At the risk of losing all credibility in a single blog post, let it be known that I had fun with my Virtual Boy years ago. The eye-searing red display and neck-cramping visor design ensured that the fun never lasted too long, but for all of Nintendo’s colossal missteps, it at least got one thing right: Virtual Boy Wario Land. As an un-numbered entry on a forgotten system, there’s a good chance that you never were able to play it, and that is a true tragedy. VB Wario Land featured the same clever level design and antihero charm as the GameBoy entries. More importantly though, the game was the most successful (and possibly the first) to ask the player to jump back and forth between the foreground and background. This innovation gave a sense of depth that many “2.5D” platformers only dream of, and until Mutant Mudds launched on the 3DS last week, VB Wario Land remained unmatched.
Sure, there have been some developers that toyed with the idea along the way. The Paper Mario series often features pipes that bring you to hidden items in the background, and Donkey Kong Country Returns features some dynamic set pieces that make frequent use of the temples and trees in the distance. Last year’s Shantae sequel for the DSi and iOS also springs to mind, though the layered levels are too confusing for their own good. I’m sure that you, the reader, can rattle off a few examples as well. However, to see Mutant Mudds in motion is a thing of beauty, and that’s largely because of the way it uses the 3D display and alternating planes.
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