Solomon's Key (NES, 1986)
Graphics-7 Sound-7.5 Control-8 Challenge-9 Story-5
Level Design-7.5 Frustration-9 Fun-7.5 Originality-8
Overall Score-7.5
+
Unique concept (create and destroy blocks used to solve the level or kill enemies)
Decent variation
Hidden items and rooms
Two alternate endings (not much of a difference though)
Upgradeable spell supply
Smart bombs (usually hidden)
Good puzzles overall
Good length (49 levels + hidden ones)
Mighty Bomb Jack cameo (hidden)
+/-
Need to use a cheat to continue (you start out with only three lives but can get more by collecting certain items or rescuing fairies)
Mostly forgiving hit detection (needs to be exploited to solve some levels)
Time limit (can sometimes be increased by finding a hidden item)
Respawning enemies
Pixel perfect maneuvering required at times (sometimes several times per level)
There's usually only one solution to a segment/level
-
No password (SMS version has them) or save feature
Trial & error (cheap situations at the start of levels, later on the action and time limit force memorization or pausing the game and trying to figure patterns out, various mechanics like jumping or steering your fall in tight spots)
Only three music tracks (level, hidden level, ending)
Uneven difficulty curve
Cheap puzzle in the final stage (a block that never did anything but spawn enemies before is now a switch to open the last wall)
Level Design-7.5 Frustration-9 Fun-7.5 Originality-8
Overall Score-7.5
+
Unique concept (create and destroy blocks used to solve the level or kill enemies)
Decent variation
Hidden items and rooms
Two alternate endings (not much of a difference though)
Upgradeable spell supply
Smart bombs (usually hidden)
Good puzzles overall
Good length (49 levels + hidden ones)
Mighty Bomb Jack cameo (hidden)
+/-
Need to use a cheat to continue (you start out with only three lives but can get more by collecting certain items or rescuing fairies)
Mostly forgiving hit detection (needs to be exploited to solve some levels)
Time limit (can sometimes be increased by finding a hidden item)
Respawning enemies
Pixel perfect maneuvering required at times (sometimes several times per level)
There's usually only one solution to a segment/level
-
No password (SMS version has them) or save feature
Trial & error (cheap situations at the start of levels, later on the action and time limit force memorization or pausing the game and trying to figure patterns out, various mechanics like jumping or steering your fall in tight spots)
Only three music tracks (level, hidden level, ending)
Uneven difficulty curve
Cheap puzzle in the final stage (a block that never did anything but spawn enemies before is now a switch to open the last wall)