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Review of Cocoto Platform Jumper on PlayStation 2

by Jay Aborro Jay Aborro photo Jul 2004
Cover image of Cocoto Platform Jumper on PS2
Gamefings Score: 5
Platform: PS2 PS2 logo
Released: 09 Jul 2004
Genre: Platform
Developer: Neko Entertainment
Publisher: Bigben Interactive

Introduction

In a world where the platform genre is dominated by the likes of Mario, Sonic, and whatever peculiar character your niece plays on her tablet, enters Cocoto - a little red imp who thinks that jumping around is a perfectly reasonable way to spend his time. Cocoto Platform Jumper attempts to redefine platform gaming for a generation that still isn't sure whether to admire it for its simplicity or to hurl their controller at the wall in frustration. Released on the PS2 back in 2004, this game is less a revolution and more an invitation to frolic among the pixels like a carefree child on a sugar high.

Gameplay

Cocoto takes you through spiraling levels that seem to assume you've got more patience than a monk at an all-you-can-eat buffet. You control this imp (who might as well be named 'Coco the Clown' for all the brain cells you'd lose trying to remember his name) and jump your way through 40 levels of pure platforming bliss - if your version of bliss includes repurposed mechanics from 'Rainbow Islands: The Story of Bubble Bobble 2'. Most levels have you galloping along magma arches (of course, because nothing says fun like scalding hot rock formations), collecting various shiny objects and power-ups while deflecting enemies with your trusty magnum opus of culinary inspiration: a pitchfork. Yes, that's right, just like they used in medieval times to stab your enemies and bake pies. Talk about versatile. Along the way, you'll encounter checkpoints disguised as fairies - because who doesn't want to have their progress saved by a winged creature? They show up just before you dive headfirst into a boss battle at the end of each world, which is your cue to channel your gaming inner warrior and pray that your reflexes are still working after five energy drinks. The game also features a riveting two-player battle mode which I can only assume was included so the developers could say, 'Look, we are innovative!' - as if watching two imps scream at each other until one claims victory is an actual selling point. The Game Boy Advance version? Let's just say it's like trying to fit a whale in a bathtub. The gameplay gets squished down to 2D - a necessary evil because, apparently, the GBA couldn't handle the complex realities of Cocoto's lavishly designed imp life.

Graphics

Graphically, Cocoto Platform Jumper manages to look like a late 90s cartoon explosion just happened inside your TV. Everything is vibrantly colorful and excessively cheerful, which is great unless you've had a rough day-then it's simply overwhelming. The characters are a peculiar mix of cute and unsettling, like someone decided to cartoonize their nightmares. Meanwhile, the backgrounds are enjoyable enough to provide a delightful backdrop to your incessant jumping and collecting, though you're more likely to become blinded by the sheer brightness than appreciate the artistic effort. You'll find it hard to take anything seriously when your perspective is being assaulted by cheerfulness-so, don't say I didn't warn you!

Conclusion

In conclusion, Cocoto Platform Jumper is the type of game you can pick up for a quick lunchtime laugh while still questioning how it got made in the first place. It exists in that curious space between being an outright disaster and a decent enough way to kill time. Is it innovative? Not in the slightest. Worth your time? If you're bored enough, maybe. But when life gives you a little red imp with a pitchfork, you might as well give it a whirl. Just prepare yourself for a journey through the bizarrely whimsical world of an imp who really, really likes to jump.

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