I do say this as a curiosity, not necessarily a criticism. And yet, this is the crux of the gameplay here. Everyone else has long since mastered that. "Kids Game? Why don't we try chasing the Tweenage Demo like everyone else?" It's bizarre for me to pick up a game from 2013 then get told that my big new mechanic to grapple with today is 'Jump on Enemies to gain height'. They try and throw in a really cool idea that makes them stand out. Up until this point, I've been drawn towards games that try and have a gimmick. And even that throws in a time rewind button to allow the player to correct mistakes. Even Shovel Knight, a throwback inspired game from the same era Castle of Illusion was born into, had shovel moves, side-grade armour to collect and exploration aplomb! Lastly, the closest modern game to this in terms of mechanics is probably Time Surfer as bouncing around on things is a necessary and rewarding part of the game. New Super Mario World had the design philosophy of making a 3D game play with the feel of a 2D game. Rayman Origins is built around running at a constant, steady speed then trying to bounce through the levels without any trouble. In VVVVVV, I had no jump button, only the ability to flip gravity back and forth. That does explain it's incredibly basic strategy in regards to mechanics.Īfter all, at this point I had to mess around with time manipulation in Braid. It really is more of a kid's game than anything else I've ever really played that wasn't educational. It's just hard enough that it doesn't feel like a walking simulator but easy enough for Junior to feel just comfortable enough with his less developed skills. Not mind blowing or even that challenging in spots. Though, it wouldn't hurt to have a joypad to play with. Otherwise, you touch the right hand side for jumping. So, with a change, I made the virtual stick become omnipresent while playing. That let's be stay frosty and change directions on the fly as much as I'd like. Instead, I prefer my on-screen controls to work via tapping, like I'm using a D-Pad I can't feel. I don't like having to drag my thumb across my screen as the friction my skin will inevitably create as it squeaks over the glass makes my actions more sluggish than I'd like. You then slide your thumb around to move Mickey, lifting off to stop giving input. The standard control scheme will create a 'Virtual Stick' that acts as a flat analogue stick that appears on screen, wherever you put your thumb down on the left hand side of the screen. They work OK but I did have to fiddle with them. Oh no! The version I got was on Android despite being on PSN and Xbox and all that other stuff too. Play Golden Axe or Smash TV.īut the remake of Castle of Illusion has more than just the redundancy factor that most remakes face, which is: 'We have the old one, why are you doing it again?'. It's slower than a glacier and the Co-Op is straight up awkward. I would not necessarily recommend World of Illusion. Weirdly, it's the only Co-Op 2D Platformer I know of on the console. World of Illusion was something I picked up for curiosity's sake more recently along with a bunch of other games to fill out my collection of stuff I'll play when the servers for Splatoon are down. The 'Steamboat Willie' level is now burned into my psyche as a result. That was a fun, challenging run-and-jump fest with levels inspired by different eras of Mickey's career. Mickey Mania was a staple of the times I spent with my next door neighbour's Mega Drive/Genesis. While I've never played the original Castle of Illusion, I have played some of the other things they've made with the Mouse. So, it was nice of them to include some fun in the bundle too. There's a few clunkier additions here and there but when your repertoire includes applebuckin' Ducktails you know you have a brand you can have some faith in.Īnd of course, Disney Interactive could slap Mickey on anything and make a buck quick. Disney branded 90's Platformers were a small goldmine for both parties involved. You see, I'm old enough to remember the games this thing claims to have taken inspiration from. This game is a little weird to talk about from where I'm sitting.
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