Saturday, February 6, 2016

The Twisted Tales of Spike McFang (SNES) Review

Received: December 25th, 2015 / Written: February 2nd-6th, 2016
Alternate Title: Chō Makai Taisen! Dorabotchan [|O|]
Year: 1993, 1994 | Developed by: Red Company and Naxat Soft
Published by: Bullet-Proof Software

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit.  =)  You know, there is something oddly fascinating about games within the same canon and series that wind up being different genres from each other.

In 1990, Red Company (of Bonk fame) developed a sidescrolling platformer called Makai Prince Dorabotchan published by Naxat Soft for the PC-Engine console which remained exclusively in Japan; I never played it (I don't own the console).  Said platformer got followed up on March 1993 with a top-down A-RPG on the Super Famicom (with some help from Naxat Soft) named Chō Makai Taisen! Dorabotchan, or as it got known as when localized to North America on June the following year by Bullet-Proof Software (of Yoshi's Cookie fame): The Twisted Tales of Spike McFang.
A little similar to how Namco went from top-down Valkyrie-controlled action-adventures Valkyrie no Bōken: Toki no Kagi Densetsu and Valkyrie no Densetsu to Krino Xandra-controlled 2D platforming SFC-exclusive prequel Xandra no Daibōken: Valkyrie to no Deai in the same series.  Huh!  Funny... parallel,... that.  o~O

When it comes to having only played a single entry out of the entire series, it can put me at a bit of a disadvantage because I have no idea how it is compared to what the rest of the series has to offer; but the least I can do is acknowledge their connection to their respected series and express my thoughts on them as individual games.  For example: I might not have much experience with the Valkyrie series, but I honestly felt Xandra no Daibōken was a fun, good game on its own terms (after having given it a true chance this January) that, while difficult, has a lot of commendable things going for it and is worth it with lots of perseverance in stow.  =)  Likewise, I can't speak for the Dorabotchan series as a whole, but what did I think about this Nintendo 16-bit offering?  I thought it was quite good, let's talk about it!  =)

Long separated from the human race, the islands of Vladamasco was a place where monsters and misfits roamed and lived in peace and prosperity for centuries thanks to the rule of three leaders: Dracuman, Vampra, and Von Hesler.  But one day everything turned upside down when Von Hesler suddenly decided to invade the other two kingdoms and plan to rule Vladamasco all by himself.
This resulted in a decisive battle that would begin to change the course of the islands, and not for the better.  While Vampra was busy battling Von Hesler's nefarious forces her young daughter Camelia got a chance to escape from the aftermath and decided to search for Dracuman's heir Spike McFang so that he would help her right this wrong, for he's the only one who can save Vladamasco from Von Hesler.
But when she catches up with and finds that Spike needs to train first she's disappointed, so Camelia decides to go after Von Hesler herself.  The young vampire prince, feeling that it is his duty to save the day, finishes up his important session afterwards so that after he's done he'll be ready to journey far from home and do what it takes to restore peace to these lands.
Spike McFang's journey begins here.

"Go forth, Caped Crusader, and be the hero you
were destined to become!"
For the sake of posterity I'll only discuss the SNES version I played since I haven't played the Japanese SFC original.  The Twisted Tales of Spike McFang has you take control of the small vampire heir of Vladamasco Spike McFang who can roam around in all eight directions and primarily uses his cape and hat to attack and dispose of enemies.  By simply pressing the Y button Spike will spin around thereby attacking with his swirling cape that he holds in his hand, and you can tap it several times in a row to perform consecutive spins, but tap it too much and Spike will unleash a wild and powerful cape-induced cyclone but at the expense of the poor little guy becoming dizzy for a few seconds (kind of leaving you at a vulnerable position if you did it while surrounded by enemies).

"There's danger brewing here.  Stay close."
"Is it behind those bunny rabbits?"
"It is the bunny rabbits."
By holding down the Y button as you hold still Spike will begin enchanting his hat as it floats above his head, and by letting go in any direction the vampire heir will throw his headwear which depending on what emblem you got on it will stick to the enemies for a little bit or it will follow Spike until it lands back on his head again.  After finishing your training you're given a box that can hold a myriad of cards in your stock (the limit being ten for each kind you can carry) which you can toggle between with either shoulder buttons and use the one you selected with the A button; they can be restocked (albeit randomly) at a card shop.  Another welcome gameplay element is Spike McFang's ability to jump with the B button (how high or low you jump depends on how hard you press it), as there are moments when jumping is required--using the cape can also be done while in midair.  =)  I actually recommend that strategy, as it will help a lot.
Occasionally you will stumble across Spike's freelancing and friendly sentient Moai head aide who will agree to let you save your progress should you select "Yes" with the A button.  When you see this guy, press Y next to him to talk to him, and save often!

Magical flying hats are the best!  =D
When you start the game Spike will begin by himself, but after liberating Dracuman Castle he will be accompanied by a partner: on some occasions he'll be joined by Von Hesler's son Rudy (who wants to prove his father's innocence) and other times the boy vampire prince will be helped by Vampra's daughter Camelia, and they're all CPU-controlled.  Naturally, Dracuman's son gets the lion's share of the work done and is the only one capable of level-gaining; Rudy and Camelia will sometimes attack nearby enemies, and their AI is rather serviceable throughout.  It's no Secret of Mana or Seiken Densetsu 3 in this regard, not even close as this is one player-only, but with all that said it's a nice element to have as Spike McFang doesn't have to go it alone in the long run.  =)

Light-reflective stained glass windows
Spike McFang's visuals are extraordinarily vibrant and colorful to look at, with each area of Vladamasco having their own diverse details and characteristics that help differentiate each portion of the lands.  =)  For starters the inside of Dracuman Castle is dimly lit with some nice red carpets abound (outside of the light emanating from the stained glass windows in the back; unless you're in the outer section where it's bright) that augments a sense of atmosphere, and I love the design of the entrance to the castle with the bat on the hat (it's perfect).  Another neat-looking area is the desert landscape with the shadows of the clouds touching the ground, and I like the detail in the sand and in the temples that you enter.

Ice and snow enshrouding a once warm location
But one of my favorite visuals out of the entire game is the snow laden land and interior of Vampra's island and castle, for various reasons.  One of the reasons being that it's a very relaxing area to look at and explore, what with the different hues of cyan and blue permeating throughout it (except during an inbetween moment) and with the snow gradually falling on the ground.  Another reason it stands out is that the majority of this section is designed and viewed from an isometric perspective, which is very fascinating all things considered!  =)  It's like the game went from traditional top-down perspective to the easier equivalent of Equinox all of a sudden (minus the invisible platforms and secret rooms, that is), which is awesome.  =D

Hoppity hoppity hop hop hop
The characters and enemies are very charmingly designed in-game, for they are all very colorful and brimming with personality too; Spike McFang included.  The kid vampire prince is really great to watch, and I like how fluid some of his animations are (like when he's swiftly spinning his cape and when he's frozen or burnt up).  His hat's design is pretty neat, looking from a certain viewpoint like a placeholder for a crown (if I didn't know any better, I'd say that is his crown on his hat), and I like the stars that follow it when it's been launched ahead.  His dizzy animation for when he's spun around too much is cute, and I love how he faces all eight directions as opposed to four and the correct placement of the emblem on his hat instead of copy-pasting the left/right side (like most Nintendo 16-bit A-RPGs at the time).  Another thing about Spike is that he doesn't walk throughout the game, he waddles.  '~'  He waddles>~<  And he doesn't jump either, but rather hops with both legs in the air.  I mean, d'awwww, that's adorable!  <=)

Wandering the Kalala Desert over yonder
Heh, couldn't help it  =3
The soundtrack is very pleasant to listen to, flawlessly lending Vladamasco its sense of atmosphere and wonder, and much of its high quality is attributed to its masterful and playful usage of brass instruments.  The first major song you hear in the game sounds energetically incredible, heard when Spike commences his training in the beginning of the game (and only that part of the game, sadly), for it's so inspiring and really amazing that it manages to suck you in to the adventure from the get go!  =)  Now that's how you start a game's soundtrack with a bang!  Everything else is still good and great for the ears to listen to.  When Spike truly begins in Dracuman Castle, its quirky theme that embodies the main area is very enjoyable to listen to and does a good job of setting the lighthearted tone of the game while at the same time adding a sense of mystique to the proceedings.

Super cape spin attack
A few other good themes that spring to mind in the game is the central desert/temple where it starts out slightly menacing until it gradually segues into a deep piano-ridden melody ending in a big finish.  The theme for the snow-capped Vampra is engrossing and relaxing with its soft and playful cues, plus it fits rather well whenever you're inside its isometric castle halls.  =)  The regular boss theme is surprisingly upbeat and playful in nature, but the final boss theme takes the cake as it is a darker and more ominous cue compared to everything else the game has to offer.  The sound effects are decently chosen, such as when Spike uses specific cards, the swirling sounds of his swiftly spinning cape, and the woozy sound for when Spike's head is briefly spinning.

Introducing the Dracuman family pet Sid
The difficulty in Spike McFang is a bit on the easy-normal spectrum side of things, as it is very manageable to play and easy to follow.  In the game are plenty of enemies (partially) based on Japanese folklore that you will fight: such as clove variants, ogres, blobs, feline fighters, spiders, bouncing snowmen, snow queens, and sentient cacti to name some, and the farther you go the more experience points they'll be worth.  By earning just enough experience points from battling baddies you'll gain a new level, and if you want to know how close or far you are from leveling up you can always press the Select button to look it up--this is especially important since you have to be at a certain level to bout these bosses.  Spike's health is represented by tomatoes while the enemies' health is represented by onions, and if your health reaches zero you'll have to restart from your last saving point.

"Uhhh... no mas... no mas..."  @.@
Spike's cape attacks require that he have close range with the enemies and bosses he comes into contact with, which means that you're in a vulnerable position if you're outnumbered; but the more you level up the less health you have to worry about losing (and the stronger you become).  The hat that you throw at your enemies can be used as a long ranged projectile attack (which comes back to you like a boomerang), but in order for it to be thrown you have to hold still and hold Y until it's time to let go, which means that you need to find a safe spot in order to execute your hat attack otherwise it'll be interrupted by an enemy.  The latter technique takes a bit to get used to, and when you do it'll serve you greatly, but only do it if you really have to.

An act of true friendship will thaw a frozen heart
Or just last a few seconds  =3
The tone in Spike McFang is unapologetically quirky and lighthearted to a fault, but that's one of the reasons the game is so appealing.  =)  It is genuinely funny too, partly to do with the young vampire prince's (and certain other characters') facial expressions and largely on account of the game's writing.  I like the dialogue between the characters, some of the banter between Spike and his companions is humorous, the way each boss has a pre-battle and post-battle conversation between Spike and them is funny, and any time you level up you're given a call by Professor Steam.  And on a few occasions you're given a heads up by certain characters what level the next boss is going to be at; well that's nice of them to let us know how much level-grinding we have to do until then, thanks.  =)  And yes, there is some necessary level grinding to do in order to augment chances of survival, but at least it's not annoyingly time-consuming level grinding like in Xak: The Art of Visual Stage--but that's a ship we'll sail some other time.

Such a welcoming atmospheric cavern  =)
All the dialogue adds a bit of charm to this 16-bit venture and there's a bit of a wholly innocent flavor sprinkled throughout because of it, which I heartily appreciate.  <=)  There is a moment right before Spike gives Felina the finishing blow of his hat, but before he does that he utters this quip: "Eat hat, cat!"  =3  You know, that line is so cheesy beyond belief, but I just could not help but chuckle at it (even on my first playthrough).  Yeah, it's so obvious a punny wordplay, but you know what?  I can forgive that because it gels with Spike McFang's tone so much.

"Go, my bat minions!  Do my bidding!"
This is a very fun game to play, so much so that I could not believe it was over after about four and a half (non-consecutive) hours on my first playthrough.  =(  I admit I was under-leveled at 15 at the end (even on my newest playthrough), but even so I was honestly surprised: "Wait, that's it?  Where's the rest of it?"  It just comes to show how much I enjoyed Spike McFang as a whole, and I wish it was slightly longer.  On the other hand, perhaps its short length can be seen as a blessing in disguise 'cause while it might not be long at least it doesn't overstay its welcome at roughly four to five hours.  But its brevity in no way makes this a bad game, for its numerous strengths outweigh its weaknesses and is worth the experience.  =)

Hopping in the heavens
Spike McFang's adventure is also a tad on the linear side, meaning it is possible to backtrack while in certain segments, but the moment you reach the next major area you cannot come back.  Like, say you reach Vampra, then you cannot go to the area that preceded it but you can peruse its segments while it lasts.  Vladamasco's numerous areas are well-designed and it's easy to know where to go next despite some occasional forks.  The very last area, however, is a bit of a mind teaser at first as you have to take the correct sequence of directions in order to reach your destination, but after a bit of trial and error it can be done with no problem; and the final boss is the only boss battle where I start using many of the cards at my disposal (which are last bought in Vampra, because after you permanently leave it there is no other opportunity).

"There could've been a Bat and his Blob-style
game, but instead the blob made it about a boy..."  >={
I remember first hearing about The Twisted Tales of Spike McFang many years ago online as a teenager, and some of the sites I went to that talked about it had nothing but praise for it (among them good ol' RVGFanatic).  That, coupled with the appealing screenshots I saw of it, made me very curious about it.  And for years I wanted to try it, but two things kept me from trying it sooner: the fact that there are so many games out there to choose from which attributes to my sometimes indecisive nature and the fact that (by itself or full CIB) it costs quite a bit (not necessarily in the $100s range, but not exactly in the $20s range either).  =(  It wasn't until late 2015 that I thought it was time I caught up with this game, having asked for it that Christmas.  And when Christmas '15 came, I not only got Spike McFang after years of curiosity, but I also got Brandish on the SNES (another A-RPG I was long curious about), Yoshi's Woolly World on the Nintendo Wii U (a game I looked forward to for ever), as well as a Super Famicom console with some games for it.  That was the best Christmas in a long time, and honestly all those years of curiosity have been worth it for I have adored Spike's quest from the moment I started it.  =)

"With this you can use it as a free coupon for
Yooka-Laylee when it comes out"
If only!  =(
My guess as to why the American version costs so much must be because Spike McFang has garnered a bit of cult following over the years, having fallen under the radar when it first came out.  But surprisingly, for comparisons' sake, I found that the Japanese version Chō Makai Taisen! Dorabotchan costs cheaper than Spike McFang.  And apparently from what I looked up the American version was made a little bit harder than its original Super Famicom edition, with higher enemy defense and not having health being refilled any time you level up while the Japanese version was reportedly easier.  =/  Huh!  Well, at least the change in difficulty is consistent and not sporadic like a certain Quintet A-RPG (*cough*Illusion of Gaia*cough*) that got marginally ruined Westside structurally and narratively due to the direct involvement of a certain company (*cough*Nintendo*cough*).  Sorry, trying to clear my throat here.  ~o~  *cough*Gaia Gensōki is better*cough* *hack* *cough*  All clear now!  ^~^

Vampire home sweet vampire home
The Twisted Tales of Spike McFang is a very endearing and entertaining action-adventure romp, with its tongue firmly planted in its cheek with its lighthearted humor and simple yet intuitive gameplay carried throughout.  It's also incredibly innocent and colorful that you can't help but become enamored with it, even if it is linear and largely straightforward.  =)  It is too bad that it's short , but while it lasts the game is a whole lot of fun and the big bosses are great to battle, not to mention the dialogue is rich.  It's not exactly a hard venture, but I did like some of the ways that Red Company and Naxat Soft tried to challenge you (the Jungle of Mazes in particular).  Spike McFang might not hold a candle next to the best A-RPGs the Nintendo 16-bit has got to offer, but it is worthy of playing once in awhile and on its own terms it is really good!

What a view!
If you want to play a really enjoyable A-RPG then Spike McFang is not a bad option as it really is a good venture.  If you're looking for a hard or complex game from the genre to play then you might have to search elsewhere; but if you're okay with a somewhat easygoing and manageable A-RPG then you'll be all set.  If you're not keen on A-RPGs that take many hours to beat, then this will suit you just fine as it is fun at four to five hours.  But if you want a game that'll make you smile, charm you, and is very quirky then Spike McFang is easily going to win you over as it is charming and innocent, and fortunately the gameplay is good as well.  =)  Though if I had to express which game I (slightly) preferred between this and Brandish, well, you wouldn't believe me if I told you.  ......  I'll be in my outlier corner.  T_T

I tip my hat to you, Red Company and Naxat Soft  =)
I may never have played Makai Prince Dorabotchan, but for being my first foray to the Dorabotchan series The Twisted Tales of Spike McFang was a really good starting point for me, having enthralled me from start to finish.  Eventually I'll import the Japanese version in the future (given that I own a Super Famicom now), but for the time being I'm satisfied with the American version I played.  =)  It's not perfect, but because of all its good qualities and lighthearted quirkiness, what I ended getting turned out to be purely irresistible.  =3

My Personal Score: 8.0/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. I absolutely love how there are a total of four digits (if zeroes are to be counted) in the level counter in the Select screen even though you won't even be halfway near triple digits by the time the game is finished, level-wise.  XD
8/21/16 Update: Especially since 16 is the level cap in this game.
 
P.S. 2 A browsing of this game on The Cutting Room Floor website in preparation for the review has led me to the discovery that there is another Dorabotchan game on the Super Famicom!  =D
This excites me since I loved this game, for these characters are going to appear again in Super Naxat Open: Golf de Shōbu da! Dorabotchan^(^o^)^  Yay!  Must!  Import!  Now!  I hope it's as good as Spike McFang, if not better!  '~'
 
Thank you for reading my review, please leave me a comment and let me know what you think.  I hope you have a great Winter day, and take care!  =)
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*PPPFFFFFT*  That poser???  NO!!!!  XD
Image from Neoseeker website
This cute little badarse over here?  He's Croc, and he always will be to me!  <=)  I loved this guy since I was introduced to him in 1997 (almost twenty years ago) on the PlayStation One, and he is so underrated and underappreciated among the masses.  His first game is one of my top favorite games in the console, no lie!

Sunday, January 3, 2016

Shōnen Ashibe (SFC) Review

Received: April 1st, 2013 / Written: December 30th, 2015-January 3rd, 2016
Year: 1992 | Developed and Published by: Takara | [|O|]

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit!  <=)  And welcome to the year 2016, yay!!!  Let's start with a bit of background:

on May 31st, 2012 I bought a Retro Duo which enabled me to play both NES and SFC games on it (even a couple PAL SNES carts); it was such an exciting moment in my gaming life as it had helped open up a doorway for me that many years prior to that I would've only wished in the past: I could import and play Super Famicom games from Japan and since then I gleefully imported many games from the Land of the Rising Sun and there was no stopping me--but then the SFC slot on my Retro Duo stopped working in the end of October 2014 altogether (but the back NES one still functioned).  I was at a loss at that point and I just couldn't believe it: after all this time of importing my SFC gaming days had been put on hold.  =(

And for a few months I had wondered: "What did I do wrong?"; but I did get over it afterwards, but in the back of my mind I still wanted to go back to enjoying Super Famicarts again.  So at one point I had actually considered modding my NTSC SNES console since both the NTSC and JP models of the Nintendo 16-bit console run at 60 Hz speed, and if done right then it would mark the best of both worlds.  And, no lie, I almost went through with it--but I just couldn't do it.  The SNES console that one of my cousins loaned to me two days shy of 2009 holds a lot of sentimental value to me (not to mention it's one of the very consoles I grew up playing whenever I visited some of my relatives), and I didn't want to risk ruining it for good if I did it wrong.

So I decided not to worry about it for awhile, but on Christmas '15 something surprising happened:
Introducing the game I'm reviewing today  =)
first off, this past Christmas was great.  Among all the gifts I got, I got much to my surprise a Super Famiconsole (with a few games).  When I actually saw it and carried it that day, I was amazed; never in a million years did I expect to actually see an SFC console in person, let alone own one, yet here it was!  <=}  As much as I liked the Retro Duo when it worked between 2012-14, the sole reservation I had with it was that it had no eject button (which meant I had to carefully pull the cart out by hand); something which I'm grateful the SFC console has.  And seeing that it works great and is much more preferable, it makes me wish I got a Super Famicom console years ago.
And to complete the package, it also came with a Super Famicom controller along with it, as it should've appeared worlwide.  Goodbye awkward NTSC purple concave/convex buttoned controller with a long wire length, hello Japanese Super Famicom controller with Super Mario World's red-blue-green-yellow color theme with a short wire length!  O.O  Wait, what??  Bottom line: it's perfect!  =D  Thanks, Santa!

Now, seeing as the New Year has just started it is a time for new resolutions.  The last six SNES video game reviews I made probably did not sit well with retro-loving readers because the aspect ratio was stretched as opposed to square on account that my old laptop will not load up properly and my videos from my video camera will not play on my new laptop (but my snapshots taken from said camera can be opened in said new laptop... it's complicated).  So, for the most part when it comes to future SFC/SNES reviews I will try to take my screenshots while my TV is on Normal mode (I don't own a capture card for my TV), and if I can't--well, what you see is what you get.  Just a bit of fair warning.
Left: How I usually view SFC/SNES games on my TV, on Wide setting (I'm accustomed to it)
Right: How SFC/SNES normally look like, on ... err, Normal
If you wanted to have a proper idea of what I'm talking about, here it is for the sake of comparing and contrasting.  I make this sacrifice for you as not just a reviewer but as a friend as well.

Roaming on a brightly colorful plain
I'm not too familiar with the (manga?) series this is based on to be perfectly honest with you (as there were games based on it made for the Famicom and the Game Boy as well), but I do recall having first heard of the NIntendo 16-bit adaptation of Shōnen Ashibe on my friend RVGFanatic's website long before I actually started importing video games in general several years ago.  I liked having read his impressions on it as they had me intrigued, and I thought that based on the screenshots he presented that it looked like it could be a bit of fun.  =)  Back when my Retro Duo was still working in 2012 I was excited for it helped broaden my horizons and opened up a new world to me: the world of the Super Famicom (which I will from now on play on my Super Famicom... wow, that wording was bad), and sometime early in 2013 I considered wanting to play Shōnen Ashibe (my twelfth Super Famicart) as I had still wanted to play it after years of curiosity.  And when I received it (no, that date is not a joke), I was quite pleased with it.  So how did Takara handle this game?

Try shooting some baskets there using your head
In Shōnen Ashibe there are two different viewpoints: the topdown overworld with all the islands yet to be connected, and the sidescrolling sections which form the meat of the game.  In the overworld you move in a square pattern as you must enter caves, mansions, tents, and other openings on your journey.  From time to time you'll get to converse with characters as a boy, and if you tried walking to the areas the white sea lion (that's you) has left his mark on you have a choice to explore them again or bypass them entirely.  More on the overworld segments later, on to the most important part of the gameplay: in the form of sidescrolling.  =)

"Ooomph!"
During the sidescrolling segments you control an adorably small white sea lion whose main objective is finding eight of certain particular items or animals (i.e. apples, squid, canaries who look like they've sprung up from The NewZealand Story, et al) and reaching the goal when you've gathered them all in each stage, but it's not as simple and straightforward as I make it sound.  As the seal you can jump up platforms with the B button and bounce ahead and/or bump into props with the Y button; while some of the particular items/animals will appear in the open, there are plenty of them that are hiding behind props which the seal can bump his head in to reveal them or nothing.  It's best to exercise caution though, as sometimes bumping a prop will make a child or a creature appear, and you don't want them to get too close to you.

*breathes* I'm a sucker for all Aurora Borealis
in the sky  <=)
There is also the matter of area design as well.  While only a small handful of them are ever truly straightforward, the vast majority of the stages are quite open-ended in terms of design which allows for a good sense of navigation; and the goal for when you've gathered all eight things/animals might not necessarily be at the far right end of the area.  Nothing overwhelmingly complex, mind, but it was nice of Takara to create wide and spacious areas that are not too simple when it comes to searching what you're looking for.  =)  Some of the ways in which you progress far are by pushing blocks to make room, jump from moving platform to moving platform, or by bouncing high on bouncy surfaces such as trampolines or in a few instances by swimming.

(Are these critters really worth all this trouble?)
Shōnen Ashibe's pastel-toned visuals are charming and appealing, and the vibrantly quaint color selection throughout really helps.  The outdoor areas look inviting and I liked the gradually moving clouds in the sky and/or the water on the ground; the cavern areas have got an in-depth look and feel to them with the quasi-parallax scrolling with the rocks and stalactites (some with relaxing blue color layering effects with bubbles for when you're swimming underwater); the haunted mansion areas look abandoned (with a bit of lightning flashing outside) which sometimes have eerie mist surrounding it all.  One of my favorite visuals from the game is the snowy environment; the way the snowcapped mountains look are incredibly photorealistic for 1992 (especially the way they scroll smoothly), and I liked the Aurora Borealis set up in the sky (they look just like curtains) as it lends a good sense of atmosphere.  =)

"EEEEK, A GHOST!!!!!!"
The character and enemy animations are pretty basic in this game, but that's okay because they're still sufficient to look at with their anime charm.  The white sea lion has got smooth moving and swimming animations, and he is very cute and appealing with all his motions (his life icon has his eyes blinking from time to time).  I like how he cheers and dances standing upright on his tail when he reaches the goal with all eight items/animals accounted for, and his expressions are adorable even when he's being idle or when he's in precarious situations (like when he's sliding down on his back, for instance).  The items and animals that you're trying to recoup have minimal animations, while the enemies that you're trying to avoid touching--comprised of girls, boys, specters, bears, moles, bats, and various fish to give some examples--are simple in terms of design but have quaint animations to their benefit.

*BONK*
The music is very bouncy, lighthearted, and upbeat throughout, and I really enjoy listening to their nice-sounding compositions.  The areas next to the water have a very relaxing and inviting feel to them in terms of sound, the cavern segments don't sound complex and yet they have a fascinating aura about them, and the underwater segments are slow and quaint even as you swim underwater.  =)  The sky area theme is exciting even with the brass instrumentation, and the mansion sounds lightheartedly menacing (though I'd be remiss if I didn't feel that at times it would threaten to sound like stereotypical circus music early on).  The sound effects are decent yet limited: I like the bonk sound for when the seal hits his head on a hard surface, the sound for when an enemy comes into contact with you is interesting, and the little white sea lion's high pitch squeaks he sometimes makes are so adorable.

But it's not all platforming in Shōnen Ashibe as sometimes you get to do stuff on the topdown side:
Oh no, it's Alex Kidd all over again, RUN!!!!!!!!!  D8>
Never mind that little to no one actually likes Sega's first mascot's games, or Alex Kidd as a character  =<
for instance if you talk with a kid who's got a part of his head shaved off he will challenge you to a game of Janken (the equivalent of Rock, Paper, Scissors), and if you beat him you'll get a free life.  But that's very optional.
What's not optional is that you must talk with certain shady characters in order to partake in events where you must swim on the surface of the water and try to either reach the goal, or try to get just enough things said shady characters throw at you and then reach the goal when you've got enough.  But be careful because there are obstacles and whirlpools in your path that you need to avoid.  I'll explain shortly why these events are mandatory.

"If you stray your foreflippers from harming me, I
promise to have Yooka-Laylee released far earlier
than October this year"  =3
The overworld is interconnected by small islands, and the only way to access the bulk of the playing field is by reaching the goal in each stage.  While plenty of stages just have one goal, many in question will have two; which means that depending on which one you take you might either make a path should you succeed or reach a dead end if you chose the wrong one.  Good thing for trial and error and playing these stages as many times as to your heart's content, unless you feel you're done with them and can just bypass them by selecting "no".  In certain stages you might have to press a switch in order for something important to happen, and sometimes paths in the platforming segment that are seemingly blocked by rocks (or if there are just rocks) can be smashed by having your seal smash it with his head.  Just a few examples to bear in mind.

*squeak*
Occasionally in the overworld you get to talk with people, most of them giving you brief conversations while certain people will give you a simple sixteen character password (comprised of letters and numbers) so that you can continue your progress later if you've taken a break.  At the very center of the overworld is the final stage, which you cannot just access the moment you get to it; the only way you'll be able to access it is after you've cleared all the stages and partook in all the shady characters' surface water events.  It might take a bit to clear some stages due to their vast spaciousness, but in the long run when all is said and done these stages will all have to be done for you to enter the very final stage.

"Ice Bear heard a sound.  Ice Bear's going to
scout it out."
If I had to make a comparison when talking about this game I would probably compare Shōnen Ashibe to Good-Feel's Kirby's Epic Yarn.  And honestly, that comparison's pretty apt in terms of structure: you don't lose a life if an enemy touches you, but you do lose one or more of what you gathered in the process which you can recoup by heading where said items/animals got spread out; and both games are very easy in terms of difficulty.  The only difference is that while in Kirby's Epic Yarn you never lose a life, your main enemy in this game is time, and if it counts down all the way to zero before you managed to get all you needed to look for only then will you lose a life and will have to start the stage over again.  Aside from that, there is another thing both platformers have in common: they're both very lighthearted feel-good entertainment.  <=)

"Yo hey, don't try to nuzzle your head against me;
that would not be good for my system!"
Aside from the usual controls there is one control that I feel is worth mentioning: you can hang off of blocks.  If you're really near an edge (whether facing out or inward) then the white sea lion will show that he's almost on the verge of falling.  I know it doesn't seem like much, but it can be a lifesaver on certain occasions.  If there's really a downside in Shōnen Ashibe it occurs during a handful of enemy respawning moments.  You know how in the first two Ninja Gaiden games there would be inexplicable enemy respawning from enemies even though you turned around and then refaced the other direction again (despite having ousted them)?  Well in this game there is a similar case where if you move only a few steps away from where the enemy came from (to the point where their position is offscreen) and then you came back a few steps (where said enemies are now onscreen) then they would reemerge once more (namely flying enemies like bats and seagulls).  It's a bit distracting, but fortunately it does not permeate throughout the whole deal and only during a couple instances.

Well, now I've seen everything
Shōnen Ashibe might not have much difficulty (or length) going for it, but on the whole it's a fun game to play once in awhile and it is largely relaxing.  =)  I like the sense of atmosphere when it comes to perusing these stages and I like how trying to find all eight important items/animals is not entirely straightforward as you must do a bit of searching here and there.  It is also a very charming game with its fun lighthearted nature and its very cute protagonist, and for that reason among others Shōnen Ashibe is not just a solid game on its own merits but solid feel-good entertainment as well, and I think Takara did a good job crafting this amiable sidescroller.

Hurray!  ^-^
If you want to play a good platformer then this game is not a bad option as it is quite enjoyable.  If you're looking for something (overtly) challenging, you won't find it here; but if you want to take a break from a challenging game and want to play something easier (but not necessarily simple) then Shōnen Ashibe is good.  If you're feeling down and are looking for something to lift your spirits up, then this game is absolutely perfect for the job as it's well-done feel-good entertainment, and if you search for it on eBay it doesn't cost much.  =)  It might not exactly be great, but for what it is it's good.  There are admittedly better licensed games you could play on the Super Famicom/Super Nintendo, but you could do far worse.

My Personal Score: 7.0/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. I look forward to talk about more Super Famicom games in the future.  ^~^

P.S. 2 And speaking of feel-good entertainment: oh, Yoshi's Woolly World, where have you been for the past two decades?  <=)  This is seriously the best Yoshi platformer since Super Mario World 2: Yoshi's Island twenty years prior!
Thank you for reading my review, please leave me a comment a let me know what you think.  Happy New Year, and take care!  =)
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(Aagck!!!  Why did I have to be so cute???)  T_T