Godzilla |
Game Boy |
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Review by Matt Paprocki |
Toho |
Action |
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Graphics: 2 |
Sound: 1 |
Gameplay: 3 |
Overall: 2 |
This review is going to begin with a rather blatant
quote. "What is this crap?" So, this 3 x 3 sprite is supposed to be
Godzilla, huh? Oh, those other sprites are supposed to be monsters
from the Toho universe? Oh, but it gets better..... See, the idea in this one is to break rocks, clearing the stage to move on and hopefully rescue Godzilla's son, Minya. Now, everyone knows Godzilla. You've seen all the movies, have all the soundtracks, have a large collection of toys and models, but never have you seen Godzilla break rocks for a living, right? Even worse, there are no attacks to perform! To defeat those measly sprites, you need to break the rocks on their heads. What exactly happened to the famous radioactive breath? How about a kick or something? To make matters worse, the stages are extremely easy. To actually break the rocks they must be trapped against a wall or another rock, but the stages are so poorly designed you can see the solution before actually starting the stage. The enemies are simply designed to follow the main character and have no noticeable pattern, giving new meaning to the phrase "rubber band AI." The graphics have been covered already. The animation is non-existent and the sprites are too small to sport any kinds of detail. With all due respect, you can recognize the monsters, even in their super-deformed way. The soundtrack is light-hearted and cheesy, perfect for the game, totally wrong for Godzilla. None of the famous roars made it into the cart either. There have been a lot of bad Godzilla games, but this is by far and away the biggest disgrace to Toho's creation. Breaking rocks is not what Godzilla is meant to do. Rescuing his sibling... fans can live with that, but breaking rocks to clear screens...no. This one has blatant license use all over it. |