Meikyuu Jiin Dababa (FDS, 1987)
Graphics-7 Sound-7 Control-7 Challenge-8 Story-5
Level Design-6 Frustration-8 Fun-7 Originality-7
Overall Score-6.5
+
Some interesting mechanics (tile-based jumping movement that feels like an in-between of turn based and real time gameplay, smart bombs that pause enemy respawning for a while and simultaneously function like keys, some platforming puzzles)
Fairly fast paced
Somewhat open ended level design (similar to Zelda though the world is still divided into levels and there's no hub world like in SMB3)
Upgradeable lifebar
Loot doesn't auto-disappear after a few seconds like in most old action games (it does disappear if you move until it's off screen though)
Decent bosses
+/-
Locked doors
Enemies respawn over and over (smart bombs will pause it for a while though)
Linear structure
Can't move or shoot diagonally
Instant death from falling into pits/liquid
Unlimited continues
-
Spawning and despawning when moving between screens/areas is a bit weird (you'll be transported to the next screen by moving to the tile next to the edge rather than the edge itself, you'll then be spawned one tile away from the edge on the next screen)
Sometimes poor puzzle design (no visual or dialogue hints to what you're supposed to interact with - you'll have to shoot at seemingly random tiles several times in the second stage to get power ups or open paths without indication that you're shooting the right one)
Sometimes cheap enemy spawning (happens very quickly so you can be jumping to a platform when an enemy spawns there)
No weapon inventory (there are weapon downgrades here and there)
Trial & error (the floor trap near the beginning of level 3, finding the floor tiles with items underneath them, some mechanics like high jumping over obstacles (hold jump, then press the right direction on the d-pad), boss patterns, trigger "puzzles")
Relentless beeping when low on health
So-so cutscene graphics
Bad weapon drops that get in your way (see Castlevania)
Some unavoidable damage (level 3 flame)
Somewhat sloppy hit detection on the third boss
Somewhat uneven difficulty (tough timed challenge on level 1, respawn at the boss until using a continue (you start with the worst weapon and can't pick up a better one))
Gets pretty repetitive after the first two levels and it takes longer to unlock doors
A bit short (four levels though they are relatively long for this kind of game)
Notes:
Area 4 won't load in FCEUX (2.1.3)?
Level Design-6 Frustration-8 Fun-7 Originality-7
Overall Score-6.5
+
Some interesting mechanics (tile-based jumping movement that feels like an in-between of turn based and real time gameplay, smart bombs that pause enemy respawning for a while and simultaneously function like keys, some platforming puzzles)
Fairly fast paced
Somewhat open ended level design (similar to Zelda though the world is still divided into levels and there's no hub world like in SMB3)
Upgradeable lifebar
Loot doesn't auto-disappear after a few seconds like in most old action games (it does disappear if you move until it's off screen though)
Decent bosses
+/-
Locked doors
Enemies respawn over and over (smart bombs will pause it for a while though)
Linear structure
Can't move or shoot diagonally
Instant death from falling into pits/liquid
Unlimited continues
-
Spawning and despawning when moving between screens/areas is a bit weird (you'll be transported to the next screen by moving to the tile next to the edge rather than the edge itself, you'll then be spawned one tile away from the edge on the next screen)
Sometimes poor puzzle design (no visual or dialogue hints to what you're supposed to interact with - you'll have to shoot at seemingly random tiles several times in the second stage to get power ups or open paths without indication that you're shooting the right one)
Sometimes cheap enemy spawning (happens very quickly so you can be jumping to a platform when an enemy spawns there)
No weapon inventory (there are weapon downgrades here and there)
Trial & error (the floor trap near the beginning of level 3, finding the floor tiles with items underneath them, some mechanics like high jumping over obstacles (hold jump, then press the right direction on the d-pad), boss patterns, trigger "puzzles")
Relentless beeping when low on health
So-so cutscene graphics
Bad weapon drops that get in your way (see Castlevania)
Some unavoidable damage (level 3 flame)
Somewhat sloppy hit detection on the third boss
Somewhat uneven difficulty (tough timed challenge on level 1, respawn at the boss until using a continue (you start with the worst weapon and can't pick up a better one))
Gets pretty repetitive after the first two levels and it takes longer to unlock doors
A bit short (four levels though they are relatively long for this kind of game)
Notes:
Area 4 won't load in FCEUX (2.1.3)?