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  1. If you've yet to play the series, chances are you've heard of Jools Watsham's Mutant Mudds games over the years. The first game was a fairly big hit for the indie developer, and the title has since received an enhanced version of the game called Mutant Mudds Deluxe (which offered more levels) as well as a full-blown semi-sequel called Mutant Mudds: Super Challenge that upped the difficulty quite a bit. Now both titles will be receiving the bundle treatment with Mutant Mudds Collection on Switch. Bundled along with Deluxe and Super Challenge is a new puzzle game called Mudd Blocks. Partially a reskin of one of Watsham and Atooi's 3DS-only puzzler Bomb Monkey, Mudd Blocks offers traditional "match three" gameplay while you take on the Mudds in block form. Mutant Mudds Collection is scheduled for release on Nintendo Switch in Q4 2017. No mention on pricing just yet, but we'll keep you informed as the information arrives. Source: IGN Would you be interested in getting the Mutant Mudds Collection on Switch?
  2. Jonathan Higgins

    Review: Mutant Mudds Super Challenge

    Developer: Renegade Kid Publisher: Renegade Kid Platform: 3DS, Wii U Release Date: March 17th, 2016 ESRB: E for Everyone This review is based on the 3DS version of the game In 2012, a new game headed to the Nintendo 3DS eShop had caught my eye. I had low expectations at the time, though. Before playing Mutant Mudds, I went into the experience expecting to be underwhelmed. How many shades of mediocrity marketed to the retro-gaming crowd does it take until someone, somewhere finally manages to get it right? I had no idea that Renegade Kid actually would manage to have exactly what I look for in games from the genre, and that I“d go on to smash the 3DS eShop version, its twenty added levels that were once exclusive to PC, and even the when it was re-released as Mutant Mudds Deluxe to additional platforms. I know our review didn“t come away feeling as strongly as I did, back then. But I think whether your opinions of the original are positive or middling, Mutant Mudds Super Challenge offers a look at how both presentation on the outside, and structure on the inside, has evolved over four years“ time. If you managed to gather everything in the first game, you already know where this one starts. Max sets off alone to investigate a large meteor in a far-off region. If you“re going into Super Challenge hoping for some clues that point towards even more adventures, what happens will absolutely meet your expectations... and maybe even exceed them, if you notice a clever allusion or two that come together towards the end. Much like it picks up exactly where the first game left off with its story, that“s also true for its level design. The learning curve present in Max“s first adventure is completely gone -- the controls are easy to learn, and it“s only the levels themselves that get more complex, so I wouldn“t say playing the original is absolutely required. Both games can stand on their own, and offer fundamentally different things from each other -- like the nuances between the original Super Mario Bros. and the numbered sequel that didn“t leave Japan until it came over here as “The Lost Levelsâ€�, years later. Aesthetic evolution will be apparent right away. The Lost Levels didn“t change the original“s graphics much at all, but that“s absolutely not the case here. The hub world is sliced apart thematically to show off the types of levels you“ll be having a go at, if you choose to enter. If you look closely enough, you“ll even see that every third level is colored a little differently, indicating that it“s going to be like a Ghost Level first seen in Deluxe. Environments feel much more cohesive and connected. In addition to aesthetic additions, the game features a new Jukebox room where you can listen to 41 tracks you find hidden in the game“s levels. Plenty of the music you hear is the same as before, but there are handfuls of new tracks. If you liked Troupe Gammage“s music from the first Mudds, his new stuff will also delight. Last but not least, the coolest addition (in my opinion) is that there are twenty secret characters to find, if playing as Max isn“t your thing. Evidence of this game taking steps to make itself memorable, despite not “reinventing the wheelâ€� of Mutant Mudds gameplay, starts at the aesthetic level and ends at the kinds of characters you can play as. Each is expertly crafted and deviously hidden. These characters don't alter how the game is played in any way. But including a character from outside of Renegade Kid“s games, , shows that the team wants to make collecting these characters absolutely worth the effort. I feel like there“s one more addition I“m forgetting! Oh right -- a death counter. It“s definitely useful, because with this game“s level design, you“re going to die so much that you“d lose count otherwise. I died 1030 times while playing the game start to finish. But that death counter -- viewable before you even access your save file, has nine digits... indicating that someone, somewhere may theoretically die 999,999,999 times. When you look into the abyss of the Game Over screen, as it prompts you to Retry or Quit while you listen to the familiar tune from the original Mutant Mudds... does it stare back at you? All right...I“ll concede that as much as I want to paint Renegade Kid as these maniacal, evil level designers who will watch players die over and over again for fun... as challenging as these levels are, they“re both inventive and fair. Most of the time. To elaborate on “inventiveâ€�, briefly: There are three power-ups in both Mudds games. While the original required you to collect Golden Diamonds in order to unlock these power-ups, all three are available to Max pretty much right from the start in Super Challenge. Some of the levels take strategic advantage of choosing one power-up over another. Attempting levels with just the Vertical Boost at your disposal is way different than going about them with the Extended Hover. Plenty of the Secret Lands will have you only be able to access them with the Power-Shot, so you can“t use the longer or higher jumps as crutches to accomplish your mission. Adds some replay value, for sure! But the thing that stood out to me the most about the level design in Super Challenge is how the levels themselves seemed as cohesive and connected as the artistry that houses them. Longtime Mudds fans know full well about the hammers that can sometimes crash down on Max after a brief waiting period. One of the Secret Lands has a design objective that“s carried out specifically through the use of these hammers. The way they crash down...and how you“ll learn to avoid them... is by recognizing the familiar knocking rhythm that goes along with the old folk song “Match in the Gas Tank, Boom Boom.â€� Both how objects and enemies are placed, as well as specific ways to avoid them, appeal to players“ visual and auditory senses. The small touches put into Super Challenge“s inner-workings are just as impressive as the polish on the outside. For the most part, I think the objective of remaining fair but challenging is met. There are occasional portions, however, when I can“t help but question whether a design choice was fair or not. In one of the levels, for example: spikes were placed at both edges of a platform, punishing players whose instinct is to jump after a running start with immediate death as soon as one pixel of Max“s foot touches the edge. If you do make the jump... there are easily five more cleverly arranged platforms of the same design, just begging you to collect the Golden Diamonds around them. They begged me too...then I died 100 times in one sitting. In the twenty minutes it took for me to get from the Checkpoint to the end of that level, my death count went from 852 to 952. So there“s that. There are several instances, I think, where obstacles end up being cheaper than intended, exposing some flaws. I“m also kind of disappointed that mappable controls still haven“t been added. I“m very much an “A to jump, B to shootâ€� kind of guy; Mudds has always made you jump with both A & B, then shoot with Y. Giving me the freedom to choose my own controls would have sponged some of my deaths. The other things that vexed me were two of the game“s five bosses. While all of them have clever designs and executions, and many of them are more puzzle-platforming oriented than combat-based, I“d say the two that are combat-based will add a heaping handful to your death counter. I don“t think the bosses themselves are designed unfairly; it's just that some of the pain associated with confronting them could have been alleviated by having them spit up an extra heart for Max to grab when he hits them. Contemporaries like Shovel Knight, Cave Story, or Bloo Kid 2 offer similar challenges, but more life/hearts to pull them off without frustration. Mutant Mudds Super Challenge brings new level design, bosses, music, aesthetics, and playable characters to the table. Despite sometimes retreading on familiar things, and not offering any new power-ups or ways to utilize Max himself, this is a game that really does its absolute best to stand apart from the one that came before it. With loyalty discounts for owning the first game, and cross-buy options available, its price certainly shouldn“t hurt either. While this is hardly a challenge suited for everyone, it should absolutely delight fans of the first game... and give those who maybe weren“t won over by it a reason to try -- and die -- again. Pros: + Environments and visuals feel invigorated and refreshing, especially in comparison to the first Mutant Mudds. + Levels themselves, while challenging, offer plenty of unique design choices that help make the experience even more memorable + There are numerous things to collect. Golden Diamonds and music tracks are in every level of the game, and there are even secret characters to find. Cons: - Some of the game's more challenging segments may come off a little cheaper than intended. Nothing is impossible, but there are certainly some vexing moments. - Some combat-focused bosses, while unique in their own ways, are perhaps a little too challenging without some way to restore hearts. Overall Score: 9 (out of 10) Fantastic If designing a challenging, but fair action game was ever the key to thwarting an alien invasion, Renegade Kid would be the ones for the job. Disclosure: This game was reviewed using a copy of the game provided by the publisher
  3. It“s certainly no secret that I love Mutant Mudds. And it“s also no secret that I“m highly anticipating Mutant Mudds Super Challenge, a game built "for super players." Ever since the game was initially announced, Renegade Kid promised to take Mudds veterans to task, while introducing more than one new twist in the gameplay. Once I heard Jools Watsham was going to be at E3, I decided I would play through the original Mutant Mudds and see if I could 100% the game during my initial flight into Los Angeles. I“m happy to report I succeeded. Rest assured, I am someone who has effectively mastered that game. And Mutant Mudds: Super Challenge most definitely chewed me up and spit me out. Think of this game as the Super Mario Bros.: The Lost Levels of Mutant Mudds. The gameplay starts off naturally difficult, because it assumes players have at least some experience with the first game. Mutant Mudds teaches you Renegade Kid“s level design conventions. Super Challenge shows you ways those conventions can be turned on their head sometimes, often leaving you to curse out loud at the game“s tendency to be a little mean. The game picks up right where the first left off. After gathering absolutely everything in the first game, Max says he“s going to go off on his own to investigate some "new intel." His new quest brings him to a brand new hub world that feels absolutely refreshing and much more open than the first game, as though you're progressing towards some larger purpose rather than just completing levels and cleaning up muddy pests. I played one later level from each world, including the final one, as well as facing one of many bosses. So, what“s changed? First and foremost, the diamonds you collect in each level as you progress to the end are much more cleverly hidden, or in particularly cruel spots. The first game sort of treated these collectibles as a path leading to the end of the level. In the case of Super Challenge, though, I can almost guarantee you won“t get all 100 on your first go...either because they“re too tricky to get to without a challenge, or because you“ll miss them at first, since you“re too focused on the chaos around you. The overall presentation is much improved as well. The ice glistens with a sparkle effect. The game“s 3D now places Max behind clouds in the game“s sky levels instead of simply placing him on the foreground. Kind of feels like a slight nod to Mega Man. Level designs often follow various themes now, such as one of later ones being a mirrored reflection of itself that has you approach it from both the left and right sides. There are handfuls of small touches that will make you appreciate how much love Renegade Kid put into the experience. It really does feel like a stepping stone to Mutant Mudds 2. I wouldn“t be surprised if many of the stylings of this game made it into the sequel. What impressed me the most, though, was the boss I fought. Every third level in the game is a ghost level, like those found in Mutant Mudds Deluxe. And the boss I fought...was also a ghost! That meant you could only harm it (and the other enemies around it) with a ghost shot item limited to only ten uses. Hitting the boss was easy. But getting to him... ergo, defeating the many ghost Mudds that stood between me and the boss that involve tricky platforming to avoid — was another matter. Most boss battles would have you just shoot something until it dies. The boss battle I experienced cleverly meshed tricky Mutant Mudds platforming with combat. Want to take up the challenge for yourself? There's a demo of Mutant Mudds Super Challenge on the eShop right now! The game will be released this summer. Do check out Renegade Kid“s official site for more information on this game, Dementium Remastered, and more!
  4. Jools Watsham at Renegade Kid has been teasing a new game announcement from Renegade Kid for a few days now. Today, on the third anniversary of Mutant Mudds' release, he took to Twitter to announce Mutant Mudds Super Challenge for 3DS and Wii U: One last bit of info from Jools is that Mutant Mudds Super Challenge will not replace Mutant Mudds 2. "Think of it as more of a delicious stepping stone of fun and challenge," Watsham mentioned. As aforementioned, this month's Nintendo Force offers more information on the next game from Renegade Kid, including two new world themes, as well as the one shown in the article above. We'll offer more details as they come! Be sure to check out our review of Mutant Mudds if you haven't already! Also be sure to swing by Renegade Kid's official site. Are you excited for Mutant Mudds Super Challenge? Be sure to let us know!
  5. If you've played Mutant Mudds, you'd know it's a pretty decent game and certainly a good enough fit for Steam given all the other games that have made it onto the platform, but it seems as if Renegade Kid has gone through hoops trying to get the game onto Steam with no success, even attempting to go through Greenlight as well. In his recent blog, Renegade Kid Co-Founder Jools Watsham explains exactly why Mutant Mudds hasn't made it onto Steam yet, and why that's troubling for them. Here's a partial excerpt: Check out the full blog here: http://joolswatsham....t.html?spref=tw
  6. Jason Clement

    Mutant Mudds 2 Confirmed By Renegade Kid

    Today, Renegade Kid's Jools Watsham made a casual announcement on Twitter that a sequel to last year's Mutant Mudds (which we gave a favorable review to) will happen for certain and that it will indeed be different from the upcoming Mutant Mudds Deluxe for Wii U. No gameplay specifics have been detailed, nor is the game confirmed to be in development at the moment; Watsham has only announced his intention to have it happen at some point (likely in the near future). There are no platforms announced for the game either at this time, though it would seem likely that the 3DS eShop will be a targeted platform given Renegade Kid's longstanding relationship with Nintendo platforms and since the original Mutant Mudds was released there first. In the meantime, Renegade Kid's next releases will be ATV Wild Ride, which is scheduled to release on the 3DS eShop in the near future; and Mutant Mudds Deluxe, an enhanced version of the original Mutant Mudds with additional content that is heading to the Wii U eShop. Watsham is hopeful that both games will release this quarter. Did you play the original Mutant Mudds? Are you looking forward to an eventual Mutant Mudds 2?
  7. Jason Clement

    Mutant Mudds Review

    Developer: Renegade Kid Publisher: Renegade Kid Platform: 3DS eShop Release Date: Out Now ESRB: E There's no doubt that Nintendo's eShop service for the 3DS started out a bit slow, but over the holidays it has pumped out some great original content, starting with Pushmo and continuing on with Mighty Switch Force, VVVVVV, and Zen Pinball 3D. I'm happy to say that Renegade Kid's first endeavor on the eShop, Mutant Mudds, carries on the streak of great games. In what seems to be an all-but forgotten genre nowadays, the game features a young boy with glasses named Max as he fights against the titular Mutant Mudds in a brand new platformer that harkens back to the good ol' 8-bit days of the NES. So grab your super soaker and read on below to hear about one of the most interesting new original games this year so far. Mutant Mudds hits the ground running from the first moments of the first level. With only the most simplistic of instructions (signboards that you tell you what a certain button does as you pass by), the game is almost a return to the old style of NES games that left players to their own devices as far as how the game is played. Fortunately, there isn't too much to the controls; mostly moving left or right, jumping (and hovering with Max's water-based jetpack), and shooting blobs of water at enemies. However, don't think that the simple controls are indicative of the game being easy- far from. In fact, Mutant Mudds is one of the most punishingly difficult games I've played in some time. I don't know if I'd rank it alongside the likes of Super Meat Boy, but again, it really does reflect the 8-bit days where games were genuinely challenging. Much of the challenge comes with timed jumps and your ability to defeat the different breeds of "mutant Mudds," which can range from a standard floating Mudd to ones that shoot projectiles or even ones that carry a sword and shield. Each level is designed with these factors in mind, so you may come across a narrow corridor with a few Mudds to dispatch first, or you may have to make a jump to a small platform with a Mudd on it, so either you'll have to position yourself in a way that you'll have just enough room to land while still not touching the Mudd or you'll have to defeat it first. You'll also make use of a special platform in order to traverse between the foreground and the background as you make your way through each level. While these platforming conventions offer a great challenge for most, I actually started to grow a little tired of them a little more than halfway through the game. For all of the interesting layouts in its levels though, Mutant Mudds feels like it's missing something. There are a few "power-ups" that you'll have access to after collecting a certain number of the many numerous medals scattered about each level and you'll need to go back and make use of all of the power-ups in order to access the game's secret levels, but it just doesn't seem like enough to really give the game enough variety. In fact, the game only has four or five main enemies or so, and a few lesser ones that are meant to serve as nothing more than obstacles. Once you learn each enemy's attack pattern, it slowly becomes monotonous in having to deal with them; there are only so many times I can jump over a sword and shield-armed Mudd, only to shoot it three times in the back to defeat it. And while the different power-ups do have their use throughout levels, they simply don't change up the gameplay enough to really give it some pizazz; you're simply relegated to a jetpack that let's you reach greater heights, a jetpack that let's you hover longer, and a special water gun that breaks orange walls. That's it. So when there's only one way method of defeating enemies, it can get a little monotonous. On the flipside, developer Renegade Kid put most of the emphasis on the actual platforming itself, thus many of the levels are built around Maxwell's jetpack and how skillfully you use it. It works well for the most part, but I wish there were some more ideas built in to each world. In contrast, VVVVVV's different levels introduced entirely new gameplay concepts that worked well and made the game continually interesting; it would have been nice to see a similar treatment used in this game. Visually though, the game has a very nice and clean esthetic to it, with 8-bit-like pixelated graphics that really pop (especially when the screen's brightness is turned up to max). In addition, the transitions from foreground to middleground to background are handled very well, with no noise or degrading of the sprites themselves. Maxwell might appear a little small on the background, but he's still very much visible enough to see what's going on, and the fact that foreground objects and enemies often obscure what is going on in the background makes for an interesting challenge at times. Also, some of the music in the soundtrack is very good, reminding me of early Mega Man games and Capcom's other 8-bit hits. Overall, Mutant Mudds still offers some of the best value out of all the eShop games despite some of its shortcomings. I clocked in at almost six hours when I was done with the game, so there's definitely a bit of content to play through. With 40 different levels to play through, challenging gameplay, and some rockin' 8-bit tunes, Mutant Mudds is still worth playing if you're a fan of platformers (especially if you loved the NES games of the late 80's and early 90's); it's just a shame that the game never evolves beyond basic platforming. Pros: + Interesting level designs; later levels are very challenging + Visuals have a very attractive 8-bit look to them. + Music is catchy Cons: - Game feels a little repetitive in design in certain parts - Not a whole lot of variety throughout the game Overall Score: 7.5 (out of 10) Good Mutant Mudds is an admirable attempt at a new IP by Renegade Kid even if it falls short a little. If you're looking for something new and challenging to download off the eShop, I'd recommend giving it a try.