Worst of SNES Quest: Zero, the Kamikazee Squirrel (up against Aero the Acro-Bat!)

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Pretty strange (and uncomfortable) concept here: They took Aero the Acro-Bat and gave him 5 or 6 new moves and some weapons. That sounds good on paper, but I think the additional moves and speed are to the game's detriment. They are asking too much of you in an unreactable mascot platformer with a zoomed in camera. Also, I got stuck on stage 2 for way too long, even referencing other playthroughs, because of the unintuitive and painful way the double-jump is implemented. Very strange. I feel like this game should be better than it is, but it just kinda sucked to play. Thanks to backslash_phi for the submission! -- Watch live at https://www.twitch.tv/smight