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Tomba! is a side-scrolling platformer in which players control Tomba, a wild boy on the search for his grandfather's bangle that was stolen by some evil pigs. Although Tomba is normally restricted to a two-dimensional plane, there are certain points where he can jump or climb onto a new plane. Tomba's main method of attack is to jump on top of enemies to grab them, allowing him to hop around on them before throwing them away. This can also be used to open other objects such as eggs or treasure chests. Tomba is also able to use various projectile weapons such as maces and boomerangs and can swing on branches and poles. The game is based around a mission system, where the main character's (Tomba's) skills are employed to complete various tasks. Completion of a mission gives a certain amount of adventure points (AP) which are required for AP boxes which contain food (which gives you AP and restores 1 space of vitality) or items, and you may for example need 50,000 AP to open one. AP is also used to gain access to special places or information later in the game. Not all missions are necessary to progress in the game, however, they are required to achieve full completion. There are 130 events (missions) in the game, many of them rely on other events to be completed.
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15 hours
TOMBA. Nossa senhora como esse jogo virou uma grande piada no canal. Tenho com ele uma relação de carinho e odio ao mesmo tempo. Sua historia é assim. Você o principal estava descansando apos uma caçada e viu porcos roubando comida. Você ate eles para lhe ensinar uma lição, mas acaba levando uma surra e tendo o seu bracele roubado. Assim nosso heroi acorda e começa a sua aventura para recuperar seu item perdido. Seu gameplay inicialmente parece um jogo de combate ou plataforma mas ai que você se engana forte. Esse jogo tem muito mais elemtentos de RPG ou Click point que outros. Talvez ele não tenha que "clickar" na tela pra resolver as propostas, mas ele faz muitas vezes você prestar atenção em dialogos ou rodar pelos mapas procurando os itens que para completar os desafios. Eu diria que ele é um jogo de quebra-cabeça, mas tambem não estaria totalmente certo. Ele é unico, ele é TOMBA xD. Em geral você corre, pula, usa as suas armas, fala com os npcs, encocha eles, quer dizer você pula encima deles xD e assim vai resolvendo. Um dos problemas que mais irrito no jogo foi justamente isso. Eu fui esperando um jogo plataforma e combate e recebi um jogo de quebra-cabeça, point-click e RPG. Seu visual pelo menos do 1 não envelheceu legal, mas olha que pra epoca você nota que é extreamente criativo e diferente. Sua fases são bem diferente e unicas. O jogo todo é bem diferente e unico. Sua soundtrack é bem aquela energia de jogo antigo. Elas são legas de ouvir e sáo bem climatizadas. Seus efeitos sonoros também. Este foi um jogo que eu digo que não envelheceu bem, mas eu digo que foi um jogo tão unico que provavelmente eu vou lembrar dele até meus ultimos momentos. Eu recomendo para pessoas que gostam de jogos de exploração e quebra-cabeça. Ele não é um jogo dificil e muitas vezes vai pedir paciencia para você pensar como resolver os quebra-cabeças que o proprio jogo proproem. o/
Ce jeu était vraiment pas mal à l'époque. je l'ai poncé aussi car il le méritait même si personne ne connaissait ce jeu.
7 hours
Stormy Mountain can suck my ass.
This is a really good game but there are a few parts that drove me insane. The piggy cart minigame is one of them. Could do with a quest tracker, too.
Giocato taaantissimi anni fa e poi ripreso con l'emulatore, gioco della mia infanzia. Mi piacerebbe molto che lo rimasterizzassero, sarebbe un sogno. Carino, colorato e divertente!
absolutely loved what this game brought to the table after having revisited it i still loved it
This game is a nebulous mess. The player is given a list of all the missions to look over as they are uncovered, but the descriptions in the list are single-sentence hints at what the objective is. There is no direct mention of where each event takes place, or any items you might need to finish it. Pathways on the game's map do not visually match the directions the player takes in a 2.5D platformer, so you have to think about the connection points in a weird way. Most of the missions you stumble across without knowing what they mean, what they're for, or how important they are to the story. Players must rely on a lot of contextual, and often vague, dialogue to piece together the game's expectations.
The boss fights are deceptively easy, because all you have to do is throw a pig into a bag. The bag will float around in a small battle arena. All annoyance comes primarily from the many times a player will try to grab the pig, and end up grabbing another object instead. There are many platforms and poles to swing from that get in the way of the player being offensive. I found the red pig to be the worst, because there's a very small opportunity to grab him before he creates a tornado that throws you into spikes. Every other boss was minimal by comparison.
The environments looked fine and were distinct throughout the game, but their designs needed some work. It wasn't always clear where you could shift planes, or where you could change enter into a new area. The haunted mansion has a place where you see a staircase that has steps leading towards the screen, so naturally the player assumes that pressing down on the d-pad will take them to a new screen. This is not the case, as the player is exected to press up to leave, which is the opposite direction the stairs go. Confusing and unintuitive design like this has no excuse in fifth generation games, especially in a game that is not fully 3D.
Tomba might be fun and inviting to children who don't care to get lost in a game, but this game will waste time for anyone who likes to finish something. You can tell the developers had a specific design and method in mind, but it is hard to tell if the potential this game had suffered primarily from inexperience or a short development period. Movement is mostly fluid when the player is not bombarded by obstacles or enemies, but it can be clumsy when trying to do something specific and timed. The mission where the player must blind the jellyfish by grabbing each of them, then throw one into the other, was hindered by awkward movement. Environments like the lava cave where you travel mainly by jumping across chests or enemies floating in the air was not fun. I found it all too easy to jump too far, or not far enough. This could have been a problem with my joystick, as I'm sure the sensitivity of modern joysticks may not match the sensitivity of old ones.
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