Tempo Jr. (GG, 1995)
Graphics-8.5 Sound-7.5 Control-7 Challenge-4.5 Story-4?
Level Design-6/4.5* Frustration-6 Fun-6 Originality-4.5
Overall Score-5.5
*Boss fights besides the first one
+
Great animation and use of color
Context sensitive melee attack (triggers automatically if an enemy is stunned with the ranged attack)
Can destroy enemy projectiles
Some large and detailed bosses
Smart bomb-like dance attack which is tied to health (Moonwalker; increase health to max and hit both buttons - also sucks up nearby coins (like the magnet shield in Sonic 3) but not other items) - also costs some health to use
Hover jump and run moves (default moves)
+/-
Maze-like levels with an exit key you have to find (golden note). No maps but if you stand still an arrow points towards the exit (later used in Crazy Taxi etc)
Two mini-games but they're kinda boring (slow and overly long simon says note mini-game (if the melodies were more recognizable or inputting them was faster and/or there was a rhythm element it could've worked), jackpot/time the looping energy bar mini-game - OK; use coins found in levels to play them - SMB2),
Can't play as the girl
Double tap to run
Minor nature restoration theme (the flowers which also serve as mid-level checkpoint when revived, Tempo looks sad and moves slower near them before they bloom)
No difficulty options (can choose number of starting lives)
-
Some control issues (minor movement delay landing from a jump which also cancels your attack, very floaty jumps, kinda weak ranged attack which can't be upgraded, kinda loose scrolling - can roll while running (kinda like Sonic) but the move stops after a couple of seconds, can't jump while running, somewhat sloppy hit detection (small hit box above your avatar but a bit larger than your sprite below your avatar), )
Repetitive levels and the difficulty barely increases for the first three main levels
Overly basic and drawn out boss fights - can't use the smart bomb attack here. The penguin and final boss are just battles of attrition where you trade blows
Still no rhythm aspect to the dance attacks or other level gimmicks
The piano platforms (World of Illusion) have predetermined notes instead of a full octave of notes in sequence
Partial boss gauntlet before the final boss
No hp refill after a boss besides after the gauntlet
The only weapon-related power ups just make your ranged attack have different trajectory (down, up, zigzag) and there's no weapon inventory, No movement upgrades
Very short at only three main levels (six in total, maybe 30-40m if you don't spend much time on the mini-games)
Level Design-6/4.5* Frustration-6 Fun-6 Originality-4.5
Overall Score-5.5
*Boss fights besides the first one
+
Great animation and use of color
Context sensitive melee attack (triggers automatically if an enemy is stunned with the ranged attack)
Can destroy enemy projectiles
Some large and detailed bosses
Smart bomb-like dance attack which is tied to health (Moonwalker; increase health to max and hit both buttons - also sucks up nearby coins (like the magnet shield in Sonic 3) but not other items) - also costs some health to use
Hover jump and run moves (default moves)
+/-
Maze-like levels with an exit key you have to find (golden note). No maps but if you stand still an arrow points towards the exit (later used in Crazy Taxi etc)
Two mini-games but they're kinda boring (slow and overly long simon says note mini-game (if the melodies were more recognizable or inputting them was faster and/or there was a rhythm element it could've worked), jackpot/time the looping energy bar mini-game - OK; use coins found in levels to play them - SMB2),
Can't play as the girl
Double tap to run
Minor nature restoration theme (the flowers which also serve as mid-level checkpoint when revived, Tempo looks sad and moves slower near them before they bloom)
No difficulty options (can choose number of starting lives)
-
Some control issues (minor movement delay landing from a jump which also cancels your attack, very floaty jumps, kinda weak ranged attack which can't be upgraded, kinda loose scrolling - can roll while running (kinda like Sonic) but the move stops after a couple of seconds, can't jump while running, somewhat sloppy hit detection (small hit box above your avatar but a bit larger than your sprite below your avatar), )
Repetitive levels and the difficulty barely increases for the first three main levels
Overly basic and drawn out boss fights - can't use the smart bomb attack here. The penguin and final boss are just battles of attrition where you trade blows
Still no rhythm aspect to the dance attacks or other level gimmicks
The piano platforms (World of Illusion) have predetermined notes instead of a full octave of notes in sequence
Partial boss gauntlet before the final boss
No hp refill after a boss besides after the gauntlet
The only weapon-related power ups just make your ranged attack have different trajectory (down, up, zigzag) and there's no weapon inventory, No movement upgrades
Very short at only three main levels (six in total, maybe 30-40m if you don't spend much time on the mini-games)