King Kong 2: Ikari no Megaton Punch (NES, 1986)
Graphics-7.5 Sound-7.5 Control-8 Challenge-6.5 Story-6?
Level Design-6.5 Frustration-8 Fun-6.5 Originality-7
Overall Score-6.5
+
Upgradeable life bar and ammo capacity
Upgradeable thrown rock strength
Hidden doors leading to other areas/worlds)
Movement speed upgrade (lose after death, pretty fast paced when fully upgraded)
Pretty good jump control
Partially destructible environment (can stomp destructible tiles to destroy them)
Decent cutscenes
Sub weapon (rocks)
Gorilla avatar
Smart bombs (trigger on touch though and they're rare)
Decent bosses overall (final boss is similar to the first one in Zelda 3)
+/-
Maze levels
Can't stomp enemies
Short melee attack range
Health drops and ammo drops are very common
Can only throw rocks at an upward curve (lob)
Pits kill instantly
-
Trial & error (some one way paths taking you to an earlier part of a world, too many destructible blocks to go through to find an item or door on some screens, lack of directions on where to go next (pretty easy to skip ahead from world 1 to world 5 quickly and you can only backtrack to previous worlds via rare hidden doors)
Some invisible walls where it looks like there's a screen exit
In the first world you can accidentally move backwards between screens into pits)
No maps
So-so sense of progression
Fairly repetitive level design (decent enemy variety though)
No alternate attack modes or other sub weapons?
No puzzles?
No tools?
Bosses go down a bit too quickly if you face them in the right order
Level Design-6.5 Frustration-8 Fun-6.5 Originality-7
Overall Score-6.5
+
Upgradeable life bar and ammo capacity
Upgradeable thrown rock strength
Hidden doors leading to other areas/worlds)
Movement speed upgrade (lose after death, pretty fast paced when fully upgraded)
Pretty good jump control
Partially destructible environment (can stomp destructible tiles to destroy them)
Decent cutscenes
Sub weapon (rocks)
Gorilla avatar
Smart bombs (trigger on touch though and they're rare)
Decent bosses overall (final boss is similar to the first one in Zelda 3)
+/-
Maze levels
Can't stomp enemies
Short melee attack range
Health drops and ammo drops are very common
Can only throw rocks at an upward curve (lob)
Pits kill instantly
-
Trial & error (some one way paths taking you to an earlier part of a world, too many destructible blocks to go through to find an item or door on some screens, lack of directions on where to go next (pretty easy to skip ahead from world 1 to world 5 quickly and you can only backtrack to previous worlds via rare hidden doors)
Some invisible walls where it looks like there's a screen exit
In the first world you can accidentally move backwards between screens into pits)
No maps
So-so sense of progression
Fairly repetitive level design (decent enemy variety though)
No alternate attack modes or other sub weapons?
No puzzles?
No tools?
Bosses go down a bit too quickly if you face them in the right order