The line scrolling work is well done when it counts, creating a sense of depth (particularly in two of the last stage's final areas), plus the color layering is well-done whenever you're underwater or behind some translucent clouds.Īnother thing of great note is the animation of Mr. Several other areas look exquisitely detailed as well, such as Adventure Park, the faucet portions, the cloud-ridden areas with a pretty rainbow looming in the distance, and so forth.
The first area takes place in the woods, where it starts out with green and vibrant foliage, and the farther you get with each section of the stage it gets darker until it becomes night the backdrops and foregrounds may look different (at night there will be a moon and a series of spiderwebs), but the transition and immersion from night to day is really impeccable, and the night colors are well-chosen. Each individual area has got a sort of personal charm and look that make it their own, not to mention each location has got their series of big attention to detail (even the little ones).
Nutz are absolutely gorgeous! =) They are brimming with bright, vibrant colors that really pop out at you while also presenting a lot of detail they're so polished too that it really matches the atmosphere of the area that you are in. Nutz has a health gauge of five, and all around there are lots of coins that are optional (or mandatory if you're confident) to collect. The rest of the controls are really solid and it's intuitive to play and traverse the numerous areas. Without the looseness in the controls the game would've not been able to be progressed considering some of its area designs. There are instances where you have to jump towards specific platforms (sometimes block-sized) which require you to run and have just enough jumping power to land on them also the looseness helps because if you jump you might find yourself landing farther depending on how much speed you've picked up, sometimes requiring you to weave-jump platforms above you. Nutz's case it falls right in the former, and I'll explain why. It doesn't necessarily equate to a bad thing, but depending on how a game was structured to begin with it can either be a benefit or a hindrance. What you'll notice upon playing this game is that its controls (in particular the jump controls) are rather loose. At the end of each stage there is a boss to fight, each with different patterns than the last, each requiring that you take out their health one bar at a time. Along the way you'll come across platforms that either must be jumped on in the nick of time or ones that you have to jump up from before it drops or disintegrates many are stationary but there are a select few in comparison that will move or rotate around. The thing about the acorns are that you don't have an unlimited amount, so it's best to use them sparingly. Nutz has got a lot of techniques in his arsenal he can walk, he can duck, he can jump, he can swing between ropes or chains, he can swim, he can run (hold Y), he can swish his long tail around for close ranged attacks (v+X don't ask), and he can throw the acorns with the X button. Before I talk about the controls, I'm telling you right now: change the control settings, because the default setting feels very awkward however it's all in personal taste which control scheme you choose, but if I were you I'd stick with the AB-Y-X method. Nutz is a 2D sidescrolling platformer starring the eponymous crimson red anthropomorphic squirrel.