1 of 1 people found the following review helpful:
5.0 out of 5 stars
another great game that never caught on, August 15, 2010
= Fun:5.0 out of 5 stars
This review is from: Zero the Kamikaze Squirrel (Video Game)
This is another one of those titles that is very fun, but never got the recognition it deserved in the gaming community. I had a blast playing this game and I think you will too if you buy it. costs about 10 dollars well worth the price.
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0 of 1 people found the following review helpful:
2.0 out of 5 stars
Forgotten for a reason, December 16, 2010
= Fun:3.0 out of 5 stars
This review is from: Zero the Kamikaze Squirrel (Video Game)
This game is the perfect example of uninspired, "me-too" game design in the mid-nineties: monotonous levels, bland audio, and no clear game direction. Zero, the anti-hero of the Aero the Acro-Bat games, is the lead character this time around. He gets word that his home forest is being marauded by an evil lumberjack, and goes off to set things right. The theme of the game is never really consistent; there is a bit of opening dialogue, and then you're on a beach, fighting giant crabs and what are apparently guys with propellers for heads. Later on, the next level is a cave, with more of the same kinds of enemies. Why? At least in Aero, the circus theme was consistent, but in this game, every level consists of the same things; going through the same paces over and over. Another problem is the gameplay itself. Zero runs as fast as Sonic, but the levels are not designed to accomodate that kind of speed---you just wind up getting hit. The few acrobatic moves Zero has are awkwardly used, and rarely useful for anything, because the game is centered around simple platforming instead of combat. Even so, the principle behind the double-jump Zero uses is completely backwards from conventional game design, as is his "gliding" maneuver, to the point to where they become more distracting than fun.
The audio is a mixed bag. The music is fairly well-done, but the rock tunes are more reminiscent of an urban setting, rather than the natural areas you're predominantly in. The sound effects are short and uninspired, and the few digitized yelps of Zero attacking with his nunchucks are muffled and get irritating fast. The graphics are decent, but repetitive, and the animation is average.
The game is also far too demanding. You are expected to have perfect control over Zero's aerobatics by the second level, where spike pits stretch interminably and slime-coated ramps plunge you to your doom before you can ever get a look at what you're supposed to do. Enemies are often placed exactly where you need to land after a particularly tricky maneuver, making simple platforming a trial-and-error chore.
Overall, I was very disappointed. I enjoyed the first two Aero the Acro Bat games, and can see why this one was overlooked. It completely follows, to the letter, a form of which better 16-bit games are made. If you want a fantastic platformer with a challenge, play Super Ghouls N' Ghosts or Demon's Crest. If you want a great Mascot platformer with a lot of action, play Sparkster. If you want to spend ten bucks on a game that would be better spent on the games I've just mentioned, but would rather find a semi-obscure platformer with no distinctive qualities, then this game is for you.
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