Donald no Magical World (GG, 1994)
Graphics-7.5 Sound-7.5 Control-7.5 Challenge-6 Story-5.5
Level Design-6.5 Frustration-6 Fun-6.5 Originality-6
Overall Score-6.5
+
Can upgrade your health bar to 5 hearts (win mini-games) and your attack to 3 (collect rods). Lose one level of each after dying
Hover jumps (start with an umbrella - can be canceled and re-activated mid-jump) - Pac-Land, Wonder Boy in Monster Land
Nice cutscenes
Smart bombs (trigger when touched though and they're not always placed well, rare)
Some interesting mechanics (travel up fountains using the umbrella)
Good art direction and visual variety, Very good use of color
Decent variety (wind segment, giant monster sucking in the world segment, conveyor belt segment, upwards air stream segment)
+/-
Linear structure (no hub map or branching paths between levels)
Password save
Unlimited continues
Vaguely maze-like levels (have to find a key to unlock the exit, no level maps but they're pretty small)
Two mini-games (memory (fine) and line up the tiles (similar to Tetris but the conrol is a bit slippery and it starts off too hard)
New level design compared to the MD game - mostly good
Re-uses various music from the MD game
Gain extra lives by collecting 4 coke drinks
Few hidden items (some of the rods/sticks)
-
Some control/interface issues (no jump height control and the default heigh is pretty high, overly slow underwater/jello movement, the HUD sometimes gets hidden behind the foreground, upgrading the rod doesn't show in-game in any way)
Levels sometimes don't flow as well as in the MD game
Doesn't have the hook mechanic from the MD game and Dynamite Headdy
Overly easy first and second bosses as well as various enemies early on. Very easy final boss as well (second form)
Some slowdown (gets kinda bad in a few spots)
Short (takes about half an hour if you're a decent player)
Kinda slow third and fourth boss
One tedious aspect (falling down and having to replay a longer segment in the pre-boss fight vertical sub levels - they could've added a limit to how far you could fall down or some air streams to each one)
No difficulty options
No alternate weapons
All the bosses before the final one say pretty much the same thing after beating them
Level Design-6.5 Frustration-6 Fun-6.5 Originality-6
Overall Score-6.5
+
Can upgrade your health bar to 5 hearts (win mini-games) and your attack to 3 (collect rods). Lose one level of each after dying
Hover jumps (start with an umbrella - can be canceled and re-activated mid-jump) - Pac-Land, Wonder Boy in Monster Land
Nice cutscenes
Smart bombs (trigger when touched though and they're not always placed well, rare)
Some interesting mechanics (travel up fountains using the umbrella)
Good art direction and visual variety, Very good use of color
Decent variety (wind segment, giant monster sucking in the world segment, conveyor belt segment, upwards air stream segment)
+/-
Linear structure (no hub map or branching paths between levels)
Password save
Unlimited continues
Vaguely maze-like levels (have to find a key to unlock the exit, no level maps but they're pretty small)
Two mini-games (memory (fine) and line up the tiles (similar to Tetris but the conrol is a bit slippery and it starts off too hard)
New level design compared to the MD game - mostly good
Re-uses various music from the MD game
Gain extra lives by collecting 4 coke drinks
Few hidden items (some of the rods/sticks)
-
Some control/interface issues (no jump height control and the default heigh is pretty high, overly slow underwater/jello movement, the HUD sometimes gets hidden behind the foreground, upgrading the rod doesn't show in-game in any way)
Levels sometimes don't flow as well as in the MD game
Doesn't have the hook mechanic from the MD game and Dynamite Headdy
Overly easy first and second bosses as well as various enemies early on. Very easy final boss as well (second form)
Some slowdown (gets kinda bad in a few spots)
Short (takes about half an hour if you're a decent player)
Kinda slow third and fourth boss
One tedious aspect (falling down and having to replay a longer segment in the pre-boss fight vertical sub levels - they could've added a limit to how far you could fall down or some air streams to each one)
No difficulty options
No alternate weapons
All the bosses before the final one say pretty much the same thing after beating them