| paleface [sys=PCE; cat=Platformer; loc=JPN] |
|I have little idea what the title means, babelfish says somethign vaguely about "the communication lifting," which seems rather too obscure.|
You are forced running forward constantly in this game, unless you're in a boss fight. While forcing your forward the game does not hesitate to have you, for instance, jump across 30 consecutive floating rocks. If you slip you just lose a point of your life meter but still, that's a bit much on the jumping side of things for my tastes.
You usually have some kind of animal sidekick around you, shooter "option" style. This is a lot like a shooter, really, only that you're running rather than flying. Yellow birds drop powerups that give you all kinds of snazzy charge attacks, my favorite so far being the three buff genies or sumos or whatever they are who fly across the screen. I can't tell the powerups apart, they're just little colored cards, so I just pick them all up.
The game moves fast with a fair amount of sprite flicker, but I've seen worse and it least framerate is steady, even speedy, with lots of sprites moving quickly across the screen. Hit detection seems a bit nebulous, you'll frequently have things floating up higher than you can jump and you jump and shoot at them anyway and somehow they get hit. Or they don't. I haven't figured that part out yet.
At a boss or mid-boss fight you stop being forced forward and can even turn around, which you'll have to do since many of the bosses like to jump across the screen. These bosses can be tough, I'm still trying to figure out how to dodge the lobster man's triple bubble attack. You can do a quick forward roll, that helped against one boss, so maybe that'll work against Mr. Lobster too if I can figure out the timing.
I don't wholly understand the game yet, but somehow it's fun. Perhaps the forced scrolling actually helps in that regard: it's always Go time.