Legend of Hero Tonma (PCE, 1991)
Graphics-8 Sound-7.5 Control-7.5 Challenge-7 Story-5
Level Design-7.5 Frustration-7 Fun-7.5 Originality-6
Overall Score-7.5
+
Improved sound design overall (mainly for the music)
Temporary shield power up (5 extra hits)
Added duck move (can’t move or shoot while ducking though)
Weapon upgrades
Good art direction
Pretty big and detailed boss sprites
Pretty fast paced overall
Bounce on enemy heads (fairly controllable height, does minor damage)
Power up that turns enemies into coins for a short period of time (sort of like a smart bomb)
Hover jumps (press up, usually not that useful though)
Difficulty options (easy-hardest, lifebar options, coin worth (up to 2 credits per coin))
You no longer auto-jump down through platforms by pressing down (down+jump instead)
+/-
Basically plays like a real easy mode version of the arcade game (or even very easy mode)
One hit kills
Starts out fairly tough
Some invincibility time when picking up a power up
Borrows some stuff from Wonder Boy in Monster Land (how coins fall out of chests, some art direction)
No shops
Can't shoot up/down (except for the bomb and homing sub weapons)
No time limits
Fairly forgiving hit detection
No dodge or run moves
-
No difficulty options
Feels shorter due to the lower difficulty
Lose all weapon upgrades after dying
Inconsistent checkpoints (sometimes spawn before the boss which in a way is bad because of the aforementioned loss of power ups, sometimes start from the beginning of the level after almost reaching the end)
Slow/floaty jumps and high default jump height
Trial & error (can't bounce on small flying enemies, can't look up/down, some bosses – different boulder throwing boss pattern)
No weapon inventory
Can't control the alternate bomb weapon separately
Still no auto-fire
Dropped items that bounce off screen will disappear
Some odd color choices
Worse animation
Notes:
no 2-player simultaneous
Level Design-7.5 Frustration-7 Fun-7.5 Originality-6
Overall Score-7.5
+
Improved sound design overall (mainly for the music)
Temporary shield power up (5 extra hits)
Added duck move (can’t move or shoot while ducking though)
Weapon upgrades
Good art direction
Pretty big and detailed boss sprites
Pretty fast paced overall
Bounce on enemy heads (fairly controllable height, does minor damage)
Power up that turns enemies into coins for a short period of time (sort of like a smart bomb)
Hover jumps (press up, usually not that useful though)
Difficulty options (easy-hardest, lifebar options, coin worth (up to 2 credits per coin))
You no longer auto-jump down through platforms by pressing down (down+jump instead)
+/-
Basically plays like a real easy mode version of the arcade game (or even very easy mode)
One hit kills
Starts out fairly tough
Some invincibility time when picking up a power up
Borrows some stuff from Wonder Boy in Monster Land (how coins fall out of chests, some art direction)
No shops
Can't shoot up/down (except for the bomb and homing sub weapons)
No time limits
Fairly forgiving hit detection
No dodge or run moves
-
No difficulty options
Feels shorter due to the lower difficulty
Lose all weapon upgrades after dying
Inconsistent checkpoints (sometimes spawn before the boss which in a way is bad because of the aforementioned loss of power ups, sometimes start from the beginning of the level after almost reaching the end)
Slow/floaty jumps and high default jump height
Trial & error (can't bounce on small flying enemies, can't look up/down, some bosses – different boulder throwing boss pattern)
No weapon inventory
Can't control the alternate bomb weapon separately
Still no auto-fire
Dropped items that bounce off screen will disappear
Some odd color choices
Worse animation
Notes:
no 2-player simultaneous