Todd's Adventures in Slime World for Genesis
Review #4613
Todd's Adventures in Slime World
Icky Metroid
Gameplay
Horrible framerate.
Sluggish, laggy movement.
Once you jump you're committed.
Entire object of the game is to avoid getting covered in slime from drips falling from the ceiling or spat from enemies. It's the most European health system I've ever encountered in a game.
Minimalistic inventory management. Press down to pick up items and some combination of A and the d-pad to use certian items like a jetpack. I couldn't figure out exactly how to make it all work.
Defeat enemies via a wimpy water pistol. Yeah.
Level Design
An interconnected map builds as you explore the slime tunnels room by room. Walking to the end of one room reveals the next, Metroid style.
Pools of water allow you to wash off the slime to restore health. So progression is all about moving from pool to pool while collecting all the stuff.
It's a seemingly never-ending slog. Maybe it's procedurally generated, but who knows.
Theme
You're a 1950's sci-fi spaceman who's crash landed on a slime world. Reminds me of Spaceman Spiff from Calvin & Hobbes.
Art Style
Worse than NES or SMS graphics. Ah yes, it's an Atari Lynx port. They didn't do anything to upgrade the graphics. Probably the greenest game this side of Boogerman.
Audio
Horrendous soundtrack. Gritty, poor quality organ music in 4/4 time with a didgeridoo as the melody at 3/4 time. Uhh
Tons of squirts and splash sound effects.
Atrocious sound all around.
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