Review Information
Game Reviewed Super Mario Dynamo, by Hello
Review Author Q-Nova
Created Apr 20 2015, 2:39 AM

General Commentary and Game Overview
So, looks like the Mushroom Kingdom has been polluted by Luigi, and this is all because of Luigi's greediness. Now why would Luigi do such a thing? Oh, that's probably because Luigi is tired of being in Mario's shadow.

While the dynamic (now I can see why the "dynamo" is in the name) lights look cool, you can't judge a game by it's look, right?
 
Pros +Dynamic lights
+A good amount of checkpoints
+Neat gimmick
+Story is okay
+Uses Shikaternia's tiles
 
Cons -Broken difficultly curve
-The wall jump learning curve isn't very good
 
Impressions
Gameplay
4 / 10
It's just as with any other game made by Hello. You try to get to the (generic) flag pole, without losing all of your three pieces of health. I noticed one problem, which is also in pretty much every platformer that Hello makes. The difficulty curve. The first level feels like it would belong to a special world. Now that I think of it, Hello's games are probably an extension to the disappearing blocks section from Heat Man's stage. No, there isn't any disappearing blocks here, but it's so hard, that this proves that Luigi is actually a robot master that is built by Dr. Wily. In fact, you are actually playing Luigi Man's stage, and it's pretty big.

Alright, enough about the difficulty. I'll talk about the wall jumping. This is the first Hello game that has wall jumping, and it's okay. However, the learning curve of it is just plain bad. You'll start wall jumping above the ground, which is okay, but you'll be forced to wall jump above a pitfall. Really, Hello? Are you expecting players to master the wall jump, just after using it a single time? Later on, you'll have to do a whole lot of wall jumping, all of which are above a pitfall. Then there is this ! switch, which temporarily turns bricks into coins. So not only you have to be a good wall jumper, but you'll have to be fast! All of this stuff is in the FIRST level. Yes, I said it, the FIRST level. I think these wall-jumping stuff are saying "goodbye" to you, rather than "hello".

After the first level, I found a neat gimmick here. You'll start with the right Mario. Powerups are required to beat most levels, which serves a problem. However, you'll start with the right powerup, and you can't even lose it.

Overall, the gimmick is neat. But the difficulty curve needs some work. Because right now, it feels like I'm playing in a very long robot master stage, and Mega Man games are usually hard, if you didn't know.
 
Graphics
6 / 10
The dynamic lights look very great, and this is something that we don't see very often. Oh, and there is those Shikaternia tiles, which serves as fresh air. I haven't seen any Black Squirrel tiles, and that's good, because this game would be more polluted then if Black Squirrel tiles are used.

However, Mario and the enemies are left unchanged. It'd be nice if we see different Mario and enemy sprites, because the SMB3 are waaaaaaaay overused.
 
Sound
5 / 10
The music is just metal-remixes of existing Mario tunes. While they sound cool, they just don't seem to fit. This is a game of darkness, and I don't think we should use rock 'n roll-like guitars for that. Though, the map music is played in piano-style. It fits more than the metal-remixes to me, as the Mushroom Kingdom has been polluted.

Sounds are something that you would expect from a Hello clone, so I won't talk a lot about them, because I'm sure you've heard a whole lot.
 
Replay
2 / 10
Thanks to the broken difficultly curve, I don't see a point of playing this game again. There is those e-coins, and it's rumored that they do something once you collect them all, but that's just the only thing to do with this game.
 
Final Words
4 / 10
It's just another one of those Hello clones, where you'll want to say "goodbye" to them.

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