Road Runner's Death Valley Rally for SNES

Review #464

Road Runner's Death Valley Rally

Sonic, without any straightaways

SNES 1992 Sunsoft Action Action › Platform
Road Runner's Death Valley Rally screenshot for SNES
Screenshot used for review/reference purposes.
1 / 5

Gameplay

Sonic clone
Jump, Dash, and Peck (attack) buttons.
40% draw distance isn't adequate for avoiding ANYTHING. Drops to 25% when going left, which happens often.
Incredibly floaty controls. Perhaps the worst I've ever seen
Short jump just tall enough to reach platforms.
Eat bird seed to get Dash movement.
Wiley Coyote pops out and damages you without warning so no way to avoid most attacks.
Oh and he throws homing bullets at you which are nearly impossible to avoid as well.
Bad hit detection

1 / 5

Level Design

Fun sense of speed when running full-speed. Unfortunately most of your time is hopping around like the underwater Sonic levels.
Lots of platforms which are super hard to get and stay on.
Levels doubleback and go vertical - two things this game engine does not do well. Horrible design given this game's constraints.

3 / 5

Theme

I love the idea of running around as Roadrunner. Everything looks great and feels like the cartoons.

3 / 5

Art Style

Simple artwork but very colorful and attractive.

2 / 5

Audio

Simple, two-channel musical tracks with bad composition. At least it doesn't loop until 2 min or so, I suppose.

Comments

Popular posts from this blog

About this Site - Sep 2025 Update

Super Hydlide for Genesis

Chrono Trigger for SNES