Beauty and the Beast
Developed By:
- Probe Entertainment
- Hudson Soft
- Jeroen Tel
- Nick Stroud
- Alan Menken
- Super NES
- JP - 1994
- NA - 1994
- PAL - 1995
- Action platformer
- Single Player
Box Synopsis
The player is required to use the beasts speed, strength and might to complete 4 main levels which begin in his very own castle. Each main world design is broken down into smaller segments.
Each segment has a start point and an end goal which you must reach while not taking to much damage and beating the clock which is represented by the petals falling of the rose in the top right of the corner.
The story continues to be told through the game and the main story elements are rewarded to the player for by reaching the end of all the segments and then defeating the boss of that level.
Each level also has a handful of pickups which will help the player achieve their goal. These come in the forms of coloured books, rose petals, hearts and story inspired type items.
Controls
Directional pad - movement and look up or down
L - N/A
Y - Swipe/slash
X - Hold to charge a roar. When the screen shakes release to roar
B - Jump
A - Hold to charge a roar. When the screen shakes release to roar
Select - N/A
Start - Pause
- Rose Petal - Resets the timer
- Red book - Grants immunity
- Green book - Checkpoint
- Pink book - Refill health
- Blue/orange book - the are for points I believe
- Looking glass - Shows the level ahead for a short distance
- Heart - Extra life. Maximum 8 lives.
Hint: 50,000 points also awards a bonus life
Game Videos
The gameplay is action based but it often feels stacked against the player because of design flaws such as the brightness of the screen and enemy sprites. It can be quite frustrating because not only are things hard to see but they are hard to hit with your limited attack range and speed.
I also found that some sections of the segments leave you confused on what to do because of something that may be roar activated. An example in the first level where you cannot proceed unless you roar at the maximum strength which makes a platform appear to help you ascend to the goal. There are no clues on what to do so I lost a few lives just there trying to figure it out.
The level sizes are good for the amount of difficulty encountered and I sunk about one and a half hours into the game before I finished it. It may sound shorter than some Disney games but it isn't designed to be finished on your first attempt.
Throughout the life of the Super Nintendo, Disney pumped out a few games that were known to be designed to have sections that were intentionally hard to stop you from finishing the game to fast. I feel once again it is true with Beauty and the Beast as there are a lot of sections that require you to either make a leap of faith or burn precious time figuring out what to do. These roadblocks appear in at least one segment for each level.
When it come's to comparing the major level design as a whole it is rather approving. They all have a unique section of the story to tell which is rewarded once you complete the challenges. The location changes are very obvious which keeps the game flowing nicely. You get to enjoy a mixture of interior and exterior levels with enemies that vary depending on where you are.
The enemies are nicely designed and have basic sounds that they play when on screen. Some sprites are tricky to locate at first because of the overall brightness of the game. It's brightness preset is rather low and contributes to some hard to pass parts as well. I found that I missed many of my attacks because the sprite was too dark to see properly. That darkness also is a problem for you as contact damages you and has knockback which can throw you off a platform to your death.
The look and feel of each level brings a fresh breath as you progress and I really enjoyed the attempt to make it 3D even if it is cheesy in some spots. The darkness is present even after you progress from the castle interior to the exterior locations like the forest but it does get brighter when you meet Belle again on screen. To get there however you must defeat two terribly annoying bosses who are hard to hit but do have a set pattern. So once you lose all your lives you might figure out how to beat it on the next attempt.
Another difficulty raising element is the use of one hit kill elements such as water and the floating platforms on it. There are just way to many ways to die instantly in this which makes it even more challenging and life consuming. The are often paired with a tricky jump that you can misjudge or has an enemy there waiting to knock you back off. Overall it is a tough game to complete especially because there is no password system.
It's not all dark and gloomy for this game as it does have a fun story full of animations and sprites. The story is one of the best features of the game because it is presented beautifully even when it's purpose is simple. However it is a story that may go unheard for some because the game is toughness sadly outweighs the reward factor.
- No difficulty setting
- No passwords
- Very dark in some spots
- Lots of instant kill spots
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