

If you already have three, then the last in your list gets sent to storage. Some things may not be to some people’s taste, such as the costume system. Getting a new costume (this game’s version of power-ups) and thinking about all the places you can now get to in this and previous levels.

Seeing a collectable out of reach and trying to figure out how you get there. The bulk of the game’s fun is more in the exploration. Technically there is an end to the level, and a boss for each, but if you just run from point A to point B you will have a short and easy game. Think Banjo-Kazooie rather than Mario Sunshine. It’s a standard platformer game that leans heavily on the exploration aspect and utilizing a variety of moves that are unlocked throughout the game. However, having the world story so condensed makes the story flash by quickly that it has no time to sink in or grow suspense/anticipation. It’s good for young players and people who have big gaps between play sections who may not remember what happened two long levels ago. The only thing I am on the fence about is how the cutscenes explaining the central character of each world’s story is placed directly before and after the boss of the world. But, if you can enjoy a game or story without having every minute question answered, and maybe have a bit of imagination to come up with your own answers or connection, then you can understand and enjoy the story. For some people this may not be enough to entertain/satisfy them. That is how Balan Wonderworld’s story is told. Where did the mansion come from? Did a bunch of people live and die in the mansion? Did they all live together at the same time? Why are some ghosts amorphous blobs while others hold a human form? Who trapped the Boos in the mansion? How does the ghosts -> painting machine work, and how did King Boo do it without the machine? These questions are never explained in game, or have a vague answer in optional text. Use the vacuum to rid the mansion of ghosts and save Mario.

A scientist has made a vacuum that sucks up ghost and a machine that turns bigger ghosts into painting. Ghosts scare Luigi and the ghosts have captured his brother Mario, so Luigi wants them gone. The game makes it clear that Luigi wants to live in the mansion, but there are ghosts in there. Like a cartoony platformer on the N64 or early GameCube, the general idea of the story is understandable, but there is no detailed explanation on how or why the world works the way it does. There are silly dance scenes set to gibberish music, elastic characters and creatures that bounce and flip around, and cute moments like creatures cheering for you as you enter a room and fuzzy little creatures (called Tims) that follow you around, beg for food, and occasionally ware little hats.
TIMS BALAN WONDERWORLD FULL
