Sunday, January 28

Review: Super One More Jump [Nintendo Switch eShop]

One of the great things that the mobile space brought back to gaming was the concept of simplicity in control and how it can still make for challenging and compelling games. In particular the one-button control scheme, on its face, can seem quite basic or even boring, but when paired with the right game mechanics and level designs it can lead to some inventive fun. Super One More Jump manages to eke out a significant amount of mileage built around only being able to jump, and does so through smart use of a few key elements combined with some challenging stage layouts.

The basic idea is that you control your avatar by tapping any of the buttons on the controller (though oddly the triggers don’t work) to hop your way between platforms, over gaps, and through obstacles. You could be content to merely manage to survive to the exit point of each stage but that would be missing out on the fun! Each level also has 3 gems on it, placed in spots where you’ll often have to flex your timing skills in order to capture them. Get them all and you’ll have mastered the level in Classic mode, opening things up to complete in the other 3 modes, though this is optional and I couldn’t see any particular benefit to doing other than for your own satisfaction. These gems will also serve as a sort of currency for changing up the look of the game or your character, owing to some cool community-created art, and unlocking additional modes to extend your fun. While the alternative art can be great for helping to make the game more personalized you should note that in some sets critical elements are sometimes assigned confusing or hard-to-see icons, potentially making them a liability in some cases. Still, it is a great value-added feature.

While in the early going the game will feel almost painfully simple for each new group of levels you unlock new concepts will be introduced and the degree of challenge will typically make a considerable jump. You’ll soon find yourself moving from laughing the game off as too easy to questioning your core gaming abilities when you’ve managed to die about 10 times in a row just trying to perfect the timing to grab that one gem without then dying. Best played in short bursts it is a great pick-up-and-play title with a load of charm, over 100 core levels, and unlockable content that will put your reflexes and sanity to the test. To boot if you can find some friends who dig the core gameplay it has multiplayer modes to offer up as well. It’s a pleasant surprise of a gem in an overall unassuming package.

Score: 7.5

  • Manages to be challenging despite its one-button nature
  • A wide array of art styles help you personalize your game experience
  • An abundance of levels, additional unlockable modes, and even multiplayer support give this budget title serious legs if you buy into the core gameplay

  • Not everyone will get sucked into the basic style of gameplay
  • Some of the art styles can have confusing or muddled elements in them, making them harder to enjoy
  • Though there are 3 additional modes you can conquer levels in I couldn’t see any compelling reason offered to bother

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