Reviews from

in the past


An adorable mini-Metroidvania starring some kind of wizard/witch girl as she goes through six fairly large stages. The character is a blast to control for the most part (the grappling hook felt really finnicky at times) and even if the levels are large and open-ended, I never really got lost or annoyed in the same way I have in other backtracking-heavy platformers. As with most games of this type, combat is very simple and while the bosses may be larger than life...they don't put up much of a fight.

I do think the level design drops off a bit in the last stage especially, hence why I didn't give this four or more stars. It relies just a bit too much on the whole "press this switch and rush back to the other end of the room before the door shuts" gimmick for my taste. I also found one point where I intentionally had to die because I did not have enough magic stars (the game's equivalent of magic points that allow you to use the abilities you find scattered throughout the stages) to get up to a ledge.

Still, if you can forgive that (and a few annoying sound effects), you're in for a good time that feels surprisingly modern.

bastante bueno el diseño del ultimo nivel ngl

Game Review - originally written by ???

I think this game takes away Umihara Kawase’s title as Cutest Game Ever. Although Rhapsody also comes close. Even after watching the opening story, the plot isn’t really clear as to why this adorable little princess has to go and take down all these demons or what have you. But, you don’t play these kind of games for their story.

You’re a princess. Who looks a lot like Little Red Riding Hood except you’re, uh, Blue. And you’re adorable. Anyways, your goal is to jump around and swing your sword at enemies, until there’s no more enemies to swing your sword at. Basically. You also get powerups, that you can use with the A button, and you have your super badass attack, that you use with Select. But basically it’s just your usual charming platformer that’s really fun to play. Tada!

Thirty-ninth GOTW finished for 2023. This game is both a banger and a frustration. When it's clicking, it's super fun. Tight platforming, cute and charming art style and character design, unique boss design, and varied spells provide for a lot of fun. When it's not, however, it's absolutely frustrating. Some of the platforming is unforgivingly tight, some of the levels are a convoluted mess, and the grappling hook (while neat in it's theory and placement) is an absolute nightmare to actually use, especially in spots where you have to swing from one to another. I think the game is too good not to be overall enjoyable, but these spots certainly weigh down an otherwise great game.

This is one of the most expensive, if not the single most expensive, videogame in the vast Super Famicom catalog, and me, being the huge nerd that I am, couldn't resist the urge to play it just out of curiosity.

I just wanted to know what the big deal was, and I was pleasantly surprised to find out that this was not one of those frequent cases in which a game gets extremely overpriced for reasons that don't involve the game's quality. (Caltron 6-In-1, Trip World, or the golden Nintendo World Championship cartridge come to mind.)

This is an actual competent game—a really good one, in fact.

Right off the bat, I can say that the cutesy graphics are stellar, and the main character is also so full of life and personality; she has tons of animations if you stand still, get close to an edge, you get the idea. Enemies have a cute design too and are packed with their own unique animations; I love when games do that.


Your main weapon is a sword, and something that surprised me is that enemies can fight back and clash with yours. That's really cool! I did not expect that!

Each level is non-linear, in the sense that you are required to do a bit of backtracking in order to get extra lives or find the level's heart (which increases your health bar for the rest of the game); some people call it Metroidvania, but it reminded me more of something you'd see in a Monster World game, like Dragon's Liar or IV. There are some really fun platforming sections too.

You also get a new power-up on each level, and the level design will make you constantly swap between them; they are all very unique and distinct from each other, so there's also some room for experimentation in how you approach certain challenges.

The music was sweet and catchy; it's just SNES music at its best, and I liked it a lot.

My only complaint with this game is, and I know I'm going to sound like a hater, but why did this have to be a Super Famicom-only title, man? The console can barely keep up with it, especially on the last levels, where there are tons of enemies and environmental hazards. There are constant loading screens all throughout the game too; nothing crazy, but sometimes they can take up to 7 seconds, and with rooms being very small most of the time, it really starts to get to you. I'll say you do get used to it, but that shouldn't be an issue on a cartridge game, c'mon now.

Some people would say it's because the game is badly optimized or that the developers themselves added punctual slowdowns for a more dramatic effect in certain scenes; I call it the Super Famicom having an awful processor. Really, a Mega CD, Saturn, PlayStation ( ma-maybe a 3DO port?), or even a PC-Engine CD release would have solved this issue, but oh well, it is what it is.

So TL;DR, I had a lot of fun with this one! I will definitely come back to it in the future.


Lindo! Lindo! Lindo!
Que jogo delicioso!! Como diz um amigo meu: "O melhor jogo de SNES que ninguém conhece".
Um jogo plataforma de primeira! Obra-prima!


Magical Pop'n e a distração do atual.

Enquanto procuramos títulos para nos divertir em um cenário cada vez mais recheado de obras indie e AA que superam em muito os títulos blockbuster em qualidade, olhar para o passado e remexer uma caixa empoeirada parece uma opção bem mais atraente do que participar desse mercado atual. Foi em um pensamento assim que decidi procurar jogos que caíssem no meu gosto, mas que não fossem necessariamente RPGs, e assim acabei encontrando um dos títulos mais cativantes e divertidos do SNES que pude experienciar. É fato que diversas obras estão presas no Japão e muitas dessas acabaram sendo traduzidas por fãs ao ponto de suas desenvolvedoras acabarem dando atenção ao mercado estrangeiro, mas não é todo jogo que tem essa sorte e muitos outros títulos como Bounty Sword e Samurai Shodown RPG acabam permanecendo isolados.

Magical Pop'n não faz parte desse caso mais extremo, ele possui uma tradução em inglês, mas não é um título popular e suas linhas de diálogo somente acontecem na introdução e encerramento, o que possivelmente é um dos motivos dele possuir essa tradução. Entretanto, mesmo que tal não existisse, você teria a oportunidade de jogar e aproveitar o título sem nenhum obstáculo devido sua aventura descompromissada ser uma distração tão cativante quanto divertida.

Começamos nossa jornada após um vilão roubar o cristal mágico do reino natal de nossa protagonista: uma princesa sem nome, bastante imperativa e com um carisma sem igual. Nossa jornada é chegar até o vilão e dar um chute na sua bunda, mas não pense que será algo só seguindo uma linha reta enfrentando inimigos e passando de fase, a exploração em Magical Pop'n é essencial e bastante labiríntica dependendo do estágio que estivermos, até sendo uma das razões a quais muitos o chamam de metroidvania, já que seus elementos estão presentes aqui de uma forma mais “arcaica” como outros diriam, mas isso não vem ao caso agora e seria uma discussão bem diferente do nosso foco. Como cada estágio possui diversos caminho diferentes que nos levam para frente, tendo alguns mais perigosos e outros mais simples, o jogo nos recheia de uma galeria imensa de inimigos e puzzles simples de uma forma que nunca ficamos realmente parados e também por nem querermos na realidade, as animações do título são um espetáculo visual e em comparação eu diria que estão em um nível semelhante ao Wonder Project também do Snes, mas em comparação a um título com visual semelhante, eu diria que está mais ao lado de Kirby & the Amazing Mirror do Gameboy Advance e caso ache que estou engrandecendo nosso título nipônico nossa pequenina é um prato cheio: ela fala, reclama e reage de diversas formas a nossas ações e do mundo com animações tão bem feitas que até me fazem perguntar se não estou no GBA.

A gameplay é um ponto forte e o jogo mesmo bem animado não funcionaria sem ele, a resposta de ação e fluidez são o que torna ele tão viciante, atacar nunca foi tão divertido e podermos fazer mais de um tipo de golpe engrandecendo o combate junto da galeria de magias e armas que conseguimos avançando no título, unir isso a sua trilha sonora bastante empolgante e que casa como simbiose as situações e cenários da obra é o que torna as fases marcantes. Os inimigos têm um esquema para os enfrentar, você pode atacar de qualquer forma, mas alguns serão melhores usando sua cabeça para derrotar e infelizmente isso não se repete nos chefões. Os maiores inimigos do título são bastante fáceis e não representam uma ameaça real ao jogador, eu me vi muito mais encurralado com inimigos especiais mais fortes como o cavaleiro do que com todos os chefes e isso inclui até mesmo o último, que é um drácula de duas fases. Não digo que é algo ruim, o título em si é fácil e só me toquei na facilidade deles ao começar minha escrita, porém, o que me impede de chamar este jogo de uma distração perfeita é seu último estágio.

Após passarmos por vários inimigos também carismáticos, uma trilha sonora incrível, níveis que passam como água, um level design bonito e variável, acabamos por chegar no último estágio que continua com todas essas qualidades, mas tendo um enorme porém na tela: seu labirinto. O último estágio parece ter sido feito para prender o jogador, não sou alguém com labirintite e me lembro muito bem por qual local passei em todo título que jogo, mas esse último mapa é sacana, ele quer que você se perca e te dá várias portas que se trancam ou te jogam em buracos levando para outras áreas longas e até você achar a saída é provável que sua vida e mana estejam baixíssimas, eu não citei anteriormente a mana para citar aqui, pois ela tem papel fundamental na minha crítica final. Após todo furdunço que tive para chegar na área final me deparei com uma das situações mais ultrajantes que pude presenciar em um jogo: ele me bloquear por falta de mana. Você é obrigado ter pelo menos 4 de mana para conseguir alcançar as portas que te levam para o final da fase e ir ao boss, mas qual seria o problema? Não basta ir para o cenário anterior e derrotar uns inimigos ali e aqui para ganhar mana? Sim, basta. Na realidade o jogo te deixa mais de dez inimigos nessa sala atual, mas talvez por azar eu não consegui nenhuma estrela e nem mesmo na escadaria de inimigos que passamos e para conseguir essa mana eu tive que voltar quatro salas e matar inimigos por pelo menos seis vezes até conseguir mana o suficiente, isso me trouxe memórias ruins de Circle of Moon. Depois desse esculacho que tive foi só terminar o jogo, mas o tempo que perdi nessa fase é bastante desproporcional ao restante do game, levei por volta de uma hora e quarenta até o último nível e não pense que rushei, tive quase os corações máximos ao chegar no último estágio e com mana no 99 (máximo do jogo) e com duas vidas extras ainda para no final só me restar a roupa que usava.

Minha jornada acabou e quando percebi já estava anoitecendo, não reparei que tinha passado o horário do meu café da tarde e meu braço estava quase dormente depois dessa jogatina que durou quase três horas, fazia tempo que não me sentia tão a vontade em um jogo que me fizesse ignorar o mundo a minha volta e se não fosse todos os fatores que o compõem é provável que essa teria sido uma experiência completamente diferente. Enfim, não é sempre que precisamos de obras complexas ou reflexivas em nossa jogatina, as vezes tudo que precisamos é de uma princesa carismática ou um filme do Adam Sandler para nos entreter.

Músicas que destaco:

https://youtu.be/5RkkCeXXlTI
https://youtu.be/lSj0T5sStsM
https://youtu.be/DyHFVx47Fk4

Gets by from just being charming and cute, but it's pretty good even without taking that into account. I do wish it was a bit less mazelike, especially in the last two levels. It feels like it can't decide if it wants to lean more into a standard platformer or a metroidvania and the middle ground it settles in is sometimes quite frustrating.

A fun surprise! I hear this game described as a metroidvania which isn't exactly accurate. Every level is completely separate, but each one is designed kinda like those metroidvanias with backtracking to unlock inaccessible areas using newfound abilities. I really like how you carve out every level like this, it makes it feel like you've really conquered the area and fully understand it.

The real star is the player character who's lots of fun to control. She interacts with the environment and enemies very naturally, it's fun to go through the game and chain together all the moves super smoothly. It has a level of polish and fluidity in the intersection and animation that you'd expect from a bigger game. Yeah, that's a good way to describe this game: polished. It has that Nintendo level of polish and imagination that pushes it over the edge.

High recommendation.

I love the aesthetic of this shit sometimes

SLAPPER platformer. Great OST and hella fun controls and gameplay. 7/10

Very cute and fun Metroidvania-like game that's seemingly overlooked by a lot. Is a little bit of a ball buster later on plus it doesn't really break any new ground, but then again, it does what it does extremely well, and for that I can't really fault it. Also has some noticeable loading times despite being on a cartridge, and while it's not terrible, it's still a little off-putting.

Really baffling and sad that Marvelous, the company that apparently owns the copyright to the game now, seems indifferent to re-releasing it despite its legendary status in the Super Famicom collecting scene, where even loose copies can go for thousands.

super animated and charming platformer. pretty derivative and occasionally frustrating, but definitely worth a look

Magical Pop'n has one of the most fun, well animated characters to control on the SNES and it really feels like the developers focused most of the development on making the character an absolute joy to control.

Sadly, it feels less focus was put into the actual level design so Magical Pop'n is a game that feels very lopsided. I could see myself coming back to this game in a couple of years just because of how fun the character was to control only to immediately drop the game at the halfway point because the levels become an absolute slog to get through.

Cherchant un petit jeu à compléter pour finir l'année, je suis tombé sur ce titre en fouillant une liste au hasard. Une esthétique adorable pour un petit plateformer décrit comme "mignon et sans prise tête" fut au final mon expérience vidéoludique la plus frustrante de cette année.

Magical Pop est effectivement un jeu très mignon comme le souligne sa jaquette au style magical girl enfantin. On y contrôle une petite princesse dans un univers assez léger, notre héroïne est très expressive, il y a de belles animations, c'est coloré, la musique est sympathique, et tout ce qu'on pourrait reprocher sur la réalisation serait quelques lenteurs dans certains passages surchargés.

Cependant, j'ai trouvé à coté l'expérience de jeu plutôt frustrante. Ce n'est pas un mauvais jeu, ni même un challenge vu que le jeu est généreux en item de soin, le système de magie est intéressant et le jeu se permet un petit coté exploration bienvenu.
Mais, dans la grande tradition des jeux de plateforme design dessin animé de la Snes, le jeu regorge de petit truc agaçant. Que ça soit certaines collisions, les paternes de certains ennemis, l’écran qui cache par moments certains détails, ou le placement de certains pièges... Le point qui a cependant le plus usé de ma patience fut la gestion du grappin, qui est l'une des pires que j'ai pu voir dans un jeu du genre. Le niveau de glace et son passage sous timer avant le boss resteront dans mes mémoires, mais pas pour les bonnes raisons...

En bref, un jeu à l'esthétique très mignonne mais dont l'accumulation de petite frustration et de son grappin me laisseront une expérience un peu mitigé.

I'd say this is one of the more fair adventure games of it's era, given that you actually bother exploring and picking up items to increase your health instead of beelining to the end of the level, it also showers you with healing items save for the last few levels, the 2 before the final one were fine but the last one was ass due to how vague it was with where you needed to go. And don't think I didn't notice that Rondo of Blood rip-off final boss you cheeky wanker devs. Other than that the game has a lot of charm thanks in part to it's fantastic sound which helps give the game that much more personality, your character emotes a lot through voice which I found amusing, and the OST itself is a good listen. Visuals are great too, good old SNES pixel art. Fun, whimsical experience all around.

I won't give games I didn't play a rating, but I would have to say: This game is a pretty solid platformer. Looks like it's very hard to me but I haven't looked at this game for a while nor played this game to actually believe that it's hard.

The story is adorable, the music and graphics are also great, and I'm back logging this game so I can think about playing this again and changing my review once I actually finish it.

Really good, it's a very charismatic, beautiful game and the gameolay is very good too, I recommend it.

Played in SNES

A very neat hidden gem on the Super Famicom. It’s not necessarily a Metroidvania, but each distinct level has a fair amount of exploration and hidden items. There’s a lot of variety between each boss, with plenty of ways to deal with each of them. Princess (yes, the main character is named Princess) controls really well for the most part; she can swing her wand like a sword in any direction, she has a slide kick, and she gets plenty of different kinds of magic throughout the game that she needs to use to get through certain sections of the game.

I do say for the most part; the grappling hook powerup is going to make or break this game for many people, and for some, the game’s cute charm can only go so far when they get stuck at a part where they have to use it to swing from one hanging point to another. The game also has no save or password feature, and it’s also one of the most expensive Super Famicom games nowadays. If only there was an official way to get past those last two issues, hmm hmm.

Ultimately, this game is just adorable. Best way to show that off? Duck down for a few seconds.

I don't think I've played a single Super Famicom game that feels more responsive and fluid than Magical Pop'n

SNESDrunk said this was better than Demon's Crest

My new life goal is to speedrun this

fun but frustrating platformer that goes for an arm and a leg on ebay


incredible platform game, very similar to super castlevania iv, an exquisite gameplay that has a sword and magic skills that you unlock in the levels, these have a lot of variety where you have to solve it with your skill that you unlock, in addition to offering the puzzle
in terms of technical aspects, it is a very nice pixel art that aged quite well
However, in the sound aspect, it declines a bit, the songs are generics (except for the first one) that are somewhat forgettable
the novelty is the digitized voice of the protagonist, which is attractive