Platformation Time Again #7: Wario World NGC/SWITCH2

For context: i played and completed the original release on Gamecube, previously reviewed it (more than once), but i recently played it from scratch and finished it again via the Gamecube Classics app on Switch 2, so this review is technically a rewrite, but it’s de facto new, almost completely done from scratch and rewritten/improved/revised to reflect my opinions on the game after re-revalution.

HISTORY

Wario needs no introduction, having been Mario’s Nemesis since its debut on Super Mario Land 2: 6 Golden Coins, and having not only its own peculiar platforming series, but in 2003 it also branched off into a new genre, with the peculiar mini-games compilation of the Wario Ware series, which had just debutted some months prior.

Wario World was also a peculiar case since it was not only the first 3D outing for a series that had been 2D platformers or puzzle games of sorts (including the Super Famicom exclusive Mario & Wario, and his reskin of Bomberman games, Wario Blast), but was also not developed by one of Nintendo’s internal development teams.

It was actually handled by Treasure, a beloved software house known for classics like Gunstar Heroes, Radiant Silvergun, Guardian Heroes, Ikaruga, after their collaboration with Nintendo on Sin & Punishment proved successful, that lead Nintendo R & D 1 wanting to do so again, but this time on a 3D iteration of the Wario series/franchise.

Who would turn down to opportunity to work on a 3D “Mario” game with Nintendo’s blessing, after all?

Definitely not 2000s’ Treasure, which was in a kind of identity crisis, coming off of both Sylpheed The Lost Planet and Stretch Panic/Freak Out/Hippa Linda not being well received (nor selling well either) and them basically having to take on more and more licensed tie-in work, for anything from Tiny Toons to anime series both well known (like the Bleach DS titles and the excellent Astro Boy: Omega Factor) or obscure, like a shonen series called Dragon Driver.

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[EXPRESSO] Kirby Tilt N Tumble GBC | Gyro Kirby

Yep, Nintendo remembered it has the NSO console applications on the Switch, so a new dripfeed, which includes Kirby Tilt N Tumble, a Kirby game that might as well be new to European gamers, as its original GBC release was never brought in PAL territories (probably for the same stupid reasons we never got Drill Dozer or Wario Ware Twisted, BUT Yoshi’s Universal Gravitation, we did got that), it was never released on any Virtual Console iterations, most likely as it one requires gyroscopic controls… and the Wii U VC did have only GBA titles.

So, the idea is that Kirby Tilt N Tumble it’s an action puzzle game where you control Kirby in its ball form, collecting stars, entering holes, smashing against pinball-style bumpers, etc, all with gyroscopic controls, meaning it’s like one of those analogic marble games where you tilted the wooden table/plank to direct a silver ball into a goal.

I’m so old i’ve actual memories of playing that.

Plus you can make Kirby jump by shaking/jolting the console…. which is where you can tell this worked fine when played on a Game Boy, less so with the Switch in handheld mode, as you might need time to work out how to make Kirby jump and actually control it mid-air.

This might have been mitigated with an optional “Tate mode”, if the game didn’t use A and B to activate some contraptions and the game menus.

BUT it can be played in docked mode with a Pro Controller (and non-Nintendo branded equivalents), i guess), which helps remedy this otherwise kinda unfixable, unexpected issue, because the game itself it’s quite fun, gimmicky but with a well executed, fun gimmick at its core, and with plenty of fun minigames, showing the kind of quality you’d expect from Hal Laboratory.

[EXPRESSO] Congo’s Caper/Joe & Mac 2 SNES | Sun Wukong Upon A Star

Ah, yes, the three inescapable truths of life: death, taxes and SNES caveman platformers that somehow you didn’t play or knew existed, like todays’s Congo’s Caper, just recently rereleased on the NSW Online subscription/retro apps.

This one it’s a bit more recognizable than stuff like Prehistorik Man, as it’s basically a spin-off of the Joe & Mac: Caveman Ninja series by Data East, but also the second game in the series, since it was actually sold as Joe & Mac 2 in Japan and PAL regions.

And i kinda get why, as Data East also recycled some characters from the mainline Joe & Mac series, like the devil or the first stage t-rex boss , and the controls are similar, as it retains the high jump, but not the weapons, as you use only a small club to attack.

The more distinctive feature is the player character turning back into a monkey if hit, and regaining your human form with a red crystal (Mario style), with the ability to enter a “super saiyan” invincibility state too, you’re a half-monkey man after all.

Controls are actually pretty smooth, arguably better than the original Joe & Mac, the new protagonist has some new abilities like hanging from vines, so it should be better…. and it arguably is, it’s definitely more polished, has a lot more levels, BUT it’s too easy for its own good, it’s fun, but it lacks challenge, and the level themselves are very short, while also not providing anything you haven’t seen (or heard, as some of the sound effects are pretty much “ripped off” of Super Mario World…. or its sound libraries) done better in terms of level design.

So it’s not a bad game, but a decent one that could have been potentially quite good.

Shame, really.

[EXPRESSO] Rival Turf SNES | Dashing Beat

So, Nintendo opened its maw again to spit out another meager assortment of old titles for the NES and SNES Online services, but this time it did add Rival Turf, as in the localized version of the first Rushing Beat, so i guess it’s time to complete my trifecta of reviews for the Rushing Beat trilogy, with the others being localized as Brawl Brothers and The Peacekeepers respectively.

Like The Peacekeepers the throwing and suplex moves are so overpowered that you’ll rely too much on those, especially since the enemies knows this as well, and can deal way too much damage even without using throws, made worse by the fact this is the only beat ‘em up i know that has “recovery damage”, as in you lose life even by getting up from getting knocked down.

At least it works for both you and the enemies, but still, weird.

Everything else is crappy bootleg Final Fight, from the bootleg enemies with smaller sprites, the iffy collision detection, the punches and moves lacking much “oomph”. The only difference being the “run” button which allows to also execute dash moves, despite the hilarity of the character not so much running (there’s no running animation per se) but “walking-gliding” at a faster pace.

It’s also such a blatant rip-off of Final Fight you really have to compare it to that game, and its own only reason of being was the 2 player co-op mode that the SNES release of Final Fight lacked, but nowadays means squat.

It’s aged crap from Jaleco, and while the sequels – mostly – improved gameplay…. there’s very little reason to bother with the original Rival Turf/Rushing Beat, unless you’re a beat em up buff on a mission to play them all for fun, education and/or profit. There’s worse.

[EXPRESSO] Jelly Boy SNES | Europlatforming Of Old

Figured i’d check in with the SNES and NES online measly offering and see if some obscure back catalogue title dropped while Nintendo forgot to say it or did but we didn’t care.

And Jelly Boy is indeed one of those titles you might have gone your entire life without knowing about as it blends perfectly into the humungous pile of platformers of the 90s, and only came out in Europe, to boot.

So, it’s one of those 16 bit platformers that wanted to jump on the bandwagon, so it has a Sonic style health system, and often very tight time limits for the levels…. which i guess were made to make it feel more like Sonic when it’s otherwise a more linear “europlatformer” of british descent starring a humanoid shaped jelly in baby pink that can morph in various shapes, including a duck… when you duck, so the game has a sense of humour.

The main issue is that you have to find jigsaw pieces hidden in the level to unlock the zone’s boss, bu beating bosses only nets you item needed to finish the game, but to actually enter the next zone/world you have to find out first that there’s a hub area to access each world’s map, and you need to find a key in each zone to access the next one.

The game doesn’t tell you about any of these, most likely on purpose to sell guides and avoid people from easily beating it while renting it in the day, even more because just the first world it’s so obtuse. Once you know what the hell you’re supposed to, the game is actually decent, looks good , has a lot of levels, i’d say it’s worth a play by platformers buffs…. with a walkthrough on hand.

Coffee Pigeons and Nintendo sub-subscriptions bullshit

So Nintendo had an Animal Crossing Direct yesterday, mainly to show what would be in the next big AC New Horizons software update, alongside the previously teased return of Brewster and his cafè situated in the museum.

Let’s start with the good.

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Talking bout that new dang Nintendo Direct

So, as it’s customary and cyclical event by now, a new Nintendo Direct dropped at midnight today, and i have something to blabber on about without planning much.

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Wario Ware: Get It Together NSWITCH [REVIEW] | Bugfixing Bonanza

Since i have been waiting a lot for Nintendo to resurrect the Wario Ware series, especially since they kinda blew it on Wii U with Game & Wario and since then we got simply a collection on 3DS (which is still better treatment other not-major Nintendo franchises got in decades), i was quite ready for a new one to come out, and then bam, Nintendo Direct, new Wario Ware. Yeah boi!

This one i preordered at a slightly lower price, because 50 bucks for a Wario Ware seemed a bit much in this day and age, but we’ll get to that later.

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[EXPRESSO] Spanky’s Quest SNES | Darling please

As Nintendo’s own Nintendo Switch Online retrogaming offering continues to baffle and disappoint everyone, i decided to pick from this pathetically tiny new serving of small, back catalogues titles most people don’t really care about… well, Spanky’s Quest, from Natsume.

Don’t be fooled by the cheeky title, because a very Kirby-esque (albeit shitty, as it doesn’t actually explain even the basic premise) cutscene will introduce the titular simian, Spanky, trapped in a tower by a witch and now in a quest has to escape while watching out for enemy fruit homunculi.

It’s the kind of game that if i played back when i was a kid, i would have most likely dropped after the first few levels, not in frustration more as not being that interested. Doesn’t help that there’s no tutorial of sorts, since the way you attack isn’t obvious, nor the game tells you can bounce the bubble you launch to power it up multiple times, and then use the bubble button again to pop it for a bigger, more powerful projectile attack.

Once you figure this out, you realize this is a fairly straighforward puzzle platformer, where in each level you need all the keys (hold by the enemies) to open the door leading to the next stage, albeit made a bit more challenging by the fairly unique method of indirect attack by throwing – and juggling – bubbles like actual spherical objects, and NOT the way Bubble Bobble does it.

To my surprise, it’s actually a decent little title, and while it’s not too long (just 50 short stages, even without the save states and rewind features it’s not that hard or time consuming), it has some charm and depth to it. Just a decent, but cute little puzzle platformer from the era. Nice music, too.

[EXPRESSO] Pac Man 99 NSWDDL | Last Pac Standing

It has got to this. We knew it would eventually come to this.

And to be honest it doesn’t necessarily have to be bad, or half-baked by design like Super Mario 35, which was clearly not that well thought out, but also had a very short expiration date decided on birth, so why put more effort in if we decided we’re gonna kill it 6 months later regardless?

Like Tetris 99 once was, this is currently available as a free download for NSO subscribers, but this time it’s clearly being built as a freemium thing, since it had locked modes (the single player offerings of Score Attack, CPU Battle, and Blind Time Attack) at launch and paid themes. YAY.

Even more “YAY” how even private matches are walled beyond a paid upgrade.

But the main, free attraction is obviously the eponymous “Pacman 99” mode. While everyone plays in their separate mazes, by eating ghosts you sent mini-Pacmans into other players’ games, which aren’t deadly but will slow you down, and this can be used alongside the… NOT explained at all ability to choose how the power pellets operate to create more strategies: stronger power pellets will do more damage, but the time the ghosts will stay vulnerable for less time, etc. Also, while the mini-Pacs can be simply eaten, it’s better to not ignore them completely either…

There’s a bit more to digest here in terms of extra layers over the time-tested Pac Man formula in comparison to (take a swig) Tetris 99, so it may not be as immediatly intuitive, but regardless if you use the more advanced strategies or not, it’s yet again a surprisingly simple, addictive & effective way to adapt an arcade classic, enhancing the formula for modernity without compromising or ruining it in the process.