Hamster Chingudeul [K] Gaegujaengi / Hanjoo Soft 2001

This is a budget South Korean platformer, which turns out to be surprisingly interesting due to the unusual gameplay. We play as a bipedal hamster looking for his girlfriend, and for this purpose we go through levels filled with enemies and dangers (a total of ten pieces). The perspective is a side view. To pass the stage, you need to get to the board nailed to the column with an arrow (we find ourselves near the same one at its start) - then the transition will automatically happen. The hamster has three “lives” (for the whole game), as well as a seemingly “decent” health reserve within each of them, displayed in the lower right corner of the screen as a red decreasing scale. The hero can jump (the "upper" cursor arrow), as well as throw some yellow balls ("space") at the enemies, whose supply is infinite; it should be noted that these “charges” fly along a peculiar trajectory and over a very short distance. There are a lot of bonuses represented by a variety of food products (watermelon slices, cheese slices, packets of milk, different fruits, etc.) but they all only increase our score - alas, it seems that it is impossible to be treated here; however, when moving to the next stage, health is always automatically replenished to the maximum. Platforms are present in large numbers, however, there are almost no "unpleasant" types among them, except for small elements. At the same time, so-called “blind” jumps are very common when we do not see the points mentioned above and must rely on luck. In the event of death, the hero is reborn at the beginning of the level, and no achievements are saved. when moving to the next stage, health is always automatically replenished to the maximum. There are three types of opponents at each stage: on the first, for example, phlegmatic bald dogs (just like that) like beagles, large caterpillars and jumping hammers with eyes (these creations have a very high speed of movement), and on the second - big-eyed bombs with thin hands and legs, wearing fez (!), sad wise turtles (which it’s insanely sorry to kill) and crawling orange-eyed heads with huge mouths and without limbs. The total number of adversaries at any level is relatively small, and they themselves move along given small trajectories back and forth, are not capable of a remote attack, do not intentionally attack the protagonist (but if they accidentally make physical contact, they are naturally injured) and die after two well-aimed hits him; at the same time, passage is still not easy to call in the “combat” part, since enemies often "inhabit" individual platforms and ledges of small size, as a result of which it is necessary to jump onto such surface areas with caution, guessing for this a good moment. Of the dangers, there are thorns that are traditional for South Korean platformers (their number is quite high, and contact with them is not fatal, but fraught with injuries), and starting from the second level, spiked balls hanging in the air resembling mines appear: touching them does not lead to an explosion, but to a very severe injury (in this way you can easily lose a third or even half of your health). From a certain moment, the concentration of these “thorns” becomes very high, which, together with the “blind” jumps mentioned above, significantly complicates the passage (since often we simply don’t see that in the “abyss”. The uniqueness of this game is that any episode - always relatively large in size - has a rather complicated "architecture" with many "forks", and there is only one "correct" among these paths; the rest leads to dead ends, and sometimes (fortunately, not always) also in the figurative sense of the word: it’s quite possible to find yourself in a place from which you won’t be able to get out at all (!) outcome: the hero will come across enemies, bonuses and platforms, but at some point he will be, for example, on a small piece of “land” hanging over the abyss with spikes, and will not be able to jump from it anywhere. There’s only one way out - “trial and error method”, that is, the study of each stage and memorization of landmarks. Fortunately, if after using up all the “attempts” and automatically accessing the main menu, turn to the second item by clicking on the button with the serial number of the last stage that we reached, then it will load right away, and with three “lives” and full health of the character ; Thus, with some persistence, almost anyone can pass the game.
Screenshots
Korean ISO Demo + Full Demo that works in English o/s 71+30MB (uploaded by Old-Games.ru)


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