Graphically, the developers have paid tribute to the 16-bit platformers of old with no end of love and admiration for them, and likewise, the soundtrack is sublime, an absolutely perfect fit for the genre/style. Now, whilst I made reference to Castlevania, the two share very little in common outside of some aesthetic similarities, there are no skills to earn and use to traverse previously inaccessible areas, but rather it seems far more akin to Tokai Communication’s Decap Attack, wherein the protagonist Chuck D. Head utilises his own bonce as a weapon. Sarah, however, uses the corpses of her bested foes as a long range deterrent to supplement her own short range blade, and this is the most interesting facet of the game.
There are a fairly wide variety of enemies on offer, though sadly the bulk of which will be encountered within the first few levels, but some are fire based, others are shield bearing knights that can only be attacked from behind and others are grotesque giants that simply charge headlong when the player is in sight. The different characteristics of each are also represented in the manner in which they are employed as weapons of death, with archers exploding into a shower of arrows, bombers explode on contact and ghosts, which look rather similar to Mario’s Boo, can be fired in a straight line killing everything that they touch. This isn’t simply a nice touch though, it allows the player to use them in a more tactical manner, utilising weapons with wide areas of effect to terminate multiple enemies simultaneously, triggering another one of the game’s best features. Amazing Princess Sarah features a few basic RPG elements, with experience being accumulated, and once enough has been garnered, this allows Sarah to advance up a level, giving her a minor increase to both her attack and her maximum level of HP. Now, the game also features a simple combo system that advances each time an enemy is killed in quick succession, this gives an XP multiplier that allows progress to made far more swiftly, making the trying levels that little bit easier to beat, which, as it turns out, is rather vital.