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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Platformation Time Again: The “WAH” Heard All Around The World & Ubisoft Oldies

the Nintendo back catalogue offerings have been very little and mostly minor, so i was surprised to see all of sudden some old Ubisoft titles surface as part of the N64 Classics app, Rayman 2 not so much, but i did not expect at all to see a rerelease of Tonic Trouble, a mostly forgotten Ubisoft platformer-puzzler of that era that can be seen as a sister game to Rayman 2, which in return has been re-released to hell and back, and one whose N64 version isn’t exactly the most praised or definitive, but it’s good to have that too, since the two games kinda go together, in a way, and will be available on the service (which does require having the Expansion Pak tier of NSO subscription) on Dicember 17th, so very soon indeed.

Also, this happening a mere month after i bought an used copy of Tonic Trouble on the N64 is definitely a timing of all time, but what can you do?

I could take this as a sign of sorts, but the full lenght review for that on the rubric will have to wait at least until May.

Even more surprising, is the Gamecube Classics for Switch 2 adding off Wario World, the only 3D platformer outing for the “evil Mario” himself still, one i had mixed feelings about but personally felt it needed a follow up of sorts, a second chance since it’s not exactly a great game, even when it came out the Gamecube had way better platformers to offer, but i do have a fondness for it.

I did actually review that at detail before, but i’m gonna play it from scratch on the Switch 2 Gamecube app to see if i changed my mind about it or not, so expect that kinda extended rewrite somewhere early 2026.

[EXPRESSO] Donkey Kong Bananza NSWITCH2 | Potassium Primus

Holy banana Batman, this is some primo 3D platformers with some bonkers mesh of a Red Faction style terrain-enviroment destructibility, an 3D DK platformer (with some stylings taken from both Mario Odyssey and Bowser Fury) that plays with the open world idea without being one for the sake of it, and often feels like the recent Zelda mainline games, with climbing, falling down and how it handles challenge rooms/levels.

The plot sees DK going on a island where they’re mining a new kind of banana-gem, encountering an odd talking rock, that (in a reverse Jojolion twist) turns out to be a very young Pauline, whom DK then travels with – Wreck It Ralph style – by exploring the many layes of an abyss leading to the planet core, where a special vein of “Banandium” is located, apparently able to grant any wish, which is why the greedy Void Kong and his underlings are also after it and want Pauline for unknown reasons..

Gameplay it’s a mesh of lot of things from DK games, Mario, other Nintendo games, and a lot more, but done in a way that is original, fresh, and unique, managing to feel and play new even when old time fans might see some crazy ideas as “remixes” of old DK staples (especially from the Country series), it looks great, runs mostly well, and it’s a treasure trove of stuff to find, all fun and constantly rewarding, it’s a massive world full of secrets to find, that is also constantly fun simply indulging how you can break almost everything in a level, even more with the weird “Bananza” transformations that go from “DK SSJ4” to weird hybrids.

I will have a proper review for it down the line, let’s just say this is a Switch 2 MUST HAVE.

Halfway (?) through Donkey Kong Bananza

So this is just a quick post, not gonna get into any detail since i would love to feature this into a Platformation Time Again big ass review, and i’m gonna do a quick EXPRESSO review once i beat the game…. which i apparently i’m just barely halfway through, from have i’ve been told, and that already is telling this maybe should have been the launch game, this is stuff that sells you on the console, that good.

(i’ve played platformers that were about the same lenght- can’t specify because the game doesn’t keep an internal playtimer – and nowhere as good AND dense of fun stuff to do)

It’s an impressive game, it’s basically a modern 3D DK game done by most of the core Super Mario Odissey team at Nintendo (which you can tell by how it handles costumes and special collectibles), with the main new mechanic being the ability to basically destroy and burrows almost everything in the level, almost mixing a touch of Red Faction destructible enviroment but done in a “sandbox” way, despite the game not being open world, the approach is that you’re encouraged, rewarded and if not required you might find unthordox ways to reach a certain collectable by digging in certain ways or tearing and throwing different types of terrains around.

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