I was going to mention it yesterday, but didn't want to bag on you about a review that obviously took quite a bit of time and effort - and I appreciate that effort. I do think you prove a point for me though when I was going to say it seems more designed into a corner than rushed.
Often games go underway with a specific schedule and budget, and that doesn't mean it was "rushed" it means they were given a timeline and budget to work within. From a business standpoint, getting these devs paid, it makes sense.
They easily could have squandered their resources on the first "half" of the game, and simply didn't have the money or memory on the hucard, to one up their earlier levels. Perhaps they used those first levels to greenlight the project and then found themselves in a position to finish the game and had not enough resources.
Sure, those are all possible. What you describe here reads to me like several good examples of how games release in incomplete states, or, in other words, rushed. It could be that they had a set amount of time, and spent too long on the first half and they had to patch together what they had for the second to make the schedule, sure... but that's a rushed game! It's pretty much the definition of one. What you describe seems like just some more specific scenarios that result in a game shipping as I described, feeling incomplete and "rushed [out]".
We are all speculating, and I don't think it's necessary to insert speculation into an objective review. Sticking to what you absolutely know about the game is probably the best idea when presenting a review of that game.
Any review of this game is going to talk about the issue in some way though, because beyond the gameplay itself it's the #1 most glaring thing you notice. I don't think a review of the game which doesn't mention how weird the game feels because of the unbalanced levels and such would be as good of a review; as most things I write make obvious, I like writing to be detailed. (The Wheel of Time is one of the best fantasy book series ever!) Sure, it is speculation to guess at exactly why the game ended up as it did, but I don't mind some speculation, if you make it clear that that's what it is, which I do think I do. Why do you think it's harmful?
Beyond this question in particular, a review isn't only an attempt at objective truth, it is also a subjective opinion. There was a time when professional reviewers tried to make reviews entirely objective, but that has faded as people have recognized that it's impossible. You should try for objectivity when you can, yes, but ultimately a review is an opinion. I think a good review should present the reviewers' opinion, while also covering the game objectively enough to help anyone who reads it to know if the game might interest them, regardless of whether they agree with the reviewers' opinions or not.
... What are you talking about? I specifically mentioned the clouds as a nice effect that gives a parallax-like look. Of course they're actually sprites, not a parallax layer, but the idea was good and it works.
And you also said "there is no real parallax scrolling". I know you're too foolish to understand this, but either a game has parallax or it doesn't; only your bias and willful ignorance of dictionary definitions defines parallax solely as "two+ tile based background layers", a made up definition you can't even be bothered to apply consistently.
As Necro and Falcon remember, we had a big discussion on parallax scrolling...ultimately, the intelligent person would recognize that the ultimate test should be the user experience. If the user sees the effect, then it exists, regardless of how it was achieved.
Now, if I were writing the review, I would discuss the overall effectiveness of the effect.
As I have pointed out in the past, many, many games use parallax in a manner I have found jarring/displeasing (Final Battle on Genesis), whilst other games, using the *same* ratio of character-movement:background-plane-movement produce a pleasing effect (name most horizontal/vertical shooters). Why? Because the speed of a spacecraft hurling through space is not the same as a big dude slowly walking across the screen...so parallax effects should be done to *enhance* the experience and not disorient/annoy the player.
It would be perfectly acceptable to say that the parallax effects in Dragon Egg are not particularly impressive and explain why.
I think the "parallax" clouds were a good idea that gets some parallax in this game on this system that doesn't support it like the SNES and Genesis do. I like those moving clouds and they absolutely add to the game. But yes, it's not quite on par with a full parallax background -- it is only clouds, nothing else. Many stages do have moving clouds on them, but still, having all "parallax" objects be identical-looking clouds that can only appear in sky areas of levels, which not all levels have, does limit things versus the kinds of parallax you see in other games.
Anyway, sorry for bringing up old debates, but I feel that your reviews would be even better if they focused on the user experience, first and foremost.
I really do think that how something is done DOES matter, regardless of if it's identical to the user or not. We disagree on this, apparently.
However, despite that, if you have software parallax-style effects that look identical to hardware stuff? Yeah, I can see calling that the same. Since Neo-Geo game graphics are exclusively made up of sprites they don't have "real" backgrounds or parallax, but the difference doesn't matter much for the user, certainly. The effect in Dragon Egg! is not on that level, though.
For an example of something on the Turbo which gets closer, how about Super Darius? It looks like the parallax in that game probably is made up of sprites, but it's a pretty nice effect and looks great.
For example, does it matter if FMV is running full-screen @256 color @ 16 frames per second if the director chose boring angles/composition etc? The technical backend is not nearly as important as the user experience front end when it comes to these games.
In this scenario both things matter, I'm not sure which one more than the other.