually makes you invincible but you move slowly and can't jump)
Can't damage enemies by jumping on them as Asterix
Moved blocks don't stay moved
No knockback when hit (SMB)
-
Bullshit third boss (track & field-style mini-game where you press right and alternate between a & b but the timing is very odd and it's not explained beforehand so you'll die in seconds until you figure it out or use a password to skip it)
Some control/interface issues (no jump height control and they're kind of high, can't attack in mid-air, somewhat overly vertical jumps - see Contra, somewhat overly sensitive camera when moving back and forth quickly, using a sub weapon could've been mapped to down+attack (or up+attack with switching being done via the pause menu) - how it's done (holding down the button) the rate of fire is rather low, can't punch while ducking, the HUD occasionally ends up behind background or foreground elements)
Some trial & error (some leaps of faith - can't look up/down, game doesn't show you what happened after pressing a switch, ghost soldiers kill in one hit, can't hit the archers in level 2)
Overly poor attack range in melee - Obelix's punch does hit a lot lower than it looks like. This+the rate of fire issue makes combat slow which is probably why it's downplayed
Some points of no return+a general lack of shortcuts in levels where you get the item that lets you explore the whole level (optional though and mainly for points)
Sub weapon/item ammo doesn't carry over to the next level - would've allowed for sequence breaking and experimentation
Some slowdown (pretty bad at times)
No HP refill after boss fights
Can't punch nor switch characters during the first boss fight, Can't use the charged up punch during the second
Various levels could've flowed better (mostly stop and go-style)
Gets quite a bit harder after level 1 in that there's noticeably less chicken and invincibility power ups
Some garish and/or distracting backgrounds
Some tedious waiting for obstacles
Pretty lame ending which doesn't show what happens to the emperor after the boss fight
Level Design-7 Frustration-7 Fun-7 Originality-5
Overall Score-7
+
Switch between Asterix and Obelix on the fly (Asterix can move while crouching, is faster and can use sub weapons/items (levitation potion lets you fly temporarily, cloud potion creates temporary platforms that let you reach higher/further); Obelix can bounce on enemies (down in mid-air - Castle of Illusion), use charged punches and move large blocks and boulders)
Different levels compared to the MD version (generally better designed)
Sub weapon inventory
Temporary invincibility power up
Various hidden items and paths
Very detailed backgrounds with some animation, Pretty good art direction, Nice visual variety
Decent variety
Decent first boss (minor puzzle element) and fourth boss (pirate). Pretty good last boss (two phases)
Some interesting level design (some decent platforming puzzles, some breakable blocks - asterix uses explosive potions while obelix can butt bounce on or charge punch them)
Faster paced than the MD game overall
Difficulty options (easy-hard - easy is the default and plays more like normal in similar games)
+/-
Password save
Mostly short levels (5 sub levels per level) but also a few drawn out and maze-like ones with locked doors and keys - similar to SMB3
More vertical levels than in previous games
Can only hold 3 of an item but can farm items by moving back and forth where one is placed
Obelix can't crouch at all while Asterix can move while crouching (although he can't jump out of crouching position)
Run by moving down slopes or finding an invincibility power up (can't do it manually)
Can't move while attacking
Minor stealth element in the vine disguise that lets you move past some enemies (it actually makes you invincible but you move slowly and can't jump)
Can't damage enemies by jumping on them as Asterix
Moved blocks don't stay moved
No knockback when hit (SMB)
-
Bullshit third boss (track & field-style mini-game where you press right and alternate between a & b but the timing is very odd and it's not explained beforehand so you'll die in seconds until you figure it out or use a password to skip it)
Some control/interface issues (no jump height control and they're kind of high, can't attack in mid-air, somewhat overly vertical jumps - see Contra, somewhat overly sensitive camera when moving back and forth quickly, using a sub weapon could've been mapped to down+attack (or up+attack with switching being done via the pause menu) - how it's done (holding down the button) the rate of fire is rather low, can't punch while ducking, the HUD occasionally ends up behind background or foreground elements)
Some trial & error (some leaps of faith - can't look up/down, game doesn't show you what happened after pressing a switch, ghost soldiers kill in one hit, can't hit the archers in level 2)
Overly poor attack range in melee - Obelix's punch does hit a lot lower than it looks like. This+the rate of fire issue makes combat slow which is probably why it's downplayed
Some points of no return+a general lack of shortcuts in levels where you get the item that lets you explore the whole level (optional though and mainly for points)
Sub weapon/item ammo doesn't carry over to the next level - would've allowed for sequence breaking and experimentation
Some slowdown (pretty bad at times)
No HP refill after boss fights
Can't punch nor switch characters during the first boss fight, Can't use the charged up punch during the second
Various levels could've flowed better (mostly stop and go-style)
Gets quite a bit harder after level 1 in that there's noticeably less chicken and invincibility power ups
Some garish and/or distracting backgrounds
Some tedious waiting for obstacles
Pretty lame ending which doesn't show what happens to the emperor after the boss fight