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What was at first a rage-inducing run of constant death becomes incredibly fun and satisfying as you kick ass from start to finish in minute-long runs. Levels, thankfully, don’t take long to learn and there’s joy to be found in replaying stages to earn upgrades and find secrets. 9 but without the original game’s infuriating enemy placement.
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Level design is much more focused around trial and error, an aspect most definitely taken from the original Mighty No. With only a handful of foes to fight from beginning to end, Mighty Gunvolt Burst lacks the combat variety that other platformers, such as Shovel Knight or even Mega Man, do so well. Enemies repeat themselves far too frequently throughout the course of the game and once you learn their extremely limited movesets the game becomes an uninteresting slog only an hour or so in. While the stages do vary from each other quite nicely with beautifully crisp pixel art backgrounds and decent-if unexciting-level design, enemy variety leaves much to be desired.
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Most of these stages are fairly standard for a Mega Man-esque adventure featuring invisible blocks, changing environments and the ever-infuriating dark rooms with limited visibility, but they are fairly inoffensive and offer an adequate sidescrolling experience on Nintendo’s console. Mighty Gunvolt Burst puts you in the role of Beck or Gunvolt from their respective series to shoot and jump through eight levels based off stages from Inafune’s demon child. 9 and Gunvolt series into one game, and much to my surprise it actually pulls it off with decent results. That’s not the case however, and developers Inti Creates and Comcept decided it would be a fantastic idea to combine both the Mighty No. 9, many would imagine the series would be dead in a slimy pool of amniotic fluid. After the colossal failure of Inafune’s Mighty No.