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Kid Kool and the Quest for the Seven Wonder Herbs

Review
Also known as
Kakefu-kun no Jump Tengoku - Speed Jigoku カケフくんのジャンプ天国 スピード地獄

A side-scroller where momentum-based running and jumping is key to collecting seven magical herbs.

Kid Kool and the Quest for the Seven Wonder Herbs is the North American NES version of Kakefu-kun no Jump Tengoku: Speed Jigoku, released for NES in 1988; the original Famicom version was also released in 1988.


							Kid Kool and the Quest for the Seven Wonder Herbs cover
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About Kid Kool and the Quest for the Seven Wonder Herbs

Kid Kool and the Quest for the Seven Wonder Herbs is a side scrolling platformer where the player character must collect seven magical herbs to heal an ailing king, a task with a three day time limit. Movement in the game is governed by momentum, requiring space to build up running speed and limiting the ability to stop abruptly.

Jumps are predetermined by the speed at takeoff, as there is no control over direction once airborne. This makes platform navigation challenging and requires planning. Enemies are dispatched by jumping on them twice, with the first impact driving them into the ground and the second removing them.

A secondary method of attack involves a furry companion that can be acquired by running past specific locations. This companion can be thrown as a projectile and retrieved afterward. While held, it also acts as a shield, absorbing a hit that would otherwise cost a life.

Kid Kool and the Quest for the Seven Wonder Herbs Screenshots

10 images
Title screen
From the introduction
Kool throws his buddy at some enemies
Those enemies sure seem familiar
Continue screen
A jump came up short
Kool throws his buddy again.
getting hit by some enemy that was thrown from a glider.
Kool found a secret bag of money, but his luck didn't hold.
Kool failed to manuever past those spinny things.