From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #9988 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, October 26 2022 Volume 14 : Number 9988 Today's Subjects: ----------------- Select from several offer rewards just by taking a survey ["Ace Hardware ] ---------------------------------------------------------------------- Date: Wed, 26 Oct 2022 12:44:39 -0400 From: "Ace Hardware Opinion Requested" Subject: Select from several offer rewards just by taking a survey Select from several offer rewards just by taking a survey http://statefarms.email/y1aFwaBP0qskS05pu0pJQwwBz0hlXfe-muzrwtfKrSeDcJRe2w http://statefarms.email/-cmmu_MKZosw1Jd1vWewAI8AYJN-hzNxQut0i6qGIZZUiLTVlg Hirokazu Hamamura of Famitsu commended Mischief Makers's gameplay, which balanced its poor character design. Other Famitsu reviewers admired Treasure's signature robot designs and were puzzled by the company's choice to use buttons instead of the 3D analog stick. Nintendo Life's Jamie O'Neill praised the game's characters and disliked the controls. He compared the Calina character to the role of Shadow Mario in Super Mario Sunshine. O'Neill wrote that the intricate controls were "the antithesis of a friendly, approachable, and intuitive platformer" because the game used every button on the controller (including the directional pad), though he felt that players who persevered through the difficult controls would find them "inventive and unique". He added that the complex controls allowed for experimentation that led to new and fun gameplay, and though the throwing enemies mechanic seemed to follow from Gunstar Heroes, the Clanball platforming was unintuitive. John Harris of Gamasutra wrote that the game borrowed other elements from Gunstar Heroes, as the games were similar in protagonists, collectible gems, and bosses. As the game took time to learn and understand, O'Neill left the reader to decide whether the game was "ultimately convoluted or bordering on sophistication and genius". Nintendo Life's O'Neill thought the five world bosses were among Treasure's best (in particular, the transforming "Cerberus Alpha" boss), but found the mid-level bosses uninteresting. Peter Bartholow of GameSpot and Electronic Gaming Monthly's reviewers felt similarly. Sushi-X of Electronic Gaming Monthly added that the technique of looking for a boss's weak spot was similar to Metroid. Famitsu reviewers praised how the game encouraged players to experiment with the basic "grab, throw, and shake" gameplay. They also appreciated the cadence of Mischief Makers's short levels. O'Neill (Nintendo Life) thought the game had great variety in gameplay mechanics (from maze puzzles to outrunning lava), graphics (from bosses that scale back the screen to levels with screen rotation), and audio (from upbeat quirk to scary), and added that he was surprised to he ------------------------------ End of alt.music.moxy-fruvous digest V14 #9988 **********************************************