sequel – Gaming Master https://gaming.vmondeika.com Get daily gaming updates with us Fri, 12 Jun 2026 11:40:07 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 Wa-hoo! The sequel to the Super Mario Bros Movie gets a name, thanks to NBCUniversal prematurely pressing let’s a-go https://gaming.vmondeika.com/wa-hoo-the-sequel-to-the-super-mario-bros-movie-gets-a-name-thanks-to-nbcuniversal-prematurely-pressing-lets-a-go/ https://gaming.vmondeika.com/wa-hoo-the-sequel-to-the-super-mario-bros-movie-gets-a-name-thanks-to-nbcuniversal-prematurely-pressing-lets-a-go/#respond Fri, 12 Jun 2026 11:40:07 +0000 https://gaming.vmondeika.com/wa-hoo-the-sequel-to-the-super-mario-bros-movie-gets-a-name-thanks-to-nbcuniversal-prematurely-pressing-lets-a-go/

The upcoming sequel to 2023’s Super Mario Bros. Movie looks to have accidentally had its name revealed early, thanks to NBCUniversal making a goof with a press release. The film will seemingly be going by Super Mario World, not to be confused with the classic 90s SNES game.

We first learned that this sequel was coming in March last year, as Nintendo, Universal and co unsurprisingly decided to double down on the big hit. This year’s Minecraft Movie has only further marked that call out as a no-brainer, as game adaptations continue to make huge bank at the box office.

Now, as spotted by Wario64, NBCUniversal has put out a press release citing Super Mario World among a list of upcoming films from Universal Pictures and Illumination that will eventually be released on its Peacock streaming service.

The reference to Mario was quickly scrubbed, pointing to it having been an error of some kind to chuck it in alongside the likes of Shrek, Minions, and Downton Abbey: The Grand Finale – all films that cater to the exact same audience (ok, maybe not). That’d be Shrek 5 and Minions 3, by the way, potentially suggesting Super Mario World might not be this sequel’s final title, if it turns out the company only meant the Mario movie IP as a whole.

That said, as folks have pointed out, Super Mario World could make perfect sense as the title if the SNES game and the events of the first Mario movie’s post-credits scene offer clues here.

Warning: Spoilers for The Super Mario Movie lie ahead.

That post-credits scene offered a quick look at a polka-dotted egg starting to hatch – likely teasing a Yoshi debut. Super Mario World on the SNES marked Yoshi’s game debut in the long-running series that he’s gone on to become a staple of as we’ve hopped, leaped, and jumped from the 90s to 2025.

Plus, it’d also fit nicely with the latest edition of Mario Kart set to drop with the Switch 2 this summer being dubbed Mario Kart World. Accidental corporate synergy maybe, but hey.

Wait! Will this next Mario movie have cinema-goers demanding that prices be dropped? Given the kind of theatre shenanigans the Minecraft Movie’s spawned, who knows.

While you wait to see if Super Mario World is confirmed as the sequel’s name, make sure to check out our review of the first film.

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Bounce 2 is a sequel to an Atari “PONG killer” that I’m pretty sure never existed https://gaming.vmondeika.com/bounce-2-is-a-sequel-to-an-atari-pong-killer-that-im-pretty-sure-never-existed/ https://gaming.vmondeika.com/bounce-2-is-a-sequel-to-an-atari-pong-killer-that-im-pretty-sure-never-existed/#respond Fri, 12 Jun 2026 02:15:42 +0000 https://gaming.vmondeika.com/bounce-2-is-a-sequel-to-an-atari-pong-killer-that-im-pretty-sure-never-existed/


There’s something fishy going on here. Imagine you’re me for a moment (sorry, I’m sorry, it’ll be over soon). I’m having a browse on Steam, looking for anything a bit different, when you see a vibrant, CRT-interlacing ridden Atari-esque looking game called Bounce 2. I click on, and discover it’s a sequel to a 1983 Atari 2600 game called Bounce that was designed to be a PONG killer, only to release during the infamous video game crash. Except I think none of this is true! Well, apart from the bit about Bounce 2 existing.


When you see that a game is a sequel to one that came out over four decades ago that you’ve never heard of, the first thing you do is of course browse your search engine of choice. That’s just what I did, coming across an entry on the BBC Micro Games Archive for a game that did actually come out in 1983 called Bounce that is apparently lost, not to mention the fact that the BBC Micro is an entirely different console that I’ve never even heard of made by yes, that BBC, the Bri’ish one.

Watch on YouTube


Which leads me to believe that this is just a clever bit of marketing! A bamboozle! A hoodwink, a swindle, a con. It worked on me though, as I now know about Bounce 2, which I’ll finally actually tell you about. Bounce 2 is most certainly a derivative of PONG, with some notable differences. For one, you don’t move a single line approximating a ping pong paddle, but an approximation of a human figure that can jump, kick, and dash.


The goal is to score goals against your opponents, which are your friends, of which up to four of you can play together. Simple enough! Made complicated by the fact that you can swing your arms to whack the ball even harder, or to attack your opponent. Everyone does have their own health, and taking it down to zero turns you into just a head, keeping you in the game and able to continue defending your goal, just with a lot less limbs at your disposal.


It is a very neat looking little game that even allows you to scale the image to fit your desire on your very own CRT, or even adjust the games phase and chroma settings that you’d normally find on old TVs like that. Very much appeals to my CRT-loving heart.


Bounce 2 is available to pick up on Steam now.

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Planet of Lana 2 review – a grander, more dynamic platformer sequel that keeps hold of its heart https://gaming.vmondeika.com/planet-of-lana-2-review-a-grander-more-dynamic-platformer-sequel-that-keeps-hold-of-its-heart/ https://gaming.vmondeika.com/planet-of-lana-2-review-a-grander-more-dynamic-platformer-sequel-that-keeps-hold-of-its-heart/#respond Sun, 07 Jun 2026 05:43:49 +0000 https://gaming.vmondeika.com/planet-of-lana-2-review-a-grander-more-dynamic-platformer-sequel-that-keeps-hold-of-its-heart/

The original Planet of Lana proposed a science fiction fantasy that appealed on two levels: one, being able to adventure through a wondrously lush exoworld, and two, having a cat who actually listens to you. Planet of Lana 2 is more of the same, on both counts, while adding enough athleticism to its platforming and depth to its puzzling to feel like a worthwhile sequel.

Not that it avoids a slightly odd start. For all the leafy forests, snow-carpeted mountains, and tropical undersea trenches that you’ll eventually see Lana – and feline-ish alien companion Mui – through, game number two begins in a series of grey corridors. It’s here, mind, where Lana reveals she’s been keeping up platforming practice in the intervening years, and is able to sprint, slide, and wall-jump from the off. All simple tricks, but ones that give the physical challenges more of a flowing, dynamic quality than the occasionally sluggish clambering of the original.

Mui, too, is a more helpful blob-buddy. While still needing cursor-pointed direction, they’re no longer limited to waypoints that barely extend beyond Lana’s own arms, thus permitting them to boing around puzzles, gnawing cables and dropping ropes at the very extremes of the screen. Their hypnotic power over the planet’s fauna now extends beyond simple movements and into full player control, adding ink-blasting fish and colonies of sticky, rolling cloud creatures to your solving toolbox.

To accommodate the empowered duo, the puzzles themselves have in turn expanded. Often literally: Planet of Lana steadfastly kept each of its brainteasers to a single screen, but enabled by Mui’s unleashed range and the freely controllable wildlife, many of the sequel’s most memorable puzzles feel massive by comparison. Flying and swimming creatures, especially, lend themselves to sprawling, multi-stage conundrums that have you flicking attention between Lana, Mui, and your captive thrall like the character select screen of an indecisive Street Fighter player.

This is not a complaint. The back-and-forth dance between Lana and Mui was central to the first game’s effectiveness in staving off crate-pushing fatigue, an affliction that can prove fatal to lesser puzzle-platformers. Bigger, more intricate puzzles might have raised the risk of getting stuck and burning out, but the thoughtful, often tactily pleasurable suite of expanded powers and movements turns those scaled-up challenges into some of 2’s most satisfying highlights. You may have already played one of these in the demo: an elaborate infiltration of a submerged cave network, beautifully stitching together well-timed swims (both Lana’s and those of mesmerised fish) with underwater stealth (the coral is patrolled by crackling electric sharks) and management of the aquaphobic Mui.

Not unlike Lana’s squeaking BFF, these helper critters are also invariably cutesy and boopable, in a way that all but guarantees someone on Etsy will be selling stickers of them by the end of the week. This does make it weird, however, when you start marching them to their horrible deaths. Yes, thralls will straight-up perish if steered into hazards, and while this doesn’t reload a checkpoint – as is the case if, say, you send Lana ragolling off a cliff – the infinite resupply of replacements hardly discourages carelessness. In fact, sometimes it’s necessary to beat a puzzle, like hurling those rolling cloud bois into a fire pit to ignite the flammable trail they leave behind. Or using fish as shark bait. Or locking a giant bug in a cage, where it presumably starves to death offscreen. In my playthrough, Lana and Mui slaughtered their friends in all these ways and more. They may be the most prolific serial killer duo since the Wests, and yet the game never addresses, even ironically, their campaign of bloodletting.


A snowy puzzle in Planet of Lana 2.
Image credit: Rock Paper Shotgun/Thunderful Publishing

In fairness, it’s all for a good cause. Having previously rescued her sister from robots, Lana must now rescue her niece from pollution, the innocent young’un having been poisoned by a mysterious boulder dumped by passing cultists like a radioactive Twix wrapper. This means the bulk of Planet of Lana 2 is framed around an epic fetch quest for cure ingredients, which probably doesn’t sound like the most exciting structure; I know my shoulders sagged when the shopping list first appeared onscreen.

But no – somehow, it works. Chiefly, the unguent hunt serves as an excuse to visit an even broader range of magnificently realised sci-fi biomes and facilities, all gorgeously presented in Planet of Lana’s handpainted style and adroitly scored with a soundtrack of pensive keys, swelling strings, and tense synth. The sequel is also more ambitious in how it uses these backdrops for dramatic setpieces, whether that’s a panicked dash through a burning jungle or the first quiet, suspenseful descent in a stolen submersible, though it ultimately values the original’s adventurous and hopeful atmosphere over action thrills. For every dash from killer bots, there’s at least one serene walk through sunkissed trees or past yet another gawkable vista.


Lana and Mui explore a highly developed city in Planet of Lana 2.
Image credit: Rock Paper Shotgun/Thunderful Publishing

The more segmented approach also opens up the chance for some flashback interludes to inject sweet, sweet Mui lore, illustrating a backstory and relationships that finally start to flesh out the little goober beyond Adorable Sidekick status. This, too, is a shrewd move. Lana and Mui’s friendship is the emotional heart of both games, and instead of just rerunning their original bonding, or wedging in some unlikely conflict betwixt girl and cat alien, these flashbacks subtly tinge it with tragedy: a pained past and conflicting loyalties that Mui, even with a higher degree of sapience than previously thought, can’t communicate to Lana until it’s too late. And not just because both parties speak in gibberish.

Unfortunately, while Planet of Lana 2 is a talented emotion-tweaker at the personal level, I wish it dove deeper into exploring its broader themes. The antagonistic cult, for instance, initially look like the unthinking bearers of some environmental message: they pillage the earth for resources, harmfully dump the waste, and slaughter animals, and not even for constructive reasons like solving a physics puzzle. This initially appears to be teeing up a Hayao Miyazaki-style polemic against our own planet’s ruination (appropriate, given the Spirited Away aesthetic, though less so on the game’s lack of shit-talking your son’s filmmaking abilities). Instead, these portrayals are mainly just shorthand for bastardry, their impact measured almost entirely on how they cause trouble for Lana’s immediate family.


Lana and Mui look out over a grand forest vista in Planet of Lana 2.
Image credit: Rock Paper Shotgun/Thunderful Publishing

This isn’t the only undercooked idea, either. The shining city, glimpsed in the key art and teased multiple times throughout the game itself? That’s explored properly for about three minutes, most of your time there spent navigating the sewage system and underground warehouses beneath it. Your visit occurs at a point in the story where there isn’t much time for sightseeing, but it’s such a stark departure from the untamed wilds you’re normally exploring – while maintaining the series’ eye-catching presentation standards – that it’s just a shame to leave so quickly.

It’s not quite Bestest Best material, then. But Planet of Lana 2 succeeds far, far more often than it dawdles. Its core puzzle-platforming benefits from some particularly canny mechanical improvements, scoring the unlikely achievement of becoming more complex without stumbling into head-stumping, teeth-grinding difficulty. And, once you escape those cold corridors, it’s even more of an audio-visual treat than the original. Still with, happily, a cat who actually listens to you.

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Beloved Mega Man-Style Platformer Is Getting A Sequel Next Year https://gaming.vmondeika.com/beloved-mega-man-style-platformer-is-getting-a-sequel-next-year/ https://gaming.vmondeika.com/beloved-mega-man-style-platformer-is-getting-a-sequel-next-year/#respond Tue, 02 Jun 2026 09:59:00 +0000 https://gaming.vmondeika.com/beloved-mega-man-style-platformer-is-getting-a-sequel-next-year/

We missed Gravity Circuit when it first arrived on Switch back in 2023. A bunch of you recommended it to us in our recurring ‘Games We Missed’ feature, and it has since racked up over 2,000 ‘Overwhelmingly Positive’ reviews on Steam. In short, we’re rather pleased to see that a sequel is in the works.

Domesticated Ant Games and Dear Villagers have announced that Gravity Circuit 2 will launch on Switch at some point in 2027.

You’ll find the reveal trailer above, and trust us, it looks really rather polished. This time around, you’ll be able to play as both Kai and Cable, the latter bringing a new long-range combat approach to the platforming action. There are new abilities and Booster Chips on offer, too, all of which sound (and look) like another wonderful slice of nostalgia.

Here’s a handful of screenshots from Dear Villagers, so you can see all the gorgeous pixel art up close:

We’ll be keeping an eye out for a firmer release date down the line, but that 2027 window leaves plenty of time for another playthrough — or a decent opportunity to finally tick it off the backlog. To celebrate the sequel announcement, the dev is giving away the game for free on Steam until 14th June. You’ll find no such discount on the eShop, we’re afraid.

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