Retro Replay Review
Gameplay
There is an immediate, uncomplicated pull to being a velociraptor racing against an incoming asteroid. Sixty Five Million and One BC does not bury that motivation under a vague quest: each stage asks you to locate a machine component, fight through its obstacles, and take it from the boss guarding it. That makes the early goal easy to buy into. You know why you are moving forward, and the countdown-sized stakes give every recovered part a little more weight.
Your raptor has more to work with than a single attack button. A bite, tail whip, leap attack, and ground pound give combat a deliberately scrappy close-range flavor, while puzzles stop the game from becoming a straight run of enemy encounters. The combination is promising because it asks you to switch gears: look for a way through, handle whatever is in the way, then prove yourself against a boss. If the puzzle-platforming rhythm clicks for you, the 35-screen structure should make this feel like a compact adventure rather than an endless sprawl.
The most divisive choice is what happens after a boss falls. You still need to travel back through the level to the nest and install the component before heading onward. That return journey gives a completed stage a sense of place and makes the nest feel like the center of the mission, but it also means success does not always equal instant forward momentum. If you enjoy retracing a route after clearing its major threat, it is a satisfying cooldown. If backtracking drains your enthusiasm, this is where frustration can begin to set in.
Talking with other raptors and reading signs provides hints, which is a sensible fit for a game mixing action with puzzles. Pay attention rather than treating the text as scenery; the game openly offers help, and taking it can save you from turning an intended puzzle into a blind search. Keyboard-first controls also suit a side-view action game, while mouse support in the menus keeps the housekeeping simple.

Graphics
The game uses a side-view perspective, keeping the raptor’s route, enemies, and stage-by-stage obstacles in a clear lateral frame. That straightforward view fits the platforming and makes each of the 35 screens feel like a distinct stretch of terrain to push through and later revisit.

Story
The story earns points for getting to the crisis fast. A meteor has already smashed the bridge to the mountains, and an even larger asteroid is on its way. It is broad, pulpy disaster fiction, but that is exactly the right amount of setup for a dinosaur action-platformer: the world needs a machine built, and you are the raptor assigned to fetch its missing pieces.
Each component gives the plot a practical chapter break. You are not collecting parts merely because a quest log says so; every one goes back to the nest to be installed in the weapon meant to destroy the asteroid. That loop ties the platforming, bosses, and return trips into the same central objective better than a disconnected sequence of levels would.
Do not expect the premise to turn into a character-heavy drama. The supporting raptors mainly serve as sources of information and hints, while signs help point the way. Still, the game has a charmingly direct B-movie setup: save the world from an asteroid, one boss-protected machine part at a time, as a velociraptor.
Overall Experience
Sixty Five Million and One BC sounds like the kind of small-scale game that succeeds on momentum and personality rather than sheer scope. The first few stages should be easy to settle into because the mission is so clear, and the raptor’s four attacks give you a more active role than simply hopping over obstacles. Puzzles and bosses add enough variety to make the component hunt feel like a journey instead of a checklist.
Its structure asks for a particular kind of patience. The payoff after a boss is not simply the next stage; it is the obligation to make the return trip and install the part. That can make victories feel earned, since you physically bring each piece home, but it can also make the game feel more repetitive than its 35 screens suggest. Your tolerance for that rhythm is the biggest factor in whether you will warm to it.
Give it a chance if a concise side-view platformer with dinosaur melee, puzzles, and a knowingly ridiculous asteroid-saving mission sounds more inviting than a polished modern spectacle. It is especially suited to anyone who enjoys working through compact stages and does not mind revisiting ground after a boss fight. The concept is strong enough to carry the experience, even if the backtracking keeps it from being an effortless recommendation.
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