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Posts: 1440
07/31/09 9:25 AM
Band on the RunModerator
Sprites are large and vibrant (without being overly bright), palette swaps are nearly non-existent, shading is done nicely, depth is given to everything, and there are mode 7 tricks abound.
The magic is unnecessary until the boss battle, so what you are left with is a lot of jumping and a lot of slashing during the penultimate stage.
No real strategy is used to progress, just run through trying not to get hit and avoiding pits and spikes. Certain enemies demand hits taken, should you try and fight them. It boils down to you trying to kill them taking the least possible hits, by standing near them and pumping the attack button.
The one that stands out in my mind, one boss is a wizard that disappears and then reappears, he shoots a 3-way projectile and then bolts of lightning from some platforms above.
Offerings can be used to increase your cherubs attack power for a short while, erase all enemies from the screen, give the knight another spell-use or teach him a new spell, but usually it will be a one-time-use item, such as an herb to help the sick in another town, or a loaf of bread to feed to poor lost Teddy.
An action sequence must be completed before working on each town, and once every monster generator in a town is sealed, the people will tell you of another main source of evil you must deal with as an action sequence. The two types of sequences really mix well, as once youve put a half-hour into a simulation type game, you will be itching for some action. Unfortunately, this doesnt keep either of the two sequences from being lackluster in execution.
Certain towns feature a different track subsequent with their discovery of music, and it, as well, is done excellently and gives a feeling of progressiveness to the civilization.
Snippets of plot line are unintentionally funny more times than they are actually interesting. I refuse to care about poor dumb ass lost Teddy .
However, this act wasnt raised high enough to meet my expectations.
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