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Game info |
|  | Klonoa: Door To Phantomile |  | Genre | Arcade Platform | Developer / Publisher | Sony Computer Entertainment | Released | 1997 | Media | 1 x  | Rating
 | Graphics: | 9.5 | Sound: | 9.0 | Gameplay: | 9.5 | Overall: | 9.0 |
| Reviewed by | P.Dial | Klonoa: Door To Phantomile is a 3D arcade platform game, launched for the Playstation by SCEE, in 1997. It is one of the best platform games ever created for Sony's 32bits console. |
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Review |
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 ' Some people believe that dreams come true. The same seems to happen in our story, as dreams have vanished from the Kingdom of the Moon. All dreams come to life after our hero Klonoa wakes up in terror seeing that a mysterious huge airship crashes and spreads a shadow all over the country. Klonoa and his fellow Huepow must investigate what went wrong. On his way he must confront many...cutey-like...enemies, avoid dangerous gaps, jump in higher platforms, kill big bosses and so on. Quite "heavy" quest I guess, so it is imperative for Klonoa to always hit a bubble clock and use it as a checkpoint. Gameplay is great fun as you travel across the 12 levels of the game. Apart from technically awesome, Klonoa is a very addictive game as well. In my opinion, this is probably one of the best platform games ever created for the PSOne. This game pushes PSOne's hardware to its limits. Graphics are simply fantastic with thousands of colors, smooth animation, multi-camera views with automatic zoom-ins and zoom-outs, cute and colorful characters, great environments and background FX (including weather etc). It will surely stun you. Sonically, the game uses great background music and multiple sound FX. Pure fun, great presentation! | |
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Screenshots |
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Gameplay sample |
| | Some videos belong to retroshowcase.com (indicated); others not | |
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Hardware information |
| Playstation (PSOne) CPU: MIPS R3000A-family R3051 @ 33.8688 MHz MEMORY: 2MB of main RAM, 1MB Video RAM, 512KB Sound RAM GRAPHICS: Handled by CPU, Maximum of 16.7 million colors (24-bit color depth), Resolutions from 256x224 to 640x480, Unlimited color lookup tables, Maximum of 4000 8x8 pixel sprites with individual scaling and rotation, # Flat or Gouraud shading, and texture mapping, Emulation of simultaneous backgrounds (for parallax scrolling) SOUND: ADPCM sources with up to 24 channels and up to 44.1 kHz sampling rate
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 | 24bit RGB 16,7 million-color palette (all on screen) | |
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