# Talk:Mystery Dungeon: Shiren the Wanderer

In the Gameplay section, it is written that "While most roguelikes generate dungeons completely randomly, Shiren the Wanderer randomly chooses from a set of static dungeons", I don't see any reference for this. Having played the game hundreds of times and being experienced with roguelike development, I dont think that this is true. I believe that MD:StW uses a set of different dungeon generation algorithms to generate different dungeons of a similar layout. This is for the dungeon levels only, not the non-combat levels such as towns. Those are pre-generated and barely change. Mroemore (talk) 11:29, 24 July 2014 (UTC)

It may be worth mentioning some of the differences between the two versions in a sub-section of the gameplay section. We could move the mentions of the rescue feature to this section. I'll list some more differences off the top of my head, but I could get a more complete list later: 
The DS version includes a tutorial level. 
The DS introduces a new low-level monster called the Chintala. 
The DS version introduced a bugfix for the auto-run functionality. 

There are differences between the versions mentioned above and the GameBoy version, but I haven't played that one enough to comment. Mroemore (talk) 11:38, 24 July 2014 (UTC)

This review is transcluded from Talk:Mystery Dungeon: Shiren the Wanderer/GA1. The edit link for this section can be used to add comments to the review.
Reviewer: Cognissonance (talk · contribs) 10:23, 27 October 2016 (UTC)
My plan: sleep, review, contemplate existential crises, review some more. Cognissonance (talk) 10:23, 27 October 2016 (UTC)


### Lead
"The game was met by" — Improve prose: "The game was released to".
"best in its genre and its platform" — Improve flow: "best in its genre and platform".


### Gameplay
"The player can move in eight directions, and can attack with melee weapons and arrows, and use items with a wide range of effects" — Improve flow: "The player can move in eight directions, attack with melee weapons and arrows, and use items with a wide range of effects".
"some heal the player, some are used to fling away enemies, and some allow the player" — Improve flow: "some heal the player or are used to fling away enemies, with others allowing the player".


### Development
"who made more use of East Asian elements compared to his more European-styled" — Remove one of the uses of "more".


### Release
"making it too different would make it lose the original's flavor" — Minimize repetition: "making it too different would lose the original's flavor".
"The game's cover art" — Minimize repetition and make more accurate: "The box art".


### Reception
Add {{Rating|4.5|5}} to the GameSpy score.


### Overall
It is reasonably well written.
a (prose, spelling, and grammar):  b (MoS for lead, layout, word choice, fiction, and lists): 

It is factually accurate and verifiable.
a (reference section):  b (citations to reliable sources):  c (OR):  d (copyvio and plagiarism): 

It is broad in its coverage.
a (major aspects):  b (focused): 

It follows the neutral point of view policy.
Fair representation without bias: 

It is stable.
No edit wars, etc.: 

It is illustrated by images and other media, where possible and appropriate.
a (images are tagged and non-free content have fair use rationales):  b (appropriate use with suitable captions): 

Overall: The notes were so insignificant that I edited them myself. Immediate pass.
Pass/Fail: 
@IDV: Cognissonance (talk) 22:15, 27 October 2016 (UTC)
@Cognissonance: Thank you. I wonder, though, what do you mean when you say that box art is more accurate than cover art? I thought they were mostly synonymous.--IDVtalk 22:28, 27 October 2016 (UTC)
@IDV: You're right. I simply took it from the Cover art article and prefer it to the generic version. Cognissonance (talk) 22:45, 27 October 2016 (UTC)