Mr. Gimmick (NES, 1992)
Graphics-8.5 Sound-8 Control-7 Challenge-6.5/8*
Level Design-7 Frustration-7.5/9* Fun-7 Originality-5.5
Overall Score-7.5
*100% completion
+
Some interesting mechanics (Sonic style slopes, stand on enemies (SMB2), use a star both as a projectile and as a moving platform to reach new areas, can block some enemy projectiles with the star)
Great art direction and animation
Impressive sound chip usage (uses an audio expansion chip in the JP ver.)
Alternate final level and ending
Secret items (collect for the alternate ending)
Some good bosses
Alternate paths through some levels
Nice intro
Inventory of three items (health, bomb - can take out certain enemies blocking alternate paths, forward shot)
Some decent puzzles (sadly made tedious by the star mechanics and overly precise jumping)
Evenly positioned health items and checkpoints
Fast paced
Good variation
Some friendly and neutral creatures (a bird and a dinosaur that you can ride, small birds+a bug+"walking tooths" in one level)
Some mini-bosses
+/-
Continuing after completion doesn't start you in the level where you missed the first item - instead starts you from the beginning with no hidden items collected
Uneven level length
Health is reset to 2 after each level
Need to save up on bombs to reach some hidden areas
No manual running (only way to jump farther is via slopes)
-
Slippery controls (hard to stop momentum after riding down a slope, slope controls have the same problem as in Sonic 1, Gimmick walks a few steps extra after releasing the d-pad)
Cheap hits (second to last boss shooting laser in a constant stream)
Trial & error (bombs move ball cannons, arrows shot from off screen, hard to react to danger in some parts where you're forced to move fast, traps or enemies attacking right away as you enter a new room)
Some tedious parts (room in level 3 with several slopes and ceiling traps, waiting for moving platforms or spear traps in corridors)
Can't continue or you won't get the good ending (no ending if you don't collect all hidden items)
Using the star as a platform should've been easier (can only throw in one direction, have to wait for it to stop bouncing around until you can make a new one)
Some empty rooms
Easy final boss
No fanfare or level complete screen after beating a stage
Pretty short (6/7 levels)
No difficulty options
Pretty bland final stage
Level Design-7 Frustration-7.5/9* Fun-7 Originality-5.5
Overall Score-7.5
*100% completion
+
Some interesting mechanics (Sonic style slopes, stand on enemies (SMB2), use a star both as a projectile and as a moving platform to reach new areas, can block some enemy projectiles with the star)
Great art direction and animation
Impressive sound chip usage (uses an audio expansion chip in the JP ver.)
Alternate final level and ending
Secret items (collect for the alternate ending)
Some good bosses
Alternate paths through some levels
Nice intro
Inventory of three items (health, bomb - can take out certain enemies blocking alternate paths, forward shot)
Some decent puzzles (sadly made tedious by the star mechanics and overly precise jumping)
Evenly positioned health items and checkpoints
Fast paced
Good variation
Some friendly and neutral creatures (a bird and a dinosaur that you can ride, small birds+a bug+"walking tooths" in one level)
Some mini-bosses
+/-
Continuing after completion doesn't start you in the level where you missed the first item - instead starts you from the beginning with no hidden items collected
Uneven level length
Health is reset to 2 after each level
Need to save up on bombs to reach some hidden areas
No manual running (only way to jump farther is via slopes)
-
Slippery controls (hard to stop momentum after riding down a slope, slope controls have the same problem as in Sonic 1, Gimmick walks a few steps extra after releasing the d-pad)
Cheap hits (second to last boss shooting laser in a constant stream)
Trial & error (bombs move ball cannons, arrows shot from off screen, hard to react to danger in some parts where you're forced to move fast, traps or enemies attacking right away as you enter a new room)
Some tedious parts (room in level 3 with several slopes and ceiling traps, waiting for moving platforms or spear traps in corridors)
Can't continue or you won't get the good ending (no ending if you don't collect all hidden items)
Using the star as a platform should've been easier (can only throw in one direction, have to wait for it to stop bouncing around until you can make a new one)
Some empty rooms
Easy final boss
No fanfare or level complete screen after beating a stage
Pretty short (6/7 levels)
No difficulty options
Pretty bland final stage