Brad: In the first Rocket Knight Adventures, you had to hold down the button to charge up your weapon to make it more powerful, and then release the button to fire. This led to something I call the “Megaman 4 Effect”, in which you spent almost the entire game holding one button down while trying to jump obstacles and maneuver around your enemies, and it marred an otherwise decent game. This got fixed for the sequel, which is both good and bad. On the plus side, this game is significantly more playable than its predecessor. On the other hand, without the one glaring flaw to fixate on, it becomes more obvious that the rest of the game, while decent, isn’t anything too special.
We played the first RKA thinking it would be great if not for the Megaman 4 effect. But now that its been fixed, we’ve come to realize that the game is really just pretty good. Worth playing for a while, but not too long.
You have to like a world where everything is either covered in spikes, fire, or both.
Stryker: Sometimes I wonder if any of the people who keep saying how great this game is ever really played it. I think maybe they just saw it was from Konami, that it was an action/platformer, and that it had a unique character, and assumed that it had to be good. And then other people simply believed them and the legend grew.