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YMMV / Franko: The Crazy Revenge

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  • Cult Classic: In its country of origin it was kind of a big deal.
  • Idiot Programming: An example that was induced by the artist's ambitions rather than the programmer. The artist prefered to not have the backgrounds rendered with tiles and thus - in a vein similar to Megatextures - the stages were simply large images loaded in chunks. You can thank this design choice for the Loads and Loads of Loading.
  • Porting Disaster: The IBM PC DOS port - released two years after the Amiga original - is not the definitive way to play this game. While it features a nicer color palette, shorcuts for few moves (but not all of them, a shortcut for a basic punch and the ever so important grapple is missing) and the lack of load times that plagued the Amiga version, the redrawn backgrounds are sparse compared to the relatively rich in detail originals, to the point that the game lost a bit of its charm that way. Suffice to say the artist and programmer of the Amiga originalNote  weren't too keen on the PC port.
  • Rated M for Money: To the point the game's credits sequence outright states that the developers wanted to make games "of kind the people like", as in "bloody, brutal, cruel, beastily, nice for the eyes and most of all original, like there's nothing like them!"
  • So Bad, It's Good: The game is a technical mess and doesn't quite compare to what you could get in arcades and consoles of 1994, but the weird stuff would keep you going, as long as you can master the combat.

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