McDonald's Treasure Land Adventure (MD, 1993)
Graphics-7.5 Sound-8 Control-7 Challenge-6.5 Story-4
Level Design-7 Frustration-7 Fun-7 Originality-5
Overall Score-7
+
Some creative level design (enemies that are friendly until you hit them (the penguins), collect balloons that save you from pits)
Nice level transitions (in-game cutscenes, unskippable though)
Good art direction overall (some bizarre characters, similar style to dynamite headdy but better color use)
Expressive sprites
Good visual variety
Some nice effects (the moon background, object warping (the sumos))
Difficulty options (hard mode seems to just make enemies take and deal more damage while letting you start out with less HP though)
Shop system (1-ups, credits, balloons, jewels, flowers (for more jewels), weapon power)
+/-
One maze segment (not that long)
You can skip large portions of the final level with the balloons (you're given quite a few in the level itself, invincibility time during balloon rides)
Can't run
Can't move while crouching
-
Some trial & error (some invincible enemies, one or two leaps of faith, the waves that just transported you to a new scene turns into a damaging trap afterwards)
You still get health/jewel drops when your life is full (could've been money or flowers)
Can't shoot the scarf diagonally
No alternate weapons and the one weapon you have doesn't change much from upgrades
You can still buy two jewel packs when you only have space for one more (wasting a jewel)
Tedious final boss (kind of annoying to wait for bosses to do their jewel sucking attack in general)
A bit short
Level Design-7 Frustration-7 Fun-7 Originality-5
Overall Score-7
+
Some creative level design (enemies that are friendly until you hit them (the penguins), collect balloons that save you from pits)
Nice level transitions (in-game cutscenes, unskippable though)
Good art direction overall (some bizarre characters, similar style to dynamite headdy but better color use)
Expressive sprites
Good visual variety
Some nice effects (the moon background, object warping (the sumos))
Difficulty options (hard mode seems to just make enemies take and deal more damage while letting you start out with less HP though)
Shop system (1-ups, credits, balloons, jewels, flowers (for more jewels), weapon power)
+/-
One maze segment (not that long)
You can skip large portions of the final level with the balloons (you're given quite a few in the level itself, invincibility time during balloon rides)
Can't run
Can't move while crouching
-
Some trial & error (some invincible enemies, one or two leaps of faith, the waves that just transported you to a new scene turns into a damaging trap afterwards)
You still get health/jewel drops when your life is full (could've been money or flowers)
Can't shoot the scarf diagonally
No alternate weapons and the one weapon you have doesn't change much from upgrades
You can still buy two jewel packs when you only have space for one more (wasting a jewel)
Tedious final boss (kind of annoying to wait for bosses to do their jewel sucking attack in general)
A bit short