Lucky Dime Caper starring Donald Duck (SMS)

Graphics-8 Sound-7.5 Control-7 Challenge-7.5 Story-5
Level Design-7.5 Frustration-8 Fun-7 Originality-5
Overall Score-7
+ Nice cutscenes, choose your order of levels (three beginning levels, then three more), interesting weapon/health mechanic (you can stay alive by repeatedly picking up weapons from beaten enemies after getting hit, a weapon serves as one extra HP), alternate paths through some levels, key searching, mini-bosses/challenges, good variation
+/- Enemies don't drop the other weapon while you're carrying one (makes it harder to switch since you need to take a hit to lose your current weapon), easy to rack up lives, slight delay when attacking with the hammer, slow rate of fire with the frisbee
- Mostly lame bosses, can't adjust jump height, sometimes sloppy hit detection (the mummies, snake boss shot, the swordfish), no difficulty options, some trial & error (enemy patterns, traps), borrows elements from Castlevania III, items need to touch the ground before you can pick them up (breaks flow, fairly easy to accidentally miss items), Donald's animation when close to platform edges makes you move really slow and can mess with your timing during tricky sections, sometimes loose scrolling (making it hard to see what's in front, easy to adjust but breaks flow)
Level Design-7.5 Frustration-8 Fun-7 Originality-5
Overall Score-7
+ Nice cutscenes, choose your order of levels (three beginning levels, then three more), interesting weapon/health mechanic (you can stay alive by repeatedly picking up weapons from beaten enemies after getting hit, a weapon serves as one extra HP), alternate paths through some levels, key searching, mini-bosses/challenges, good variation
+/- Enemies don't drop the other weapon while you're carrying one (makes it harder to switch since you need to take a hit to lose your current weapon), easy to rack up lives, slight delay when attacking with the hammer, slow rate of fire with the frisbee
- Mostly lame bosses, can't adjust jump height, sometimes sloppy hit detection (the mummies, snake boss shot, the swordfish), no difficulty options, some trial & error (enemy patterns, traps), borrows elements from Castlevania III, items need to touch the ground before you can pick them up (breaks flow, fairly easy to accidentally miss items), Donald's animation when close to platform edges makes you move really slow and can mess with your timing during tricky sections, sometimes loose scrolling (making it hard to see what's in front, easy to adjust but breaks flow)