Sunday, April 3, 2016

Lagoon (SNES) Review

Received: November 14th, 2014 / Written: March 29th-April 3rd, 2016
Year: 1990, 1991 | Developed by: Zoom | Published by: Kemco-Seika

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit.  =)  In the early '80s Japanese developer T&E Soft created one of the very first action-oriented RPGs ever made, Hydlide.
Image from Wikipedia
Hydlide was a largely Japan-exclusive A-RPG, having originated on the NEC PC-6001 and PC-8801 computers in 1984; the MSX, FM-7, MSX2, and NEC PC-9801 computers in 1985; and it received a Famicom adaptation by Fujisankei Communications International (FCI) in 1986, for which the Nintendo 8-bit version did get American distribution... three years later (which was a bad move).  Believe it or not, the original Hydlide served as a template for future games in the genre to come, albeit done with their own spin and variations on it--for example, Nintendo with The Legend of Zelda in 1986, and Nihon Falcom with the Ancient Ys Vanished diptych from 1987 to 1988.
Image from Wikipedia
Now if Hydlide came out before Ys then how come when it comes to similar games people bring up the latter more than the former?  Well, that's because Nihon Falcom's games were more popular and actually have seen public distribution in the West (especially when remade), while T&E Soft's A-RPG (excepting the Nintendo 8-bit port) remained largely in Japan; and while the Ys series is still going strong today the Hydlide series came to a standstill twenty-one years ago after it was remade in 3D for the Sega Saturn (Virtual Hydlide).  Basically general consensus states that Ys is better.

In 1988 a company called Zoom Incorporated was founded where early in their career created games for the Sharp X68000 in Japan only before moving on to consoles, one of their first games being their only take on the A-RPG genre (to the extent of my knowledge) Lagoon in 1990, which received a Nintendo 16-bit console port by Kemco-Seika in December 1991 in both Japan and America with Europe following suit in mid-1993.
That same year in 1991 the collaborated team of Kemco and Seika ported another game to Nintendo's 16-bit console, Infogrames' 1989 A-RPG Drakkhen, which ultimately failed to please a lot of people due its handling.  So how does Kemco-Seika's port of Zoom's Lagoon fare by comparison?

Everything was fine in the country of Lakeland, until something bad occurred: all its waters have become polluted and muddy, which caused many to become sick and certain numbers even dying as a result.  The evil mastermind Zerah has done this just so he could revive the Evil Spirit who lies underneath the titular Lagoon Castle, and to ensure that no one intervenes he lifts the castle to the sky.
Lakeland is in dire need of a hero at this point, and the fourteen-year old Champion of the Light, Nasir, is the only one who can fill in that role.  Raised and trained by the wise and skilled Mathias, Nasir first journeys to Atland where demons have infested the cave; and after he takes care of that he journeys forth to numerous lands where he meets people who will help him and fights monsters that get progressively tougher.

Hot location
Lagoon is an early top-down '90s A-RPG, and as such the main protagonist Nasir can only move in four directions.  The basic way of attacking enemies is with the sword via the B button, if you wished to use a specific item you would have to select it in the inventory and utilize it with the left shoulder button, while the right shoulder button conjures up any of your selected magic spells which naturally will cost a bit of MP.  And since its overall structure is modeled after Ys, holding still if you had taken damage will slowly replenish your HP (except inside boss rooms) and in this case your MP as well.  And save for boss rooms you can save during any segment of the game that you please.  What's also a convenient and fun feature for this game is the ability to jump with the A button.  Awesome, a top-down Nintendo 16-bit A-RPG that allows you to jump, how often has that happened?  =D
-_-  ...jerks.

Falling down is not an option
Jumping is a necessity in certain spots due the fact that there are some small gaps to cross, and it's most preferable to do so as you attack with your sword.  The thing about Lagoon is that Nasir must be absolutely close to an enemy and boss of his in order to attack them with your sword.  While it might take a bit to accustom to if you're used to A-RPG sword controls that are more comfortable to use, it is by no means impossible after a combination of some trial and error and positioning yourself at just the proper position of an enemy as you swing your sword.  Naturally the defeat of each enemy and boss will net you a certain amount of experience points and gold, and when you reach a specific set of experience points you will go up a level thereby augmenting both your HP and MP capacities just a tad bit.

Such a cold and icy place to be in
Lagoon has got a somewhat fascinating look to it, and part of that is attributed to its color scheme and aesthetic design.  The areas don't look hugely detailed, and yet at the same time there are details that help make each area stand out from the last.  One example that springs to mind is the town of Denegul which is a dry, desolate place that has got a few small puddles with what look like faces in them; and another example is one of the floors of Siegfried Castle where the ground is red and some of the wall décor comprises of suits of armor slashing their swords.  The interior rooms of the chapels have got nice-looking stained-glass windows, Lagoon Castle's many floors have got diverse designs, and Phantom Hill occasionally has clouds whizzing past the foreground which adds some atmosphere to the proceedings.  =)

Aw, that wall-décor armor reminds me of the ones
in Ballacetine Castle from Ys III: Wanderers from Ys.
Good times!  <=)
How to describe the color scheme with words?  It's not exactly what I'd call a bright-looking game (save for a few exceptions), but without going too far the colors are a bit dark which gives it a bit of a moody look and feel (and considering the situation, it's actually warranted).  Nasir animates alright, with his walking animation and swift sword-swinging animation, although I do love how jumping makes his cape flutter.  But the best part for me is how the different armor and shields actually make him look different than before (I'm a sucker for those); when you start the game with the beginning silver armor and green cape he looks like a hobbit to me (maybe it's his brown hair?).  I love the blue-cape/gold-armor look on him, the white-cape/white-armor one too, but I feel that making his fourth armor (bronze) have a brown cape was a mistake (it clashes with Nasir's exact hair hue).  I especially love how each shield has got different designs, too, like the fourth and fifth ones.  =)

Oh God!  My fear of dogs has followed me through
video game format!!!  D8
But perhaps the main reason above all these visuals are strangely fascinating (despite not being great) are the character designs: they are simply underdetailed and yet there's something appealing about them.  In the game you meet different creatures like humans, elves, dwarves, hobbits, and even gnomes; and they all have different looks (they're either tall or small, have facial hair or are clean-shaven).  They all have simple walking animations, and occasionally you will meet up with one of the vital characters named Thor who is and looks great (despite his circumstances), and the first few times you talk with him he's got a profile picture of him that reveals that he's got one blue eye and one red eye.  That's cool!  =)  The introduction and ending both have colorful looking anime cutscenes that are pleasing to the eyes.

Samson flashing that body like no tomorrow
The enemies you fight in the game do admittedly have slightly better animation than Nasir at times; certain examples being mono-eyed flies, knight variants, skeletons, anthropomorphic pick axe throwing swine, a creature based on Hindu religion, and more.  Most of the bosses you fight are huge; one is the tall crimson knight Samson, another is a winged two-headed lion Natela, and one other example is a giant head whose hands he tries to use to stop you (Duma, who's got a mesmerizing entrance).  The other boss designs are cool too, and what I like about some of them is the way that they literally deteriorate with each passing hit (considering Lagoon came out before the ESRB rating system, Duma looks surprisingly gruesome as if he's bleeding red after enough hits have been dished on him).  All these bosses flash in white, and after they're done with there's a nifty explosion effect to top it all off.

What a gorgeous view  =)
The soundtrack to this game is really good, and it greatly helps elevate the sense of atmosphere.  =)  The music that plays during the introduction with Mathias is engaging especially as during the middle it segues to something deep and dark, and it helps set the tone for the game.  Sometimes the songs range from engrossingly upbeat (Atland, Lilaty) to catchy and rock-themed (Elf Field, Phillips Castle, Phantom Hill, Lagoon Castle) to deep and moody (Atland's Cave, Denegul, Poper).  There are different boss themes and they rock hard, especially the last one (which also plays during the title, it's awesome), and the ending theme for when you beat Lagoon is very rewarding after all is said and done.  =)  The Ys soundtracks obviously served as inspiration for its music, but on its own terms the music is spot-on and blends with its respective atmosphere so well that I don't think the game would've been as immersive if it was done differently.

Which pig wants a hogwash?
I think what strikes me in this aspect and what winds up lending Lagoon its atmosphere is the scarce usage of sound effects.  Basically the only sound effects you hear during the game are the ping of your sword, the magic that you use, when a door opens, a handful of enemy/boss beams and projectiles, and even the elephantine shriek of a defeated boss which culminates into a loud explosion.  Everything else: no sound comes out--not when you take damage from anything, not when you jump, not when you go up and down the stairs, not when you fall down a gap, and especially not when you lose your health and die... it makes for a rather quiet and silent experience, and the last bit is rather eerie as Nasir dies without making a sound.  ={  There's not even a sound cue for whenever you level up which can be an issue, and I'll get to why shortly.

Can't argue with that!  =D
In the Ys games (the first two and fourth installments, anyway) the main method to defeat enemies was simply by shoving them, while the main solution in this Ys clone is to use the sword in as close a range as possible to the enemies and bosses.  True, the prospect of being uncomfortably close to deal in enemies does not sound appealing, but it is possible to accomplish after a bit of time getting accustomed to them.  Although, if it makes it easier you can use your magic against your enemies for either a long-range attack or desperation move, but it does use up a bit of your MP; naturally though, bosses have to be dealt with exclusively with the sword.  You can use the special rings to aid you during battle (to better your strength or defense, et al) but it will eat up your MP in the process so only use them when you really have to.

Well you know what they say: two heads are better
than one
And just like the Ys games there are dungeons and pathways that are designed in a mazelike manner, which will make the first time you traverse these areas a little overwhelming because of how huge they are (not to mention Nasir's deliberate moving pace); but if you've got a long memory and/or recognize some placeholders these dungeons will be a snap (not to mention finding doors and treasure chests is key).  This especially rings true as there are moments of backtracking, and even if there's still a sense that you're lost they're not impossible to navigate after awhile.

Now Nasir's going to come across some angelic
passersby from Jerry Boy who will be excised from
Smart Ball for facepalmingly idiotic reasons
Although honestly as far as difficulty is concerned on the whole it's not really that hard, in fact the difficulty is more medium-based than anything else.  Sure it starts out hard since you begin with such minimal amounts of health, but the more you level up and the more equip yourself the less hard it becomes.  When you spot gaps you must absolutely jump over them to reach the other side because unlike games like The Legend of Zelda: A Link to the Past, Brain Lord, Brandish, Tenchi Sōzō/Terranigma, and Ganpuru: Gunman's Proof where you'll either lose a bit of health and/or fall down to the subsequent floor below you, falling down a gap in Lagoon means instant death.  Bit realistic, no?  <={

Water dragon, GO!
So in most A-RPGs there is normally a cue, whether it be a written one or a sound one, that lets you know that you had leveled up after reaching a specific amount of experience points; that is not the case here.  Because the usage of sound effects are minimal you would not know right away that you had leveled up without constantly looking up the status screen unless you held absolutely still and both your HP and MP capacity rose higher than before.  C'mon man, even the Nintendo 16-bit port of Drakkhen informed you any time a member of your quartet had leveled up!  And speaking of Drakkhen, the publisher Kemco-Seika must've felt ashamed of themselves after their port ended up not doing well that when they ported Zoom's Lagoon they did not put any credits in it whatsoever; not during the title and not during the ending.  They need not have felt that way: this is a better A-RPG than Drakkhen both objectively and subjectively.  =(

Fire!
From what I looked up the original Sharp X68000 version of Lagoon was slightly different than what Nintendo 16-bit gamers got, for there were different sidequests and missions that you had to accomplish albeit in a different order and the gameplay was closer to Ys in that shoving was the way to go.  Between Drakkhen and this game, I'm starting to wonder if the altered structure was a means to make it easier and simpler for SFC/SNES gamers during the Generation One period.  o_O  Over the years there has been well, not so much hatred, so much as a growing resentment towards this game by most American gamers, and the reason for that attributed to the fact that in the NTSC and PAL regions (Kemco-Seika probably felt that it would spawn a potential European audience--it didn't, but if it did then they're not being very vocal about it) it was the closest you got to a proper Ys experience on the SNES.
While the actual proper Ys experience, the 1993 Tonkin House-developed and published Ys IV: Mask of the Sun (with Nihon Falcom's consent), remained exclusively in Japan for the Super Famicom.
And the Ys game that Americans did get on the SNES, in the form of the 1991 Tonkin House-developed/American Sammy-published port of Nihon Falcom's 1989 sidescrolling Ys III: Wanderers from Ys, was not that well regarded.

Oh, I love Peter Jackson's Hobbit movie trilogy!
Err, the second one, anyway
Personally I find that attitude to be quite unfair, as I actually don't mind Lagoon on its own terms.  I'm not very coy to admit its flaws, as there are plenty of them, but looking past those blemishes I really enjoy it.  =)  I think what makes me come back to it once a year is the high amounts of immersive atmosphere thanks to its effective music, sense of mood, towns, dungeon designs, and scarce usage of sound effects (not to mention that jumping is fun).  Yeah, doing consecutive sword swings against enemies and bosses up close is a bit of a precarious way of dealing with them, but so long as you position yourself properly you'll be just fine.  And even though the story is nothing to write home about the way it's told is very fascinating and for the most part is well-translated, and Thor is a very likable character despite the few times you meet up with him (which makes his fate quite sad).

O.O  Oh wow, actual spider viruses in a video game,
cool!  Never thought I'd see those outside of a science
textbook!
I remember first finding out about this game on FlyingOmelette's website over a decade ago as her review of it had me very intrigued, and for years I had contemplated experiencing it after being loaned one of my cousins' SNES console but my being curious about numerous other games at the same time got in the way.  It wasn't until November 2014 that I decided to finally try it, and when I played it I was surprisingly invested and really liked it.  In years past the only gameplay videos I saw of Lagoon on YouTube far prior to playing it were the boss battles, everything else I discovered on my own as I played it and I beat it two days later.

So dry, so desolate
The dungeons may have been designed in a labyrinth-like manner, but honestly that just made them all the more fun for me to explore.  =)  I guess I'm a bit more forgiving towards this game on account that I had played Ys Book I & II years before I played this, so with the knowledge that Lagoon was an Ys clone in mind the maze-like dungeons were not going to be a problem for me after a bit of exploration.  And if I hadn't played the Ys games before, I don't know if I would've handled games like this one, Brandish (I know, same company, but in certain respects it feels like Ys to me), and Xak: The Art of Visual Stage (heh, speaking of Ys clones that have yet to be covered); or maybe I could've, I don't know.  =(  But the Ys structure and formula served as the basis for these aforementioned games.  And even if I do get lost in a handful of spots, at least I don't get hopelessly lost and constantly rely on a map on account that Lagoon is strictly bird's eye fare, unlike a certain A-RPG with a huge and sprawling 3D overworld (*cough*Dragon View*cough*).

Those beautiful stained-glass windows
Lagoon is a strictly self-contained one-off A-RPG.  On one hand it's sad that it winds up being the case, but on the other hand I can't see what more you could do with its characters and environments (plus it bookended itself on a bittersweet note) so it's for the best really that it all ended here.  When original developer Zoom saw that their take on the A-RPG genre wasn't doing spectacularly they decided to move on to different genres; from shoot'em up (Phalanx) to sidescroller (Genocide 2: Master of the Dark Communion) to racing (Overtake) to baseball (Dolucky no Kusayakiu) to soccer (Dolucky's A-League Soccer) to puzzler (Dolucky no Puzzle Tour '94) to fighting (Zero Divide) to simulator (Mister Mosquito) and holy crap this company was versatile!  =O  I should explore some of their other work.  =)

In my book it's solid, like that suit of armor  =)
I suppose it should be taken for what it's worth; if you want to play an A-RPG with a sufficient amount of length then Lagoon will fit that bill just fine.  If you're looking for a comfortable control scheme in your A-RPG you're better off trying something else; but if you can forgive the extremely close proximity of the necessitated sword attacks I think you'll manage.  If you love large labyrinths then you'll have a lot of satisfaction with this game.  And if you're an Ys enthusiast you'll feel right at home with this clone for there is a lot to like.  It's neither Ys IV: Mask of the Sun nor Seiken Densetsu 3 nor even Tenchi Sōzō, and it's not for everyone (I'll totally get why one would not come out liking it), but for what it's worth Lagoon is decent fun while it lasts.  =)

My Personal Score: 7.0/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. I originally planned on reviewing this game last year, and I wanted to as a way of acknowledging Lagoon's twenty-fifth anniversary; but my old laptop would not work properly and load up videos anymore; so I decided to take screenshots in the Normal TV setting of my widescreen TV to compensate for that lost opportunity this year.
 
P.S. 2 Because I took awhile to put my words together for this review to get my personal feelings on it across, I've decided to cancel my April 5th birthday review this year (I turn twenty-five).  It's time-consuming to talk about games a lot of the time.  =(
 
P.S. 3 One of the pieces of equipment you find in Lagoon has got the name Maxim on it.  I'd say it's cool, but it loses points on account that the main character from Lufia II: Rise of the Sinistrals turned out like this:
A child is being intimated and feeling threatened... by our hero.  -_-  Maxim is just unpleasant and frankly unlikable.
Right??  Why do you put up with that creep, Tia?  You deserve better.

I'm forcing myself to play through that game again after having lost interest in it last year, and I'm honestly baffled as to why it's getting so much praise.  Aside from its music, I just can't see it, sorry.

Thank you for reading my review, please leave me a comment and let me know what you think.  If you'd like to leave a birthday message (even though it's not a birthday review) that would be really nice.  Take care!  =)
--------------------------------------------------------
Nasir: "Say Thor, what are your thoughts on Marvel's plans of changing you into a woman?"
Thor: "WHAAAAA-------?<=O

Saturday, March 26, 2016

Bugs Bunny Rabbit Rampage (SNES) Review

Received: February 3rd, 2011 / Written: March 17th-25th, 2016
Published on: March 26th, 2016
Alternate Title: Bakkusu Banī Hachamecha Daibōken [|O|]
Year: 1993 | Developed by: Viacom New Media | Published by: Sunsoft

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit.  Who didn't love watching Looney Tunes growing up, what with the funny slapstick and comedic writing not to mention the colorful cast of characters, and still likes them now?  =D  No character was more synonymous with this series than the one and only Bugs Bunny.
Images from Wikipedia
Although he originally made his first (prototype) appearance in the 1938 short "Porky's Hare Hunt" (as Happy Rabbit), it wasn't until 1940's "A Wild Hare" with Elmer Fudd as the hunter in the Merrie Melodie series that the sly, conniving Bugs would officially make his debut courtesy of the late animator Tex Avery (voiced by the late Mel Blanc).  The gist of this character is that he sneakily and cleverly had a knack at fooling, tricking, and/or manipulating those unfortunate enough to cross his path (the sole exception being the tortoise in the Tortoise and the Hare-themed shorts).  Basically Bugs was an animated equivalent of a troll... which I know does not exactly sound like a positive trait in the off-chance you've never seen a Bugs Bunny short before, but in the context of these episodes he's actually a sorta likable kind of troll (a rare exception) and quite funny.  =D  =|  I'm not really selling this to the uninitiated, am I?
Images from Wikipedia
Since his official inception he has become one of the most iconic animated characters of all time, appearing in various franchises, video games, merchandising, cameos (one memorable one opposite Mickey Mouse in Who Framed Roger Rabbit), TV shows and spin-offs, and Bugs Bunny even got his Hollywood Walk of Fame star.  Movie-wise he (and the rest of the Looney Tunes cast) appeared in Joe Dytka's second (and final) theatrical film Space Jam starring alongside Michael Jordan (as himself in live action) in 1996 (becoming the highest grossing basketball movie of all time) and in Joe Dante's box office flop Looney Tunes: Back in Action in 2003 (with Brendan Fraser and Steve Martin).  While neither film was a hit with critics, both have garnered a bit of a following after the fact.

Looney Tunes distributor Warner Bros. had hoped that if the latter film did really good that they would begin a "revitalized franchise of Looney Tunes media and products".  Things did not go that way, for instead the studio planned to retcon the series in the form of Loonatics Unleashed (which I'm not familiar with), the polarizing The Looney Tunes Show (which The Weekenders creator Doug Langdale was involved as a writer for an episode, among other writers), and very recently the flash animated short series Wabbit.
8/7/22 Update: I deleted my negative thoughts on the show Wabbit and any reference and/or shade I threw at it in my blog before this, I feel it took up too much of this review and in hindsight I feel those were very unnecessary
We're not here for Wabbit though, we're here for Viacom New Media's Bakkusu Banī Hachamecha Daibōken (which translates to "Bugs Bunny's Insane Great Adventure") which came out in Japan in June 1993, or as it got known as when released in February 1994 and September 1994 in North America and Europe respectively: Bugs Bunny Rabbit Rampage.
Bugs Bunny Rabbit Rampage was one of several Nintendo 16-bit Looney Tunes licenses made under the Sunsoft name during the early half of the '90s (before the company struggled from bankruptcy).  This platformer (or its subtitle, anyway) is loosely based on the 1955 "Rabbit Rampage" short where the theme was literally animator versus creation, the creation being Bugs whom the antagonistic animator has got at his mercy, which means plenty of comedic possibilities.  And the game follows a similar theme, but with a few key differences (the animator is not Elmer Fudd this time).  Of note on the cover is that it tells you plain and clear that it is 12 MegaBits; this disclaimer was so important
that they copy-pasted the whole cover art on to the NTSC cart.  I don't get it, was 12 MegaBits really that big of a deal over 16?  o_O

"What's up, Doc?"
So after the title appears you get to see a visual representation of what your controls are and what buttons you need to use to utilize them.  Bugs Bunny can move around, duck, slide down thin platforms or holes by holding down and pressing B, jump with the B button (altitude depends on how lightly or hard you push the button), pounce on enemies and bounce off items by pressing B while in midair, throwing a regular pie at enemies with the Y button, kicking enemies with the X button, and every now and then you'll stumble across Acme items you can use to aid you and/or hinder your foes with the A button (some items have a high throw, low throw, or a normal throw) which you can toggle between with the left and right shoulder buttons (and like Contra III: The Alien Wars you can even do that while the game is paused, which is very convenient).

♫ You spin my head right round right round when
you go down, when you go down down ♪
There is also a twirl maneuver which will render you invincible towards all who dare approach you by just holding down the Y and X buttons together as you move left and right--the downside is that the longer you do it your carroty health slowly gets drained in the process, so only do this sparingly or as a last resort.  When you press Select at the title screen you're brought to the options screen where you can adjust your controls, enter the training screen to accommodate yourself with the controls, turn the music on or off, as well as set your life count between anywhere from one to ten; I highly suggest that any time you start the game you begin with ten lives.  Trust me; the continues are few and far between.

Why is Bugs' post-2015 show even called Wabbit
anyway?  Did Elmer Fudd make the deciding vote?  o,O
Despite not even appearing in it?
Bugs Bunny Rabbit Rampage is largely an open-ended platformer (with only a handful of stages being straightforward and/or just plain small) where the main objective is to reach the goal of the stage, mostly culminating in a boss fight.  Obviously getting to that point will not be so simple as your path will be full of obstacles comprising of the Goofy Gophers, hunting dogs that box, cowboys and Indians, Marvin the Martian and his alien cronies, robots, and a legion of black cats among others.

The "pies" have it!
Luckily along the way you'll come across a slew of Acme products which Bugs can use against his enemies or use for his benefit.  Each stage has got items that exclusively pertain to those stages alone (white paint for the penultimate stage, anvils for the third stage, toy tanks for the seventh stage, et al), but the common ones you'll more likely come across are pies, sticks of dynamite, bullseyes for which will make something bad happen to the unfortunate enemy who steps into it, and of course checkpoints which you can place during any part of the stage so that way you'll resume progress from that portion of the stage when you lose a life.  Along the way are also small carrots that will replenish a bit of your health, which helps while you still have the opportunity (I'll elaborate on that soon).  =)

Yes, game, I know I have yet to talk about
Bugs Bunny: Lost in Time, don't remind me  -_-
Bugs Buggy's Nintendo 16-bit foray looks absolutely spectacular, as Viacom New Media have spectacularly managed to replicate the look and feel of the Looney Tunes source material; kudos!  =D  The game cleverly begins with the landscapes and backgrounds being painted by brush strokes, and on the whole its snowy landscape is gorgeous (with layers of mountains in the backdrop; this game is perfect for Winter fare).  The sixth stage with the Tazmanian Devil has got great foliage, and the fifth stage that takes place in space looks mesmerizing with the constantly moving planet in the background.  Its sense of detail is cool, and there are numerous instances of parallax scrolling; some obvious (the mountains of the first stage, the craters of the fifth stages, and green leaves of the sixth stage) and others much more subtle (the floor of the second stage and the ground of the third stage) which augments Rabbit Rampage's sense of depth.  =)  And it's awfully nice to see cameos from various Looney Tunes alumni (sometimes in the audience and sometimes battling against you).

Squawks!  You have a mohawk on you... and
look more two-dimensional somehow  o.o
Bugs Bunny and gang look as good in their Nintendo 16-bit format as they did in the original Looney Tunes, and that's a good thing.  =)  Bugs has got solid jumping and ducking animation, as well as fluid walking animation; when he's in his idle position he's got some personality, and any time he gets hit, squished, shrunk, transformed, or even gets defeated he does so with an incredulous reaction.  There's something darkly funny about seeing the main character literally being erased when he bites it on the ground.  XD  The rest of the cast has got solid animation and for the most part have a fitting color palette; Elmer Fudd looks and animates greatly, Yosemite Sam riding on a giant dragon looks cool, Toro is imposing when he charges after you (but looks stunned when smashing against an anvil or wall), Witch Hazel's brief appearances are a joy to behold as she whizzes by on broomstick, and the Tazmanian Devil animates solidly.  Most of the enemies you face have got incredulous reactions upon being defeated and or hit, and they are glorious.  =D

Ducking down helps here
The music in Rabbit Rampage is very well-composed and at times very catchy; not only do they suitably blend in to their respective backgrounds, but they sound like they would fit perfectly in a Looney Tunes short.  =)  A couple of familiar themes are used (the cue from the beginning of the shorts playing appropriately enough during the title and the "That's All Folks!" cue playing after you either got a game over or beat the game proper), but everything else is brand new.  Some really good examples are the fun saloon theme, the laidback and playful dark forest theme, the fittingly operatic space theme (with a brief "Also Sprach Zarathustra" interlude at the start), and the very bouncy and jazzy theme during the penultimate stage.  Each stage starts off with a brief interlude that is only heard the moment you start that stage, meaning that any time you die (on the ground) the music will start again from the meaty portion of it all; but if you lose a life by falling offscreen the music will just keep on playing, which I'm okay with.  =)  What I'm less okay with is the fact that this is not only one of those games where the music just stops the moment you pause it... but it's also one of those games where after you unpause it the music starts all over again!  >_<

"Here's a drink, on the house!"
"Thanks!"  =D
This is also a big problem on account of the fact that if you stick around the stage long enough you'll notice that the songs are actually a lot longer than you initially believe them to be, which is absolutely infuriating as an audiophile.  So you mean to tell me that in-game I have to basically stay alive and/or do nothing in order to hear the whole song before it loops again?  Freakin' A, Viacom New Media; you didn't have the decency to add a sound test to this, only have the option to turn the music on or off?  D=<  *sigh*  Thank God for YouTube.  The sound effects are well-chosen and have that Looney Tunes spirit, such as the splat of the pie sound and the exaggerated squishing sound, and it's pretty cool how there are soundbytes from the show; namely Bugs Bunny's trademark "What's up, Doc?" and "Yipe!", Elmer Fudd's laugh, and even Marvin the Martian's "BOOM!" at certain points.  =)

Sooo much spatial depth
Bugs Bunny Rabbit Rampage is a bit on the challenging side as far as its one and only difficulty is concerned; it's not a one hit and you die affair like Xandra no Daibōken is, but regardless there is a lot of challenge to overcome here.  So when you start each stage you have the opportunity to get all these Acme products that would help you on your way as well as small bits of carrots that would replenish your health... the catch is that should you lose a life and replay from where you started or from the last checkpoint and you went to the exact spots where the items were, they'll no longer be there.  Basically once you get these items in a particular stage that's the only time you ever do so in the same playthrough; tough love.  Basically when you find these items you should use them (the important ones, anyway) wisely (if you want to, anyway), namely the checkpoint arrow.

Lord Hater and Emperor Awesome aren't the
bad neighbors, post-2015 Bugs and snooty silver
eyebrowed tech savvy Wile E. Coyote are!  D=
Yep, that's a thing
There are various ways to deal in enemies; whether it be by kicking them, throwing the normal pie at them, pouncing on them, twirling towards them, or even executing an Acme product against them.  It is best to exercise caution for if you're not careful you are going to die, especially since the moment you touch these carrots you won't do so a second time; there's no timer, so you can take as much time as you want.  That said, even if you are at your most careful a lot of the time it's hard to get by without receiving some damage once or twice due to the way the game was structured (especially by the Tazmanian Devil), but it is possible to get by with a little perseverance.  At the end of each stage you're treated to something you should not be subject to in a game like this: a freakin' rating system!  -_-  Why are these necessary?  Is reducing one's self-confidence that big a goal for the developers, considering that a lot of the time you'll receive bad ratings here such as "Southern Fried Rabbit" (unless you somehow beat any stage in a single life)?  This condescension is further exacerbated by an equally condescending cue that plays during this screen, and to add insult to injury it also plays during the credits.  Yeah, that was worth the experience, thanks!  =P

Oh, that Taz, falling for someone who's not his wife  =D
The major goal when it comes to most boss fights is to hit them as many times as needed until they bite it; in most platformers if you lose during the boss battle you have to start said battle from the start.  Here in Bugs Bunny Rabbit Rampage it's a strange case as... okay, say that you were battling the tall lumbering cowpoke during the second stage and only needed three hits to take him down, but you died; you go back all the way to the boss fight after the fact (preferably from a nearby checkpoint you set up), and he's over with after having dished the three remaining hits to him.  This both benefits and damages the game as a result: it benefits it in that it reduces a bit of challenge and frustration from it, but at the same time it damages it as it ends up cheapening the experience somewhat.  On the other hand, I'm grateful there's some form of leniency, otherwise the frustration factor would've been immensely higher than it already is and the game would've been less manageable.  The main exceptions are the bosses during the third, eighth, and final stages as they essentially are one big boss fight.

You're in deep ice now!
Yeah, from what you've read you're probably guessing that Bugs Bunny Rabbit Rampage is a very flawed platformer, and it is by all counts.  But that in no way necessarily means that it's a bad game; sure, it can often be frustrating but when you've got control of it then it can be plenty of fun too.  =)  It's got solid enough controls when you've got a hold of them, and it looks and feels like an interactive episode of the Looney Tunes (right down to that quirky charm), which I don't think was an easy task for Viacom New Media, but they did it!  I found out about this game several years ago online and remember being curious about it (not just on account that it was a Bugs Bunny game on the SNES, but also on account that I still loved the character at the time), and I didn't think of ordering it on eBay until very early 2011; it was a very cold February day when I picked it up in CIB condition in the mail (I can still feel the cold chills around me).  Personally on the whole I think it's good, not great; I didn't expect much but to have fun with it, and I felt that Bugs Bunny Rabbit Rampage delivered in that regard quite decently.  =)

"Yipe!"  8{
Something I applaud Viacom New Media for is the neat way they preserved the shorts' humor and transitioned them to video game format, with the impeccable comedic timing and funny facial reactions from both Bugs and his enemies (especially when Bugs gawks at the towering figure before him in the second stage).  XD  It's also brimming with charm and personality; the stages each have titles that make sense in the context of the stage but in the outset is deliberately inconsistent.  For example: the first stage is called "Level 1.1", and once you're finished with that you get to the second stage, as "Level 1.2" humorously switches up and becomes "Level 2.1".  =D  The fifth stage that takes place in outer space is called "Level 2001" (is it not obvious why?), and the penultimate stage with all the black cats (including Sylvester) is christened "Level 13" (why do people always presume thirteen to be an unlucky number?).  The best part is the final stage where its title is formatted in such an unceremonious way compared to the titles of all its preceding areas that I can't help but find funny!  I love it!  XD

Most gamers would probably clamor Tiny Toon Adventures: Buster Busts Loose! as the superior bunny-centric Nintendo 16-bit platformer, and I'll concede that Konami's fun licensed game is more polished in terms of structure and is less frustrating to play, but I personally felt that Bugs Bunny Rabbit Rampage has the edge over that game... if only 'cause this game has ten stages and Buster Busts Loose! has only six, not to mention that this is one of several Looney Tunes platformers on the system while the aforementioned game is the only Tiny Toon Adventures platformer available on the SFC/SNES.  Doesn't mean I don't like it, just wish there was more.  <=)
I'll say this much: Bugs Bunny Rabbit Rampage was more fun and satisfying for me as someone who loved watching Looney Tunes growing up than Riedel Software Production's Tom and Jerry on the SNES, which was a disappointingly dull and underwhelmingly boring mediocre not to mention sorry excuse of a license lacking any of the humor and charm of the cat and mouse series I loved watching growing up (and still largely enjoy today... the good ones, anyway).  ={
And since I'm bringing up rodent-starring platformers: Ocean's Euro platformer Mr. Nutz is so awesomely underrated, and genuinely awesome, and so much fun, and one of my favorite Nintendo 16-bit platformers of all time!!!  =D  ...it really needs more love.

How rude of Bugs to interrupt the Goofy Gophers'
"You Like/I Like" music video  =P
If you're a fan of platformers on the Nintendo 16-bit console then Bugs Bunny Rabbit Rampage will decently fit that bill as it's largely fun to play.  If you're a fan of Looney Tunes (or Bugs Bunny in general) you'll be very satisfied with Viacom New Media's game as it does the license justice.  If you're looking for the best game in the genre you'll have to look elsewhere, but if you're looking for a challenging platformer then you're looking in the right direction; it's just going to be frustrating sometimes.  It's admittedly not quite as accessible or as polished as Tiny Toon Adventures: Buster Busts Loose! or Mr. Nutz and it's not for everyone, but on its own merits Bugs Bunny's 16-bit foray on the SFC/SNES is good (at times frustrating) fifty-sixty minute fun while it lasts.  =)

My Personal Score: 7.5/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. I recently saw Ferris Bueller's Day Off for the first time, and I thought it was fun John Hughes fare (I just wish it wasn't shot in CinemaScope, because CinemaScope + TV = pan-and-scan, and I hate pan-and-scan; which is why I watched it on a widescreen DVD).  =)  That museum scene was amazing, and Jeffrey Jones was hilarious!
 
P.S. 2 My birthday's in less than two weeks and I haven't even started my 2016 video game birthday review yet.  '__'  *sigh*
 
P.S. 3 Often times I question if I'm a good reviewer.  I wish I knew.  T_T
 
Thank you for reading my review, please leave me a comment and let me know what you think.  Happy Easter and take care!  =)
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Bugs Bunny Rabbit Rampage may be flawed, but at least it's not Daffy Duck: The Marvin Missions flawed.
"You're despicable!"