Sure, you can find health top-ups, but they’re usually dangerously placed, making the risk not worthwhile. You’ll die after taking three hits, so it’s not like you can just shrug off such inconsistencies. Sometimes, I even took damage without them touching me. For no reason, you’ll often take damage instead of bouncing off them. The collision detection when you’re trying to jump on enemies is also unpredictable. Mickey’s response time when you press the jump button is atrocious, which really breaks up the rhythm in a series of jumps and makes trickier sections an absolute nightmare. There’s some serious input-lag going on here. It’s a shame then that the jumping itself can be so problematic. It’s a neat method of combining attacks with exploring and brings something new to the table, for which Sega Australia should be applauded. Timing jumps on moving enemies can actually bounce you up into higher areas to find extra treasure. So expect to collect those sparkly diamonds, jump on enemies butt-first and throw apples at anything with a cute/naughty face on it. For the most part, the game faithfully plays in side-scrolling 2D, managing to tick numerous boxes for fans of the original along the way. What are you doing Sega Australia? Oh, I can’t shout at you, you don’t exist anymore as Sega closed the studio as soon as this game’s development wrapped up. Nice.ĭeep into my nostalgia trip, my rose-tinted glasses almost fell off my face not long into the game when the camera and action shifted from pleasing side-scrolling 2D into modern 3D. The original 16-Bit versions are also available if you’d like to switch over. The music for each level is an updated take on the original soundtrack, so chances are you may find yourself humming along. In fact, your ears are treated rather nicely throughout. Uncharted fans will be pleased to hear the tones of one Richard ‘Sully’ McGonagle narrating the story though.
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