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Sabre Wulf
built 214 days ago
Sabre Wulf Box Art At first glance, Sabre Wulf appears to be a conglomeration of past Rare titles. The game's overworld looks a lot like Banjo Kazooie whilst the main action stages feature many resemblances to the Donkey Kong Country series. However, just a couple of levels in and it becomes clear that Sabre Wulf is in fact a very original title, offering a mixture of platforming and puzzle solving with a little adventuring that is quite unlike any other Game Boy Advance game out there. Much like Grunty's Revenge, there is a rather large overworld that forms the adventure part of the game. Within this overworld are eight main areas that the wicked Sabrewulf has attacked, and it's up to Sabreman to travel the corners of the map tracking down the Wulf, whilst helping out the local villagers. Within the villages are shops where various items can be bought, as well as a good number of inhabitants, many of which will ask Sabreman to deliver an item to a certain character in another village or area.
The play in Sabre Wulf is as simple as you can get. Sabreman can walk and jump. Thatメs it. No special attacks or anything, you canメt even stomp on the enemies. And one hit from a baddie and youメre done for. But you can use special creatures that you find in the levels and buy in the shops that let you overcome the many obstacles on the road to the ムWulf. Bring up the creatures menu with the B button and choose where you want to place the helpful critter.
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As with nearly every recent Rare title, Sabre Wulf has an interesting history behind it. First revealed at E3 2001, the game was a temporary casualty of the 2002 acquisition. Fortunately, while it wasn’t cancelled, it instead did as the Wulf does and disappeared off the radar for a few years. Unsure of a publisher, the game didn’t resurface until 2003 with screenshots posted here and there. It was eventually released in June of 2004 thanks to a deal with THQ. Unlike the other half of the non-DKC GBA titles (Pants and Banjo Pilot), the game formula and plot essentially stayed the game.
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If you like your running 'n' jumping with a side order of puzzling then Sabre Wulf will be right up your scabbard. Your goal is to navigate your way to the end of each level, where the snoozing Sabre Wulf guards a stolen treasure. This is trickier than it sounds, so you have to employ the bizarro abilities of strange local animals to help you get past obstacles. Once you grab the treasure the Wulf awakes and gives chase, making for a nice change of pace as you try to outrun the snarling beast. Although retro fans might be upset that this isn't a straight retread of the Spectrum original (and the controls could do with some polishing), it's got a charm all of its own and clever ideas by the bucket-load.
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Despite being delayed for nearly two years, Sabre Wulf is right up there with some of the best looking Game Boy Advance titles. Those who are familiar with the Donkey Kong Country series will notice similarities between the graphical style of those games and Sabre Wulf. All of the sprites used within the game have the same pre-rendered 3D look of the DKC titles and are smoothly animated. The adventure sections of the game have a three-dimensional look similar to Banjo Kazooie: Grunty's Revenge, and each area has its own distinct style and atmosphere. All of the action stages feature bold and colourful environments. Use of multiple scrolling background layers, and ... foreground fogging and lighting effects help to add depth and really make Sabre Wulf a visual treat.
The original Sabre Wulf was made for the ZX Spectrum and Commodore 64 back in 1984. It spawned 3 sequels called Knight Lore, Nightshade and Underwurlde (plus 2 further sequels that never got released called Pentagram and Mire Mare). Now arrives the 4th sequel, once again called Sabre Wulf.
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