March 2024 Playthrough:
Preliminary: Annnnd I'm finally here for my chronology project. I'm playing the NA English release again, because it fits with where I am in the chronology project (the date here was Q4 1987, tho the Japanese original was released March 1987. I fixed it now) and there weren't many changes between the versions.
Look: 9/10
The menu UI bumped this up. The normal action screens are more like 7/8, but that UI screen is delicious (see below). Map, inventory, equipment--yay!
Sound: 9/10
Nice variety of jingles but of course the shining star is Goonies R Good Enough 8-bit. I wound up liking the Sound more than I expected, and kept the sound on this whole playthrough. That shows how much has changed for me in just a little over 2 years: I used to never play with Sound on, especially for retro games. Even if the chronology project hasn't worked with getting me into genres I struggle with like strategy and first-person dungeon crawlers, it has at least got me more into retro game Sound!
Play: 9/10
Like mentioned above, I love the use of text adventure commands. And I am grateful for the mid-jump movement (cough unlike Konami's castlevania), even if the controls aren't perfect overall. Lots of illogical puzzles but I'm all for following a guide and enjoying a game. The yoyo reminded me of the Castlevania whip where you fall in love with knowing precisely its length so you can kill enemies before they can harm you, and the Boomerang well I always love Boomerangs in action games. Oh and to show what I mean by the text adventure esque rooms 
Feel: 10/10
Love Simon Belmont making an appearance :-p And I still absolutely love the menu UI and Zelda-esque item icons. Oh! I never took a screenshot before? Here ya go 
I was immediately fully hooked back into it. Something about this type of straightforward, need-a-guide type platformer action-adventure hooks me in every time.
Attachment: 10/10
This game was so important for my 2021 entrance into the world of retro games, and it proved a game I will finish every time I pick it up. Classic sign of a 10/10 Attachment. Not to mention I love the movie :-p A lot of the issues with the gameplay came out at the end, and some of the unnecessary doors got tacky, but with a guide and savestates, this is still a blast for gamers like me! 
Completion: 100%
Playtime: 2h 25m
October 2021 Playthrough:
Look: 10/10
This is dubious for me to give to such an early game, and it might go lower eventually, but I truly enjoy looking at the backgrounds, watching playthroughs after having beat it, the platformer/room-puzzle different looks, the different "regions" looking different, the inventory+world map screen look, even the ridiculous renditions of the characters during "cutscenes." As briefly mentioned, the things that bring this to a definite 10 are the inventory screen "look" and the different settings you explore (eg., the log cabin and attic regions of the "world map," so to speak).
Sound: 9/10
The sound effects, like the waterfall, were excellent, and I loved the music. Not only did I play it mostly muted, but also I don't usually include sound for this era of games. Nonetheless, next time I replay it, I will give sound a chance beyond just a few different parts and hearing it via playthroughs. Maybe this could be a perfectly rated game, who would've thunk. I guess I was always a platformer guy, just never thought I could get through early Konami till I realized a map makes them fun.
Play: 10/10
I love how the little Crimson Room-esque menu-based puzzle parts jump in periodically throughout the classic platformer feel. I like how they were merciful with the resources from the currently-spawning enemies cheap shot (hit em before they even spawn) and the frequency of the Konami Man healer guy (tho I needed a guide to find most them). This was definitely harder than I expected (and substantially harder than the first Konami Goonies from a year prior). Perhaps that were more so me readjusting from MSX up-as-jump controls in the first Konami Goonies that I mentioned in its review. Oh, but lol, molotov cocktails, I can't. Right on. Also the "hit wall with fist," fun how you can aim anywhere on the first-person screen with that--interesting for its time (plus hopefully helping me with my aversion to first-person games by seeing that many early games were, in fact, first-person). I found the first person puzzle parts, at least with a guide--would probly be a headache guessing all those puzzles. Oh, shoot, and you know I gotta love a boomerang weapon, especially in platformers. I found the underwater parts better execut3ed than a lot of 90s games' underwater parts, Super Mario World (an absolute favorite) comes to mind. I'm glad they have more powerups and items this time unlike the first Konami Goonies--but still lacking bosses which would make the different regions of the open world even more exciting. I suppose the fratellis are sorta-bosses, but meh. I do like that the fratellis' always “keep the heat” on ya aspect--but again, a few true bosses would've been nice. (Oh shoot so Ma Fratelli is the big “final boss”-type enemy after all. Perfect lol.) Finally, I love that, again, there's no level timer.
PS Hot tip: the speed shoes not only increase your speed but also the distance of your jumps (as opposed to increasing the height of your jumps, which is achievable via the Jump shoes). Combine these 2 equippable items as necessary at the end!
Feel: 10/10
So much feeling, I love this game. I had no nostalgia for this, but will definitely be replaying this over the years and building nostalgia for it. The inventory screen with the world map, the exploration, the items you get and return to old spots aspect--"this is amazing" as I wrote one of my first nights playing it. I love how fast-paced everything is--and I mean everything: from the menu screen to the dialogue to the pace of the game. I love the front/back aspect of the world maps, essentially 2 world maps. For some reason, multiple things in the game reminded me of Resident Evils, oddly enough. Well, and obviously very Zelda-esque with replenishing your slingshot (bow) and the way they execute the upgrades, say, with the Fire Boxes/molotov cocktails (like in Zeldas, you not only can now carry more but are replenished of it). The warp zones are brilliant, especially how you can engage with them early in the game but can't use them yet. Um, what else. Oh, lol u legit beat an old lady for a candle (and yes I said for, not with, a candle). I love the Konami homages, namely Simon Belmont--nice. I love that there's different equippable shoes, tomba-esque for sure. Plus, the jump shoes are simply a blast to use. So much of this game is fun, another Konami game I can say nothing but good things about. Finally, the bullet proof vest as a secret/ultimate item--brilliant. I loved the use of it and process to acquire it.
Attachment: 10/10
I foresee this going to 10 on future replays. I just can't immediately give that for attachment. But I know I will replay this, I know I will be thinking of it, I know I will be comparing Konami and platformer games to it. Good stuff. I'm surprised, only Klonoa surprised me this much, but this is jumping right onto the Favorite Favorites shelf. Ay. I can't help but notice they're both creative-for-their-time platformers that have reminded me of Tomba, ha. (Upgraded to a 10/10 after my second playthrough since it did affirm the 10/10 attachment. However, I also kept the 10/10 play etc that I had from before, even if it didn't earn that again in my 2nd playthrough, just to keep this initial review intact, merely updating the Attachment in its context)