Ruff 'n Tumble
Graphics-7 Sound-6 Control-6 Challenge-7.5 Story-5
Level Design-6 Frustration-8.5 Fun-6.5 Originality-4
Overall Score-6.5
+ 8-directional fire (see bad points), hidden items, password save, decent length, key/door system, pretty intense at times, auto-fire, hidden items, fun weapons (flamethrower, rocket launcher), nice lighting effect (indoors/outdoors), in-game music + sfx, good (and large) bosses overall (not the second one), large stages (sometimes too large), good length (4x3 stages)
+/- Forgiving hit detection (both ways), coins aren't used for buying anything (collect them for extra lives and points), no enemy respawn
- Need to collect 60 generic items to open each stage exit, most enemies after world 1 take too many hits to kill with the regular gun (which you'll be stuck with for most of the game), jump is mapped to up on d-pad (which is also used for targeting upwards - you need to stand completely still and hold fire to target), floaty controls (main char takes several steps after releasing the key (makes targeting a chore), character is somewhat slow to accelerate and slow to turn around), targeting system gets in the way when you want to duck and shoot, unresponsive turning controls - when turning around during mid-running there's a delay before your avatar shoots in the other direction (even though he points his gun in the opposite direction almost immediately - you need to hold the d-pad in the opposite direction for half a second or the turn isn't registered making you keep facing and shooting in one direction) - need to stand completely still to be able to turn around instantly, somewhat distracting backgrounds (exaggerated highlights on everything), missing sfx when shooting or when your avatar takes a hit, time constraint on alternate weapons (instead of ammo), no weapon inventory, some trial & error (blind jumps (sometimes into spikes) - can't look up/down, sawmill trap in stage 2, drill trap, respawning turrets in world 2), poor jump height control (default is too high), delay when turning around in mid air (momentum or not), can't fire at all while your avatar is doing his 'break' animation - breaks flow, the energy system on weapon fire is a bad idea because it breaks gameflow (have to retreat and wait unless you know where every power up is), can't fire while bouncing upwards off a spring (can fire when falling), annoying knockback on enemies in first world during which you can't hit them - breaks flow (in the second world some enemies aren't affected by your shots at all so you need to play it safer - also breaks flow), runs in 25fps (Amiga could do better), no difficulty options, spikes kill you despite cooldown from taking another hit, slopes automatically make Ruff turn to face downhill
Level Design-6 Frustration-8.5 Fun-6.5 Originality-4
Overall Score-6.5
+ 8-directional fire (see bad points), hidden items, password save, decent length, key/door system, pretty intense at times, auto-fire, hidden items, fun weapons (flamethrower, rocket launcher), nice lighting effect (indoors/outdoors), in-game music + sfx, good (and large) bosses overall (not the second one), large stages (sometimes too large), good length (4x3 stages)
+/- Forgiving hit detection (both ways), coins aren't used for buying anything (collect them for extra lives and points), no enemy respawn
- Need to collect 60 generic items to open each stage exit, most enemies after world 1 take too many hits to kill with the regular gun (which you'll be stuck with for most of the game), jump is mapped to up on d-pad (which is also used for targeting upwards - you need to stand completely still and hold fire to target), floaty controls (main char takes several steps after releasing the key (makes targeting a chore), character is somewhat slow to accelerate and slow to turn around), targeting system gets in the way when you want to duck and shoot, unresponsive turning controls - when turning around during mid-running there's a delay before your avatar shoots in the other direction (even though he points his gun in the opposite direction almost immediately - you need to hold the d-pad in the opposite direction for half a second or the turn isn't registered making you keep facing and shooting in one direction) - need to stand completely still to be able to turn around instantly, somewhat distracting backgrounds (exaggerated highlights on everything), missing sfx when shooting or when your avatar takes a hit, time constraint on alternate weapons (instead of ammo), no weapon inventory, some trial & error (blind jumps (sometimes into spikes) - can't look up/down, sawmill trap in stage 2, drill trap, respawning turrets in world 2), poor jump height control (default is too high), delay when turning around in mid air (momentum or not), can't fire at all while your avatar is doing his 'break' animation - breaks flow, the energy system on weapon fire is a bad idea because it breaks gameflow (have to retreat and wait unless you know where every power up is), can't fire while bouncing upwards off a spring (can fire when falling), annoying knockback on enemies in first world during which you can't hit them - breaks flow (in the second world some enemies aren't affected by your shots at all so you need to play it safer - also breaks flow), runs in 25fps (Amiga could do better), no difficulty options, spikes kill you despite cooldown from taking another hit, slopes automatically make Ruff turn to face downhill