Solomon's Key/Solomon no Kagi (SMS, 1988)
Graphics-7 Sound-8.5 Control-7 Challenge-9.5 Story-5
Level Design-7.5 Frustration-9.5 Fun-7 Originality-8
Overall Score-7
+
Unique concept (create and destroy blocks used to solve the level or kill enemies - can create blocks in front of and diagonally above or below your char)
Decent variety
Hidden items and rooms
Two alternate endings (not much of a difference though)
Upgradeable spell supply/capacity
Good puzzles overall
Smart bombs (usually hidden - these turn enemies into point items)
Good length (49 levels + hidden ones)
Password save (not in the NES version)
Mighty Bomb Jack cameo (hidden)?
Steering onto platforms in a tight spot is easier than on NES
New music (and more tracks)
+/-
Time limits (can sometimes be increased by finding a hidden item)
Unlimited continues
Respawning enemies
Mostly forgiving hit detection (needs to be exploited to solve some levels)
Pixel perfect maneuvering required at times (sometimes several times per level)
There’s usually only one solution to a segment or level
Some enemies move faster than in the NES version
Up to jump
-
Crouching and jumping is less smooth than in the NES version (slight pause before jumping and after landing, Dana keeps crouching when you release the down button if you don’t stand up (by releasing the d-pad) before starting to move – makes the more intense action parts harder)
Trial & error (cheap situations at the start of levels, later on the action and time limits force memorization or pausing the game and trying to figure out patterns, various mechanics)
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-9.5 Fun-7 Originality-8
Overall Score-7
+
Unique concept (create and destroy blocks used to solve the level or kill enemies - can create blocks in front of and diagonally above or below your char)
Decent variety
Hidden items and rooms
Two alternate endings (not much of a difference though)
Upgradeable spell supply/capacity
Good puzzles overall
Smart bombs (usually hidden - these turn enemies into point items)
Good length (49 levels + hidden ones)
Password save (not in the NES version)
Mighty Bomb Jack cameo (hidden)?
Steering onto platforms in a tight spot is easier than on NES
New music (and more tracks)
+/-
Time limits (can sometimes be increased by finding a hidden item)
Unlimited continues
Respawning enemies
Mostly forgiving hit detection (needs to be exploited to solve some levels)
Pixel perfect maneuvering required at times (sometimes several times per level)
There’s usually only one solution to a segment or level
Some enemies move faster than in the NES version
Up to jump
-
Crouching and jumping is less smooth than in the NES version (slight pause before jumping and after landing, Dana keeps crouching when you release the down button if you don’t stand up (by releasing the d-pad) before starting to move – makes the more intense action parts harder)
Trial & error (cheap situations at the start of levels, later on the action and time limits force memorization or pausing the game and trying to figure out patterns, various mechanics)
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)