Review Information
Game Reviewed Eerie's Mansion 2, by Gate
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Created Jan 3 2009, 9:44 PM

General Commentary and Game Overview
This game is a sequel to Darkyoshi’s winning minigame competition entry, Eerie’s Mansion. Eerie’s Mansion won the minigame competition; it was a good game that had the same feel as the second one. Commonly originals are better than the sequels, but does this game follow that pattern? In some ways no, in some ways yes, I can see Darkyoshi has tried to keep his high quality standard of game making in this game. It does not appear he has been lazy, but he has tried to make this game as good as the original; better even.

This game has been set in Eerie’s Mansion, a mansion full of Eerie’s, ghost goombas and ghost shy-guys. The objective is to grab all the keys and make it to the exit door, so this makes you have to go back to the door after you have collected all the keys. At least it is a step away from just getting to the end and then you win.

This game also is a puzzle based game, so it requires for your brain to think of where to go and what to do. Having the colored switches there also helps in making this game harder, for once you activate one the others deactivate. This helps make this game much more challenging.

Though with all these nice features, is this sequel as good as the prequel? Or is it better? Or has it just fallen short? It’s up to what you think.
 
Pros - Smooth, clean gameplay.
- Some good challenges that require you to think.
- Hardness seems to increase as you go on.
- Decent quality music.
- A half-decent boss battle.
- Password system (that doesn’t work in this demo).
- Wide enemy range.
- Nice title screen.
 
Cons - Default Game Maker text box.
- Some small movement bugs.
- No story (yet).
 
Impressions
Gameplay
9 / 10
Mario has to escape from Eerie’s Mansion, with his abilities to walk, run, jump and press switches to solve puzzles. Mario must collect all the keys to escape to a different room. All of this may sound pretty basic but it works well and flawlessly.

Now, let’s start with Mario’s movements. In this game Mario has all of his normal movements; walk, run and jump. They seem to work very cleanly and well, except for a small bug in the jumping. The collisions for Mario are fine and aren’t off or wonky, though sometimes you can get trapped in the walls. Also in this game Mario has eight health, which persist between rooms. Overall, Mario’s movements are clean and nearly flawless; though he does seem to be a tad too slippery for my tastes.

Now let’s move on to the enemies. There are four types of enemies, ghost goombas, ghost shy-guys, and of course, eerie’s, both big and small. No enemies can be killed by Mario, and are invincible… so far. Now just what do the enemies do?

Ghost goombas – They move towards you at a low speed, they can’t be defeated and take one health off your health meter upon collision.

Ghost shy-guys – They move in a particular path, and stop for a brief moment before turning. They also take one health upon collision.

Small Eeries – These ghosts move in a particular path also, but they don’t stop at all. The too take one health upon collision.

Large Eeries – They act the same way as small Eeries but take two health upon collision.

These enemies are also programmed without a flaw that I can see, well done Darkyoshi, keep up the good work!

Now finally there is a boss battle. In the battle you verse a giant Eerie, to take damage off of it you must jump on it; if you are hit by it you lose one health. It may be a basic battle, but it is harder than it sounds, because if it is at the ceiling you must lure it down before being able to jump on it. Also, since it moves towards you, you have to move around, or else you will be damaged.

Nice job on the gameplay Darkyoshi, with a few small fixes this will be absolutely flawless in everyway.
 
Graphics
8 / 10
In this section Darkyoshi has used gorsal’s redesigned SMB3 Mario, it looks nice and it blends in with the SMB3 E-reader ghost house tiles. The enemies look nice and blend in as well, none of the resizes look ugly but they look professional.

There are also a couple of custom sprites, the sign posts were custom and they don’t look shabby either. The text for the game over, new game, load game and exit game look very professional too. Sadly only one thing brings this category down, the default gray Game Maker text boxes; hopefully it will be changed as soon as possible.
 
Sound
8 / 10
I believe five pieces of music were used, the Ghostly Galaxy music from Super Mario Galaxy, a death theme, a victory theme, a spooky kind of song for the title screen and a boss song. I can see Darkyoshi has tried to not use overused tunes, so most of these songs are ones you would not hear in an ordinary Mario fan game; and they also sound good!

Music gets a thumbs up from me.

Now, time to write about the sounds. Most of the sounds are your average Mario sound effects, nothing really new. Though, it does have some Mario voice clips too, which are good in quality. There is also a cartoon running sound in the introduction, now that’s something different!

Sound also gets a thumbs up from me.
 
Replay
2 / 10
Sadly, this game doesn’t have much replay since it’s a demo. There are no secrets, only the same levels. Just to let you know, this will not affect the final score.
 
Final Words
8 / 10
This game has been made with a solid engine, and it has been polished in various places, but unfortunately it has not been polished in some places. Though, I hope to see more of this game in the future, this game gets a thumbs up from me.

Comments
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Gate
Jan 4 2009, 8:51 PM
Thanks for the good review, I probably add more things into the engine
 
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mirror
Jan 4 2009, 11:08 PM
Quote (Darkyoshi on Jan 4 2009, 8:51 PM)
Thanks for the good review, I probably add more things into the engine

Ur welcome. And I look forward to the new features. :->
 
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