
The boss battles have been slightly redesigned. There are also a number of pig costumes so you can converse with friendly pigs. The flying squirrel costume will allow him to glide, and the swimming pig costume allows him to more easily swim. The basic mechanics are the same, though borrowing a concept from the later Super Mario Bros. games, Tomba can equip himself with costumes. The quest log also details which quests have been accepted, and which have been completed. Items are marked depending on what they are for, they can read descriptions and what has been said about them. However, at some point you can find magical feathers, which make teleportation instantaneous. While it’s better than using the charity wing or Baron the dog from the previous game, it’s still cumbersome, as the mine is quite labyrinthine, with sprawling, identical looking environments. You can move between levels using an underground mine, which is opened up as soon as a certain pig is defeated. Something like that ruins the sense of surprise and diminishes the fun of the game greatly. The AP boxes no longer contain individual items, but rather gold pig snouts which are all used for a single quest late in the game.

There are also no more events that can be lost forever and require the players to start over to get them, which is very welcome. The events have become a bit more self-explanatory and less obtuse, including some minigames such as a mine-cart ride, a giant chicken washing minigame and mouse riding game. Since the game is much more straightforward, the map is gone. Then, explore each area again, getting the sidequests and finding the portals to the evil pig’s realm. A good way to play this game is to simply go through the areas, and follow the story until the player reaches to the end. This is both a bad and a good thing, depending on the player’s preferences.

Tomba! 2 is a lot more linear than the first, with areas opened up one after another. However, like Zelda‘s Navi, this kind of character isn’t really needed, as it sucks all of the fun of figuring out things yourself, and is somewhat insulting to the intelligence of the player. Zippo helps Tomba out by giving him clues and generally point out what to do in every single situation. The story this time concerns Tomba being visited by a fairy called Zippo, urging Tomba to help his hitherto unseen girlfriend Tabby from the evil pigs. Unfortunately, the frame rate has been downgraded from the 60 FPS of the original to 30 FPS, and the controls aren’t quite as responsive, but it’s still serviceable. It looks messier than the original, but for a PS1 game it’s pretty decent, maintaining the same silly aesthetics of the original. The camera is more dynamic, so it looks like a 3D platformer, even though it still controls on a 2D plane, except in towns.

Most strikingly, the sprites have been replaced with 3D polygonal models. I even downloaded Tomba 1 for my PS1 emulator on my smartphone, so I could play it again now.The sequel to Tomba!, subtitled The Evil Swine Returns, improves on a few important points.

While it allows for events to be activated and warps to be used for area and level transitions, it doesn't exactly allow you to have a real inventory besides keeping three items, with one being equipped by the character, one being in an item box and the third one being carried by the character by holding a grab button, but I recently got to know the Tomba series via the first game and I already like it a lot, so I got the idea to lend a helping hand when I saw your project. I have been working on a few games using the Super Mario Brothers X engine in the past, but so far I have only released one to the public, due to a friend's request.The wiki is still very new and won't be able to give you a detailed description on the possibilites of SMBX, but you can view some screenshots of my game over at the 'Official Gameplay Screenshots' section of the article.I don't know if the SMBX engine is the best way to support a Tomba fangame.
