
The page for PTA reviews is up, it’s a bit in the works still, but you’ll be able to refer to it as i will update the page layout and try to keep it up to date as i can.

The page for PTA reviews is up, it’s a bit in the works still, but you’ll be able to refer to it as i will update the page layout and try to keep it up to date as i can.

I have more updates about the blog to share in the future, but let’s start with something i can confirm right now.
Platformation Time Again not only will keep going as usual (if I could i would make it even more recurring of a rubric), but alongside the EXTEND addendums, a will be dedicating a sub-rubric to collections, compilations, and so on, especially due these are becoming more and more widespread as the industry is really scraping about everything in their back catalogue, and platformers (alongside beat em ups) are a big part of this surge of “new money for old rope”.
Specific rules are being written as of now, but it’s 100 % a thing that will happen regardless.
A couple new EXPRESSO reviews will arrive very soon, in the meantime, and you can read my review of the recently released Heart Of The Beast of you so desire.
See ya.

HISTORY
I don’t think i need to explain who Donkey Kong is, heck, you wouldn’t need to do so even back in 1999, as the reboot of the series by british developer Rareware proved to be incredibly successful, reinvigorating DK for a new generation by updating it, and other phrases i’m probably gonna repeat when i eventually tackle the Country games, so i’m just stopping myself here.
Plus its not like DK became this niche Nintendo franchise fans spend years begging for a sequel that they most likely ain’t gonna get.
But for today, let’s pretend we don’t know what Bananza is, or even what Conker’s N64 game would turn out to be, for that matter.
After wrapping up the SNES trilogy of DK games with Donkey Kong Country 3: Dixie’s Double Trouble in late 1996, a team of Rare employees were put to work on a Donkey Kong game for the N64….allegedly it was intended to launch for the then new N64DD add-on but most likely it was an idea by producers that quickly died when the add-on sales were shown to be exactly as low as they were expecting, after years of delays to debut into a market where the Compact Disc was indeed becoming the new norm and making cartridges obsolete.
Curiously it wasn’t even intended as a full 3D platformer, but instead as 2.5D platformer more in line with the Country series , though this version spend 18 months in developments, was ultimately scrapped (if anything of that version survives to this day, it’s being held secret by either old Rare and-or Nintendo staff, there’s no images of it circulating at the time of posting,), a lot of people that worked on Banjo Kazooie were brought in, and the game was reworked into being a typical 3D collectathon platformer in the vein of BK and it’s sequel, Banjo Tooie.
There’s a bit more to the production history of Donkey Kong 64, but it was mostly Rare doing their thing as usual by then, there’s no major scandal, but i would be a fool not talk about about how Nintendo staff checked-in to see the game early on, leading to a terrified Shigeru Miyamoto seeing DK given a realistic double barreled shotgun (producing realistic gun sounds) as a weapon to shoot cartoon beavers with, only for him to quickly sketch up a less alarming, more child friendly and less problematic weaponry, adding leaf branches, a more wooden design, the now iconic “coconut gun”, which was immediatly implemented in the game.
All of this just because the realistic gun was a placeholder Rare absent mindedly left in.
For reference, this review is based on both my old playthrough of DK 64 on original N64 hardware and a fresh run of the version released via the N64 Classics app/service on Switch 2 (as all N64 games, it can run on the old Switch 1 consoles as well).
Continua a leggere “Platformation Time Again #10: Donkey Kong 64 N64 | NSWITCH/NSWITCH2”
Never tought i would have to say it, but we have to talk about James Pond.
I guess since retro collections are in now, System 3 decided to resell its old series of Amiga borne platformers, the James Pond games, of which i played a bit of the second one, Operation Robocod, as a PS1 Classic release on the PS3, actually, with this collection including pretty much all versions of all 3 James Pond games, plus the sports spin-off The Aquabats.
They are rereleasing this also a physical release on Switch 2…. but even that being “exclusive” is most likely bullshit as a PEGI rating for a PS5 version has been spotted already.
Look, System 3 already were famous for being cheap since forever, heck remember when they put out on PS4 a SNES game they pretended was cancelled back in the day, for full price (and lied about upcoming free DLCs), with Putty Squad… which they also released basically on launch for the PS4.
These people wanted 40 bucks for Super Fruit Fall on the Wii during its launch, i do remember that, so it checks out, System 3 peddled crap like this for a living since forever, and given what i played of Operation Robocod, i can believe people commenting how this is kinda apt because the James Pond games were indeed trash even back then.
Continua a leggere “Platformation Time Again: The James Pond Collection GenAI Marketing Suicidefest”
Ubisoft is in so much in financial straits that it’s willing to remember they have this historic franchise that built their company back in the day, outside of licensing him so he can sniff coke and enjoy body sushi in a Netflix animated special.
I mean, good for him, but there’s no hiding the fact Ubisoft is making this to (also) try recoup some goodwill… which is obvious bullshit since i do remember when back in the 2010s they held the IP “hostage”, basically saying that if they wanted another 2D Rayman after Origins customers would have to prove their loyalty by buying the new Assassin Creed and their other shit.
Heck, they even did the same shtick for Beyond Good & Evil 2, which has been in development hell for years and at this point i’m sure fans would be pleased if they did just cancelled it instead of vaping up our asses, since i doubt modern Ubisoft is able to make a real follow up to BG&E without… well, “Ubisofting” it to oblivion.
But we’ll deal with that if they ever say anything substantial about it ever again, at the moment Ubisoft is doing some remasters, having launched earlier this year a collection of the many versions and ports of the original Rayman, and conferming the leaked reveal of a Rayman Legends remake…. as in, a graphical remake, meant to include all content that was previously exclusive to the Wii U and then the Switch rerelease.
I don’t necessarily think remaking the game to use 3D models when it’s still a 2D platformer made much sense, but on the other hand they also had the bright idea of including a rerelease of the previous modern 2D Rayman game, with Rayman Origins Enhanced Edition just included in the base release, not beholden to a special launch edition or one of their “deluxe” tiers, which i think it’s a very smart move on their part, as it justifies the price a bit more.
Still pissed off like pretty much all modern Ubisoft…. well, all modern console releasess, even physical copies will require to basically download the entire thing via internet, and i’m sure Origins will just be a voucher to redeem even on PS5.
Sure as hell i won’t be preordering since i still have Wii release of Origins and the original Wii U version of Legends (plus the Switch port), so in case i end up managing to prepare a PTA review on those, i’ll use those mostly for the time being, though there isn’t any review for the rubric coming soon that’s about the French limbless hero of yore.
I’ve considered doing one on the original Rayman but i just couldn’t fit it in the schedule before, and i definitely do not now, i would like to, but i’ve also got a book to write so it ain’t exactly high on my “to do list”. Sorry.
Hopefully Ubisoft can get around to rerelease Rayman 2 and 3, before they likely will kick the bucket-get absorbed by Vivendi or something, i would like at the very least, since i’m not really betting any money in them doing a new 2D or 3D Rayman game detatched from the fuckin “rabbit Minions”.
But then again, a new Spyro has been announced despite Activision-Blizzard, so maybe there is a brighter future awaiting the brainchild or Mr. Ancel, in spite of everything….

HISTORY
Given it’s quite well known how Croc came to be, i’m tempted to brashly summarize things, as most you already know this was originally a Yoshi game Argonaut Games (more famous for their collaborative work in the original Starfox/Starwing on SNES) proposed to Nintendo in 1994, only for it to be rejected, but instead they reworked the prototype (which was a mix of Mario Kart and Super Mario World called Yoshi’s Racing) into their own IP as 3D platformer, and since they cut direct ties with Nintendo after the original Star Fox 2 – which also had Argonaut involved in developmente – was cancelled, in 1996 they shopped around for publishers until settling with Fox Interactive, as they wanted to make a multimedia franchise out of it.
This is a very succint digest of the story… or is it?
Yes it is.
It said that since the Yoshi Racing prototype was presented in 1994, and it might have strongly influenced Nintendo with the “similar project” they had already in development, which would turn out to be – what else? – Super Mario 64….. but then again, this was said by Argonauts Games founder, Jez San, in 2013 Eurogamer interview, while in a 1997 interview he more cautiously – and correctly – said the similarity between the two games might have been completely coincidental.
Even more so since – as just pointed – Nintendo already had SM64 in development and it’s not like they were many example of 3D platformers before 1996, aside from the original Jumping Flash, which is still peculiar since it’s also a first person 3D platformer, and no, Beam Software’s Bug! was more of a 2.5D affair than a proper 3D platformer.
Continua a leggere “Platformation Time Again # 9: Croc: Legend Of The Gobbos PS1 | PS4, PS5 | GBC”
Enough foreplay, i guess.
Or actually, a teensy bitsy more, because Nintendo did release about everything DK related on their Classic catalogues/apps leading to Bananza’s release, but despite being announced as coming to Switch eventually alongside other N64 titles, the now infamous N64 adventure of the Nintendo primate was missing.
It will arrive on the N64 Nintendo Classics app (which requires the Expansion Pak tier of Nintendo’s online paid subscription) on June 3/4 (June 3 in the US, June 4 in Europe and Japan), so in a week’s time.
I was “Sun Tzu-ing” this occasion for a DK 64 review, i have the game on original hardware, bought years ago before the WIIU Virtual Console rerelease was a thing, i have finished it, and i have been itching to make a big ass PTA review/piece on it, and i do look forward to have a new fresh run and hopefully a better understanding of the game.
BUT since i have already all the schedule set and completed for June and July, and August being very short due to the usual summer break, i have elected to instead move the full lenght Platformation Time Again piece to September.
If Nintendo waited till now to release it, i really don’t feel bad in post-poning my article, i mean, the game came out in 1999, almost 30 years ago, at this point a couple of months won’t age Chunky Kong any further.
Not that you could corrobate that since he’s been M.I.A. since (or worse).
Jokes aside, i’m curious to see fresh reactions and opinions on its design, given it has become a very divisive game over the decades, in terms of platform games anyway.

So, if you survive Easter, congrats, and to better digest the lamb and chocolate induced coma, i’ll soapbox about some things about upcoming reviews and the blog as a whole.
First, i would like to spend some time and then review in EXPRESSO form Arknights Endfield, i have it installed on PS5 but i wasn’t sure, despite me quite liking the original Arknights… as long as i could since i’m a F2P player that doesn’t spend money in microtransactions, period, so eventually i reach the “bottleneck” where they expect you to pay to actually get some progress done before you expire, i get bored and move on.
Still, i have been curious about it, so we’ll see.
Despite earlier planning to do Melee May in a redux fashion, it will happen, though i compromised with a rewrite.
This as i planned to slow down output in order to do some maintenance, organize the reviews proper in categories, that stuff, which i still plan to do during the usual mid-August hiatus, but i would like to do some during May, so if there are less reviews than usual, that will be the reason.
As you might have notices since we’re almost at the two digits mark, i’m committed to keep Platformation Time Again going and hopefully be somewhat costant of a featured rubric, and eventually i will expand the rubric with a specific tier/type about collections, since these are becoming more and more common, as the industry and publishers are scraping up anything that might have nostalgia value to it, heck, they even did remaster-port the Zool games.
On a closing note, One Piece Month will still happen but most likely in a redux fashion, due to how some other returning rubrics will happen, as i will explain later down the line.

HISTORY
While nowadays the Yoshi Island subseries has mixed reception, the original sequel to Super Mario World was indeed (and still is) a classic, peculiar spin-off of the Mario formula, and Yoshi Story was the first follow up/sequel of sort to reiterate on the formula, developed by pretty much all the original team for the original Yoshi’s Island, minus Shigeru Miyamoto, here just supervisor instead of producer or director, that here being Hideki Konno, whose portfolio already included the original Yoshi’s Island and Super Mario Kart.
This one doesn’t have much in terms of production history or weird tidbits about its inception.
It was originally just called Yoshi Island 64 and meant for the ill-fated Japan only N64DD peripheral, the game – like many others – was moved from the floppy drive format to cartridge, and when revealed it was meant to also “flex” the 3D capabilities of the N64 alongside its 2D craft, which was peculiar of a stance to take when 3D was the new fangled tech and the industry was more than happy to join on the bandwagon of immediatly shaming the previous tech as obsolete junk in favour of “the future”, regardless the fact that in this case 3D turned out to be the future.
Also yes, you might remember this one in how Nintendo made the soundtrack available on a CD shaped like Yoshi’s face, similar to the one for Diddy Kong Racing.
While i possess a copy of its Virtual Console rerelease back on the Wii, i have used the version included in the N64 Nintendo Classics catalogue for Switch and Switch 2 (which requires to also have the Expansion Pak tier subscription), and yes, it was also available on the chinese N64-based IQue Player.
Continua a leggere “Platformation Time Again #8: Yoshi’s Story N64”
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.
Continua a leggere “Platformation Time Again #7: Wario World NGC/SWITCH2”