Dynamite Duke (ARC, 1989)
Graphics-8 Sound-7 Control-6.5 Challenge-8 Story-5?
Level Design-6.5 Frustration-9 Fun-6.5 Originality-7
Overall Score-6.5
+
Good enemy variation
Large sprites
Smart bombs
Mixes in melee combat in TP view (similar to Punch-Out!; two punches, uppercut, kick, high kick)
Pretty good bosses overall (multiple phases, ranged and melee moves), temporary auto-fire power up (by default you can shoot spurts but not hold down the button)
Mini-bosses
Dodge move
Hidden items
Partially destructible environments
Pretty satisfying sfx overall
+/-
Time limit during bosses
Optional pay to win mechanic (can insert a credit between some levels for extra items)
Non-default weapons last a short time
No block move
No 2-player mode
Some gore
Smart bomb charging is canceled if you get hit
-
Some control issues (can't be dodging while charging up a smart bomb until the charge bar is full, annoying delay when trying to dodge right after shooting, would've worked better as a twin stick shooter (controlling your movement and your aim separately), inconsistent hit detection in melee combat (can only hit during certain windows and not always when it looks like you can such as sometimes when an enemy or boss is moving sideways), can't shoot some bosses you've knocked down as they're moving into melee again after getting up)
Can't do a melee combo ending in an uppercut
Sometimes uneven difficulty curve (very tough second boss, easy level 6 mini-boss (with the extending robot arms))
You'll sometimes miss power ups due to the game shifting to a segment where you're moving forward through a corridor
Trial & error (bosses, melee timing)
No weapon inventory (picked up weapons are used immediately)
The hole in Duke's chest looks a bit awkward (dithering or transparency during melee would've been fine)
Can uppercut some enemies several times in a row
Repeats the first two bosses once
So-so ending
Level Design-6.5 Frustration-9 Fun-6.5 Originality-7
Overall Score-6.5
+
Good enemy variation
Large sprites
Smart bombs
Mixes in melee combat in TP view (similar to Punch-Out!; two punches, uppercut, kick, high kick)
Pretty good bosses overall (multiple phases, ranged and melee moves), temporary auto-fire power up (by default you can shoot spurts but not hold down the button)
Mini-bosses
Dodge move
Hidden items
Partially destructible environments
Pretty satisfying sfx overall
+/-
Time limit during bosses
Optional pay to win mechanic (can insert a credit between some levels for extra items)
Non-default weapons last a short time
No block move
No 2-player mode
Some gore
Smart bomb charging is canceled if you get hit
-
Some control issues (can't be dodging while charging up a smart bomb until the charge bar is full, annoying delay when trying to dodge right after shooting, would've worked better as a twin stick shooter (controlling your movement and your aim separately), inconsistent hit detection in melee combat (can only hit during certain windows and not always when it looks like you can such as sometimes when an enemy or boss is moving sideways), can't shoot some bosses you've knocked down as they're moving into melee again after getting up)
Can't do a melee combo ending in an uppercut
Sometimes uneven difficulty curve (very tough second boss, easy level 6 mini-boss (with the extending robot arms))
You'll sometimes miss power ups due to the game shifting to a segment where you're moving forward through a corridor
Trial & error (bosses, melee timing)
No weapon inventory (picked up weapons are used immediately)
The hole in Duke's chest looks a bit awkward (dithering or transparency during melee would've been fine)
Can uppercut some enemies several times in a row
Repeats the first two bosses once
So-so ending