Fusion Retro Books


Ghost Bunny

Publisher: Excess
Machine: Commodore 64/128

 
Published in Zzap 64 Issue 4

Ghost Bunny

Poor bunny is dead. He's a ghost bunny! Resigned to that fact, he ghost hops up to the pearly bunny gates, only to find he's not allowed in without three essential Heavenly items: a halo, a harp and a pair of wings. Disappointed, GB floats back down to Earth to begin his supernatural shenanigans.

Although our bunny is dead, his only advantage over his fleshy form is that he can float when he hops. There's none of this "moving through walls and objects" malarkey here; our courageous cottontail must navigate his way through underground caverns the old-fashioned way.

Barriers made from a mystical force bar bunny's way and to disable these, he must collect the requisite number of carrots. As he's a ghost he's no longer hungry, so without the temptation to scoff them all he can trade them for passage to new areas where the items he needs are waiting. Should he succeed, he can return to the gates and claim his place in bunny heaven, where he can spend his fluffy afterlife frolicking in the clouds with his ghost bunny friends. Awwww.

PM

At first, Ghost Bunny reminded me of ancient budget platformers, but a couple of minutes' play banished those thoughts. The gameplay is much more fun and less frustrating than those relics, and helping our friend to bunny heaven is both challenging and enjoyable.

Graphically, it's lovely and charming, and I really like the music. I thought it was going to be one tune all the way through but it changes as you progress and it's all really good.

Although the game has a cool automap feature, it's great for mappers as you need to remember where things are as you float-hop your way back and forth through the underground complex. I really like Ghost Bunny and, as it was free on our coverdisk, there's no excuse for you to miss it.

MA

There's a sense of The Holy Grail's rabbit here - white, looks cute, lulls you into a false sense of security, and will absolutely bite your f'king face off difficultywise towards the end. Thus the Metroid-like save stations are very welcome to not start over again upon dying, although somewhat of a misnomer given you're already dead! The screen and maze design is clever and steadily gets harder as you progress, combined with strategic use of the harp, and I really enjoyed ploughing through the game. If you're looking for a challenging game that doesn't outstay its welcome, check this out.

CS

I was immediately impressed at the level of detail put into the separate user guide on the disk, which arguably has better music than the game itself.

And as for the game, I found it a grower not a shower. What initially strikes you as repetitive music and frustrating ways to die (don't you hate it when an enemy kills you before a new screen has even finishing drawing?!), becomes, "Ooh, one more carrot and I can open the next gate!" addictive.

The Flappy Bird-esque method for moving upward is fairly unique in a mapformer (map platformer) and I love that the map fills in as you discover new rooms; I was never a fan of drawing maps for games and that's not an issue here - maptastic!

If the "Continue" option activated a little sooner, it would keep people coming back more often, but what more can I say, Ghost Bunny is Most Fun(ny)!

Verdict

Presentation 79%
Auto-map and continue feature, with a separate docs file.

Graphics 75%
Single-colour sprites have real character but the backgrounds are quite sparse.

Sound 73%
Music is good if repetitive, with the FX a little lacking.

Hookability 85%
Well balanced gameplay draws you in.

Lastability 79%
Nobody said the afterlife would be easy to get to.

Overall 81%
An enjoyable and original challenge.