In case you haven't remembered this game, after the well-enough handled Mode7 intro scenes you're cast into an essentially featureless ice landscape populated by miniature ice pterodactyls, ice hogs, and occasional deadly ice flowers (that get you running / riding quickly past) and ice hedgehogs. Then you come up across a bunch of bouncing giant snowballs - lots of places for that snow to get rolling across that flat Hoth landscape, you know? - and these aren't a problem at all. What's a problem is the strange little rock overhang formations you use to get out of the way are built up over some giant pits later on, and when you have to tackle these, you also have to cope with your sprite suddenly becoming approximately half as wide as the screen and snuffling.
You know, bottomless pits are kind of merciful by comparison with falling into a pit of spikes you can't jump out of. You don't want to see Luke Skywalker with a big icicle up his dingus, but this game comes far too close (he just kind of fairy-bounces over them, enough to get the point across). That, and the Tomb Raider "sliding dead into glass shards" animation, are definitely more horrific than the slide-whistle worthy typical disappearance of Berumondo into a pit. *Dracura death jingle*
God, I just realized Sword of Sodan is like it's real sequel or something. Yeah...that animation, man.BIL wrote:Dragon Unit is like a spastic rock 'em sock 'em simulator.
Still not getting to grips with Swoad Masta here...someday it'll happen.