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Well I guess for something with no effort put into it, it's alright?
«Waste of time»
«I could make it better»
It's like Yu-Gi-Oh, except horrible
I'm scared.......
Game was never released apparently. Sad because the premise looked pretty cool
This is definitively The Greatest Crash Bandicoot Game Ever Made ™.
I say this as someone whose first video game series was Crash and believed that we’d never see a Crash game as good as Naughty Dog’s again. Crash 4 takes the best elements of the original 3 platformers (including many excellent aspects of Crash 1 that were abandoned even by Naughty Dog) and builds on top of them.
The art style is striking and brilliant. The animation is full of personality consistent with and surpassing the originals, and each level is beautifully detailed. Extra playable characters are a wonderful addition and totally keep in line with the feel of the rest of the game.
Mandatory parts of the game are a solid challenge, but the bonus stages and optional content are on another level. These segments will push your Crash platforming ability to the limits and are immensely satisfying to complete.
This is a beautiful game full of personality and excellent content. It’s clear that the developers loved what they were making and I love it too.
I say this as someone whose first video game series was Crash and believed that we’d never see a Crash game as good as Naughty Dog’s again. Crash 4 takes the best elements of the original 3 platformers (including many excellent aspects of Crash 1 that were abandoned even by Naughty Dog) and builds on top of them.
The art style is striking and brilliant. The animation is full of personality consistent with and surpassing the originals, and each level is beautifully detailed. Extra playable characters are a wonderful addition and totally keep in line with the feel of the rest of the game.
Mandatory parts of the game are a solid challenge, but the bonus stages and optional content are on another level. These segments will push your Crash platforming ability to the limits and are immensely satisfying to complete.
This is a beautiful game full of personality and excellent content. It’s clear that the developers loved what they were making and I love it too.
«Constantly dying and enjoy it»
The bar was so low, but still super dissapointing
Exceptional remaster of already great games. What a nice experience to go back and play these classics with modern graphics and gaming sensibilities.
«Blew my mind»
«Just one more turn»
Version:
Arcade
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A worthy alternative, rather than a true successor.
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Rating: 7/10
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What is it? Jr. Pac-man, a 2d arcade maze game, is the second game in what I would call the ''Midway Pac-Man Trilogy''. Midway was the American publisher of the Pac-Man games, and they made Pac-Man games without Namco's permission. The first one was a simple hack called Pacman plus, not too different from most bootlegs of the game. The second was this game. The third was the very successful Ms. Pacman.
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What's different?
I lack documentation, but the mechanics here seem so similar it almost makes me wonder whether this is a romhack of the original. I heard ms.pacman had more randomized ghost A.I to prevent patterns, but I doubt this game had that. Sadly I can not give some kind of in-depth analysis when lacking documentation.
The features/gimmicks however are:
- 7 unique, new mazes. The last few get looped until you die.
-Mazes are now bigger, about 3 screens wide, and the screen smoothly scrolls.
-Fruit items now move. When they move over a pellet, they become a thicker pellet. Thicker pellets slow pac-man down even more than regular pellets, but give more points
-No warp tunnels
-Different theming, centering around Pac-mans son. The intermissions are a bit more advanced, but a bit too long on repeat playthroughs.
------------
My opinion:
Almost all the things that make the original fun are here, so I will not talk about those.
-The new mazes make the game less monotonous. I don't think they're as tightly designed as the original, but I haven't played enough to judge these maps balance and gameplay-wise.
-The lack of warp tunnels makes sense because there are more routes to escape to in these big maps meaning they don't feel like as much of an immediate threat, however in my opinion it takes away an option that was quite interesting in the original. It also makes you feel much more pressured by the ghosts, making you more worried about getting cornered.
-The large maps have a huge impact on the game's feel and pacing, creating a slower game where a single win takes quite a while and more things to consider when making your movement decisions, yet in other ways a more tense game because there's more at stakes and you can't always see the whole playing field. There are more corners you can take to get rid of ghosts, but there's also more places to get cornered.
-The only part that is truly creative is the fruit bonus item system. In the original game, getting fruit felt like a ''fuck yeah more points'' moment, here, getting these fruits (well, now they're other things) feels more like a relief because the thing actively makes the stage harder for you in the future and it travels around in manners I don't understand.
It also adds a basic risk-reward mechanic, because those harder to eat pallets give more points so you could let it go on purpose (not sure if scoring-wise it's actually well balanced to achieve that effect, but the idea is cool). It means you have a secondary goal to worry about, it's not so urgent it detracts from the main goal of avoiding ghosts and eating pallets, but not so insignificant it doesn't actually impact it. I think it complements the gameplay pretty well, to be honest. It makes you re-think the way you play just slightly and adds a bit of unpredictability that I think makes the experience different and kinda fun.
-The graphics are kinda charming, but not as nice as ms.pac-man.
-In terms of difficulty pacing I felt like the early game is hard enough for it to remain interesting when replaying, but not so hard it just sucks the fun out of an easier opening. I don't know enough about the game to judge the maps, strategies, scoring system, balance/exploits, and further difficulty pacing. This is simply a first impression review.
------------------
Conclusion
I haven't played pac-man plus much, but it feels like a not so well designed gimmicky hard mode mod. Jr. Pacman on the other hand feels like some kind of alternate game mode of the original that while not as fun, is still a worthy variation. Ms. Pac-man feels like some kind of polished definitive take on the original Pac-man, but Jr. Pacman is different enough to be fun for other reasons. It's not the most creative game as most of what makes it fun is thanks to it having roughly the same mechanics as the original Pac-man, but its major changes are different enough to warrant its own existence.
Arcade
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A worthy alternative, rather than a true successor.
---------------
Rating: 7/10
-------------
What is it? Jr. Pac-man, a 2d arcade maze game, is the second game in what I would call the ''Midway Pac-Man Trilogy''. Midway was the American publisher of the Pac-Man games, and they made Pac-Man games without Namco's permission. The first one was a simple hack called Pacman plus, not too different from most bootlegs of the game. The second was this game. The third was the very successful Ms. Pacman.
-------------
What's different?
I lack documentation, but the mechanics here seem so similar it almost makes me wonder whether this is a romhack of the original. I heard ms.pacman had more randomized ghost A.I to prevent patterns, but I doubt this game had that. Sadly I can not give some kind of in-depth analysis when lacking documentation.
The features/gimmicks however are:
- 7 unique, new mazes. The last few get looped until you die.
-Mazes are now bigger, about 3 screens wide, and the screen smoothly scrolls.
-Fruit items now move. When they move over a pellet, they become a thicker pellet. Thicker pellets slow pac-man down even more than regular pellets, but give more points
-No warp tunnels
-Different theming, centering around Pac-mans son. The intermissions are a bit more advanced, but a bit too long on repeat playthroughs.
------------
My opinion:
Almost all the things that make the original fun are here, so I will not talk about those.
-The new mazes make the game less monotonous. I don't think they're as tightly designed as the original, but I haven't played enough to judge these maps balance and gameplay-wise.
-The lack of warp tunnels makes sense because there are more routes to escape to in these big maps meaning they don't feel like as much of an immediate threat, however in my opinion it takes away an option that was quite interesting in the original. It also makes you feel much more pressured by the ghosts, making you more worried about getting cornered.
-The large maps have a huge impact on the game's feel and pacing, creating a slower game where a single win takes quite a while and more things to consider when making your movement decisions, yet in other ways a more tense game because there's more at stakes and you can't always see the whole playing field. There are more corners you can take to get rid of ghosts, but there's also more places to get cornered.
-The only part that is truly creative is the fruit bonus item system. In the original game, getting fruit felt like a ''fuck yeah more points'' moment, here, getting these fruits (well, now they're other things) feels more like a relief because the thing actively makes the stage harder for you in the future and it travels around in manners I don't understand.
It also adds a basic risk-reward mechanic, because those harder to eat pallets give more points so you could let it go on purpose (not sure if scoring-wise it's actually well balanced to achieve that effect, but the idea is cool). It means you have a secondary goal to worry about, it's not so urgent it detracts from the main goal of avoiding ghosts and eating pallets, but not so insignificant it doesn't actually impact it. I think it complements the gameplay pretty well, to be honest. It makes you re-think the way you play just slightly and adds a bit of unpredictability that I think makes the experience different and kinda fun.
-The graphics are kinda charming, but not as nice as ms.pac-man.
-In terms of difficulty pacing I felt like the early game is hard enough for it to remain interesting when replaying, but not so hard it just sucks the fun out of an easier opening. I don't know enough about the game to judge the maps, strategies, scoring system, balance/exploits, and further difficulty pacing. This is simply a first impression review.
------------------
Conclusion
I haven't played pac-man plus much, but it feels like a not so well designed gimmicky hard mode mod. Jr. Pacman on the other hand feels like some kind of alternate game mode of the original that while not as fun, is still a worthy variation. Ms. Pac-man feels like some kind of polished definitive take on the original Pac-man, but Jr. Pacman is different enough to be fun for other reasons. It's not the most creative game as most of what makes it fun is thanks to it having roughly the same mechanics as the original Pac-man, but its major changes are different enough to warrant its own existence.
This is a brilliant idea, and I love how it just mocks action games in general. Gameplay is great as well.
«Just one more turn»
«Constantly dying and enjoy it»
This is genuinely one of the most innovative platformers I think I have ever played. I just wish it was longer :(
«Blew my mind»
«Constantly dying and enjoy it»
If you've ever wanted a game where you aimlessly run around a beach as a dog with horrible sound effects all made by mouth, this is the game for you. Good for a quick laugh but not much else
«Waste of time»
The fact this was based on a random wikiHow article is pretty cool, but there's no really playable value here.
I am greatly excited to see where this goes. So far, the ambience and overall idea of the game is so unique and beautiful. This is very early in development and it ends very quickly but I believe this is going to be great.
«Blew my mind»
«Liked before it became a hit»
Some massive graphical glitches prevent this otherwise excellent game from reaching it's potential
«Buggy as hell»
«Disappointment of the year»
this game tried and failed where many others have: trying to make quicktime events fun/engaging. i'm not sure what it would take to accomplish this...maybe VR? at any rate, the good story is enough of a reason to play this regardless. great "couples game"
there's not too much going on in this game, but it's pretty neat. the art and music are both good.
it's short, but i had fun with it. appreciated the nod (intentional or no) to those lemonade-manager type games i played at school ~2nd grade
it's short, but i had fun with it. appreciated the nod (intentional or no) to those lemonade-manager type games i played at school ~2nd grade
Literally a happy bird clone but with more birds and stages to choose from. Not bad