Sunday, June 30, 2024

The Smurfs Travel the World (Genesis Repro) Review

🌎 Received: October 23rd, 2021 🌎
🌍 Written: June 27th-30th, 2024 🌍
Year: 1995, 1996 | Developed by: Virtual Studio
Published by: Infogrames | [ ]

Hello, gamers and readers alike, welcome to my blog and thank you for taking the time to tune in today, I really appreciate it!

After over a decade since their last excursion in video game format, the late Pierre "Peyo" Culliford's comic strip characters the Smurfs would once more star in a self-titled video game produced by Infogrames on the 8-bit and 16-bit gaming formats released in the 1994 in Europe.  The 16-bit incarnation of The Smurfs made its formal debut on Nintendo's SNES
console, which would subsequently be converted to the Sega MegaDrive and Mega-CD formats in 1995 followed by a personal computer conversion by East Point Software eventually culminating in a belated 2002 Game Boy Advance edition developed by Bit Managers (who previously worked on the 8-bit video game adaptations of The Smurfs).
Image from MobyGames
Responsible for the Sega MegaDrive and Mega-CD versions of Infogrames' 16-bit The Smurfs platformer was Virtual Studio, a developer whose other credits comprise of Val d'Isère Skiing and Snowboarding on the Atari Jaguar, S.T.O.R.M., Ar'Kritz the Intruder, the Sega Saturn port of Adeline Software International's Time Commando, Snow Break/Extreme Snow Break, Rushdown, and Amerzone: The Explorer's Legacy.
Screengrabbed while watching LongplayArchive's The Smurfs Travel the World Sega Master System playthrough video on YouTube
Following the popularity of The Smurfs license in Europe as well as the success of the 8-bit and 16-bit video game adaptation for Infogrames, a sequel was fast-tracked with development of the second iteration handled all throughout by Virtual Studio.  In 1995, Game Boy owners would be treated to The Smurfs Travel the World which would be followed by a Game Gear and Master System release for Sega gamers, the latter of which was the last commercially released game for Sega's aging 8-bit console in the European continent.
Image from GameFAQs
The following year after the 8-bit introduction of The Smurfs' sequel, a 16-bit incarnation would follow suit on the SNES and MegaDrive gaming formats.  Produced by Infogrames founder Bruno Bonnell with a production team comprised of Edith Protiere and Nadège de Bergevin alongside Xavier Cucuel who served as production unit, programmed by Yu-Ou Wang, Olivier Richez (who was also project manager), and Claude Verstraeten, and primal testing conducted by Vincent Noiret, Infogrames would release this 16-bit take in 1996.  This review will focus exclusively on the Sega MegaDrive incarnation.
After being shown the Sega and Infogrames logo screens upon turning on the game, you'll be taken to a language selection screen--a common trait in games specifically catered to the European audience--where you're given one of four languages to choose from: French (Les Schtroumps Autour du Monde), German (Die Schlümpfe Reisen Um Die Welt), English (The Smurfs Travel the World), and Spanish (Los Pitufos Viajan por el Mundo).

On a quiet night in Smurf Village while everyone else was asleep, two of its blue humanoid denizens as tall as three apples high decided to sneak into Papa Smurf's laboratory to take a gander at his latest experiment: a magic crystal that allows them to travel anywhere in the world.  Suddenly the very crystal broke and shattered to pieces upon the slightest touch, making both Inquisitive Smurf and Smurfette vanish in the process.  The two will have to collect all the magic crystal's shards scattered around the world if they wish to return home.

Before starting you're given a choice to select either Inquisitive Smurf or Smurfette to play as, of which the gameplay of both Smurfs is highly interchangeable.
Left: First stop, South America | Right: Starting off in the depths of the jungle
In the sidescrolling action-platformer The Smurfs Travel the World you take control of either Inquisitive Smurf or Smurfette whom you can move left and right, duck down, climb a rope or a vine up and down after jumping on it, holding down A allows you to move at a faster than normal speed, pressing B allows you to jump up in the air (with your gained altitude based on how lightly or how hard you pressed it, with the highest jump being performed while holding down the A button as you completely push the B button), and with the C button you can do a simple kick attack.  This game takes place on planet Earth (the real world) across six of its seven continents--South America, North Pole, North America, Africa, Australia, and Asia--which all comprise of three levels each (surprisingly, given the origin of
Left: Red bird in the sky | Right: Climbing a vine in front of a scorching sun
Peyo's creations, this game does not touch the European continent once) where the goal is to collect ten crystal shards that have been scattered about.  Sometimes they'll be out in the open while other times you'll acquire them after solving a puzzle of some sort, but regardless after acquiring the tenth and final crystal shard in the present level you will be magically transported to the next one.  Along the way there are also hearts (for which the health capacity is four), keys (for which collecting three of them will teleport you to a continent-specific bonus level), and a small Smurf head to gain a new life.  There are also enemies for you to contend with which can be dealt with by either hopping and bopping on top of them (some more than once) or by kicking them from a carefully close range.  Once you've cleared
Left: Swinging on the tail of a sleeping snake, it doesn't seem to mind | Right: Just one more crystal shard
all three levels of the present continent, you'll be whisked away to the next one.  Losing a life, either by falling offscreen or in the water or having your health completely depleted (after losing your last heart, you'll still have a chance but are left at a very vulnerable state as one more hit and you're done), will send you back to the beginning of the present level where you must reclaim all the scattered magic crystals from scratch.  Upon losing your last life, however, you'll be sent back to the title screen for there are no continues.  Should you be able to clear every second continent, you will be rewarded with a simple four-character password (I do find it rather curious how Papa Smurf and Vanity Smurf appear as password icons and yet they themselves don't make an appearance in the game proper).
Left: Crashing waterfall | Right: Bird pounce
The visuals in The Smurfs Travel the World were handled by Stéphane Arson, Youri Junquas, and Cyril Masquilière, and it is a vibrantly colorful title to look at with an appealing sense of visual aesthetic for the levels of each continent.  In terms of color, it's a little brighter compared to the Sega MegaDrive and Mega-CD versions of the first The Smurfs platformer (particularly the playable Smurfs' cyan skin tone and silky white Phrygian caps), and there is a lot going for this game visually that augment its atmospheric depth thanks to the variable sense of detail throughout.  South America's jungle has got a cool sense of parallax scrolling with the foliage in the backdrop and when you're above the trees you're greeted to a bright
Left: Staying on the wet rocks will make you slide down unless you keep your stead by jumping up in the air | Right: Life
yellow sky with a bright sun in the distance, the crashing waterfalls as they roll down in the next level are simultaneously mesmerizing and relaxing to watch, and I like how whenever you dispose of an enemy by hopping and bopping on them in the river level that they'll fall back in the blue water followed by a quick splash.  There's a fluffy quality to the white snow in the North Pole's first level with the snow-covered trees in the backdrop, snow-blanketed rocks as you move along as well as endearingly designed igloos, and in the final North Pole level I liked the contrast of the white and blue frozen ice caps and snow trees set against a gradient pink sky with three different hues which makes the foregrounds stick out visually in
Left: *yawn* 🥱 | Right: Piranha
a slick manner.  North America's continent begins with the canyons and cactuses abound with the occasionally tall tipis and towering totem poles whose eyes follow your movements and the base has a Smurf motif upon closer inspection, and I like how in the subsequent level as you're being chased by the mountain cat there's a subtle amount of parallax scrolling in the back under a beautiful star-studded night sky enveloping the whole area in blue with a striking shot of the moon partially obscured by the canyon in the distance.  The opening level of Africa is heavily overcast with the darkest of clouds in the sky, and I like how the village level has got a blue backdrop with some subtle usage of parallax scrolling with the foliage of
Left: Eskimo fisherman | Right: Branch hopping
its trees when you make your way high up through the tree branches in the foreground.  I like how the water glistens in the swamps of Australia, the outback in the next level looks great with the green trees situated on top of a wheatfield where the ground displays some immersive parallax scrolling should you move left or right, and the skyline looks breathtaking during the surf level.  Finally in the continent of Asia there's a nice mountainous backdrop as you occasionally enter and climb on the roofs of its buildings, there are brief wave effects when you're swimming in its water, and I like the usage of silhouette for the backdrops used in the final level taking place in the backstage of a theatre.  As far as the eponymous blue
Left: Playful sea lion wants to play | Right: Fish
humanoids are concerned, they are solidly designed and animated and perfectly capture the endearing charm of Peyo's brand.  Inquisitive Smurf looks just as good as Hefty Smurf did back in The Smurfs, though that could mainly be attributed to the fact that Virtual Studio lifted many of the playable Smurf's sprites from the first game (for the standing pose they lifted the sprite of the concerned Smurf in the audience from the opening cutscene of the earlier title when Papa Smurf entrusted Hefty Smurf to rescue his fellow Smurfs), from the jumping and walking animation to the backward tumble animation upon losing a heart if not a life altogether.  Inquisitive Smurf does have a few sets of unique animations for when you
Left: Oh, she must be freezing with the cold water temperatures of the North Pole | Right: Pouncing on a penguin
hold still long enough as he covers his mouth yawning and he's got climbing and swinging animations for after he grabs on to a vine or the dangling tail of the snake resting on a branch, and in the Australian surfing level he gets to ride the waves on a surfboard barefoot wearing nothing but red swimming trunks (though he miraculously manages to don his trademark white outfit after losing your last bit of health).  As for Smurfette, she also looks good with her solid set of animations, golden flowing hair, and endearing design (even though her eyes are significantly smaller than Inquisitive Smurf's).  The enemies throughout have got a solid design to them all, and Virtual Studio's art team have done a respectable job
Left: Kicking the snowball is enough to completely deflect it | Right: Seagull and manatee
at capturing the spirit and charm of Peyo's brand: like the human enemies who suspiciously share the same size as the Smurfs (like the Eskimo fisherman in the North Pole, the tribesmen of Africa who try to attack from the shadows, the spearmen of Asia who lunge upward should you jump over them), pesky flies, playful sea lions, snowball tossing penguins, large manatees, spiders (including two large ones in a couple individual levels), gray bats, mischievous monkeys, a dangerous lion charging your direction once you set it free, banana munching gorillas, large fish happily minding their own business until they gleefully chomp on a small fish you coerced in their direction, and well-dressed mice with moustaches, et al.
Left: Teetering on a giant rolling snowball thrown by a manatee | Right: "The hell are you looking at? 🤨 Keep playing the game and quit staring, you weirdo!"
The music and sound effects was provided by music/sound firm Climax, and I feel that the soundtrack does a fairly good job at complementing the respective sceneries and environments around the world to a T.  The theme that plays in the first South American level and the second African level has got a bouncy melody that eventually relies on using primordial drums, the second South American level theme has got a quietly atmospheric composition, the theme for the third South American level and the first African level is an immersive head bopper, the first North Pole level theme is a fittingly relaxing snow melody, the theme for the second North Pole level and the first Australian level is slow yet atmospheric, the third North Pole level theme is super catchy and enjoyable to listen to that it's my favorite theme from The Smurfs Travel the World, the theme heard during the third African level and the second Asian level sounds gentle and immersive, the second Australian level theme is pretty nice as it manages to incorporate the late Hoyt Curtin's "La La Song"
Left: Standing on top of a sprouting whale 🐳 | Right: Ducking down while on a floating ice platform
into the melody from the early onset, the first and third North American level theme sounds very eerie, and for the first and third Asian level theme there is an oriental quality to the musical styling.  There is also a prolonged surfing beach melody for the third Australian level (not the kind of melody one usually associates with the Land Down Under, but it is surrounded by water as well, so...) that bring out fun Summer vibes.  The sound effects are serviceable in their own right, with the digitized "Yippie!" audio byte upon receiving a life as well as a digitized hiccup audio byte upon sustaining damage, the warp sound for when your Smurf transports to a different part of the first and second level of South America, the splash sounds for when a downed enemy falls in the water in the third South American level and first Australian level are effective, and there is a sort of quack sound upon gaining a heart.
Thorough searching in a level may lead you to find a key, for which you'll be transported to a bonus level after procuring all three.  In these bonus levels you are to collect as many trash items such as crumpled soda cans, skeletal fish, and apple cores as you can in the allotted amount of time you are given with the goal to reduce the amount of garbage littering the premises.  On rare instances are clock icons to grab to slightly prolong the amount of time you have remaining.  The playable Smurf will be magically transported away once you either remove all the trash or when time has fully run out, at which point the number of items you gathered will count backward to zero with every specific amount tallied resulting in replenishing your health one heart at a time (and after the fourth heart is present, a new life at which point the health count begins at the lowest point again).

I liked The Smurfs growing up in Italy during the '90s.  I played with some of the toys, watched episodes of the '80s Hanna-Barbera animated series, and as a kid I got to play two of the video games starring Peyo's blue humanoid characters as tall as three apples high: East Point Software's Microsoft Windows conversion of the 16-bit platformer and Helio Game's PlayStation One game, though I didn't get particularly far on either of them at the time.
The former I had fond feelings of and found quite fun, even though in that personal computer iteration I only managed to get as far as the beginning of the third level.  Ah, the perks of living in Europe at the time, I'm happy I got a chance to play that Euro-exclusive license during my single-digit years.  I was a little sad to learn when I got older that none of the versions of Infogrames' 16-bit incarnation of The Smurfs saw a release in North America on an official capacity as me and my family moved here during the Summer of 2002.
Many years would pass since the last time I played that game on the Windows computer, by which point I learned that it had also been available on the SNES, Sega MegaDrive, and the Game Boy Advance and that it also got a sequel in the form of The Smurfs Travel the World.  Once in a while I would browse for repro carts on eBay of games that had never officially been released in North America, either on the SNES or on the Sega Genesis, and one of the games I was hoping to find was The Smurfs.  No such luck, but the Genesis repro cart I've commonly seen was the sequel, but I was more interested in catching up with its predecessor.
Then on one February day of 2021 I decided to look up it up once more, and there it was.  Complete with a baby blue clam shell case, an instruction manual, and purple see-through atomic game cartridge (the producers of this repro cart truly went all out).  With a couple eBay gift cards on hand, I decided to go for it as I felt (at the time) that I would not have this opportunity again.  When it arrived two days later, I was happy to get a chance to play the 16-bit incarnation of The Smurfs again after almost two decades (albeit this time on my Sega Genesis console).  Yes, I'll admit that it was bought on impulse, but it was worth it. 😃 A fun and enjoyably good licensed platformer with a healthy dose of challenge sprinkled in. 👍
Now that I caught up with The Smurfs after all these years, I knew I would look into playing the sequel The Smurfs Travel the World sometime in the future.  I decided to finally order the second 16-bit iteration on eBay that October (which came in a plain black cartridge inside a black clam shell), for it would be the last of the three Sega Genesis repro carts I got in 2021 (the second one being Westone's Monster World IV, a great game!).
For whatever reason, though, the maker of the repro cart elected to change the cover art. 🤔 I didn't find anything particularly wrong with the original one that was used, I thought it encapsulated what the game was going for just fine.  It is official Peyo artwork that is used, but all this one has is a Smurf giving Smurfette flowers set against a plain white background which implies a romantic plot but that's not what this The Smurfs platformer is about.

Left: Kicking a pot to reveal a crystal shard | Right: Teetering on the branch of a cactus
So now that I got to play the next of the 16-bit The Smurfs platformers, what were my thoughts on it?  Unfortunately, it leaves a lot to be desired and falls way below the mark of what came before.  But before diving into its problems, let's talk about the commendable qualities it's got.  Firstly, this is an incredibly appealing game to look at with a polished sense of visual detail, the Peyo charm is on point (even though it's a bit creepy of the small spiders to remain immobile and lifeless after jumping on them inside the cave as opposed to falling offscreen upon being pounced on and bowing out with an incredulous reaction like every
Left: Oh, no, outdated Native American indigenous portrayals!  Well, never say these kinds of games aren't a product of the time period they were made in... | Right: Anyone get the feeling that they're being watched?
other baddie), I like the globetrotting aspect as the Smurfs travel to the different continents of the world, and there is a well-meaning environmental message behind it (as far as the bonus levels are concerned).  I like that it gives you to choice to play as either Inquisitive Smurf (who may as well be Hefty Smurf as design and animation-wise he's not all that different from the hero of the first game) and Smurfette (a first) before starting the game, and this is the first The Smurfs platformer to put a Smurf in an underwater scenario that involves swimming (which would also occur at one point in Velez & Dubail Dev. Team's The Smurfs' Nightmare and in Helio Game's PlayStation One The Smurfs game) in the
Left: Keep far away from the mountain cat and overcome any obstacles your way | Right: Shrunk down to size
second North Pole and Asia levels.  There is the occasional puzzle-solving aspect required to attain the crystal shards that are not readily out in the open, and I like the idea behind the solutions for each continent of the world: the first two levels of South America have got warps that transport to a different segment of the area, some of the crystal shards only show up once you walk underneath certain loose branches in the second South American level thereby making them appear, in the first North Pole level there are some playful sea lions who play with a snowball which you must kick back toward them enough times for them to relinquish
Left: Dark skies | Right: 🦩
the shard after falling unconscious, some crystal shards are hidden inside a pot that must be kicked to make it pop out (some are held in the talons of the vultures whom you must jump on top of enough times for them to let go) and by kicking the bottom of the totem pole in the first North American level it will activate a trap but also reveal a helpful item, in the third North American level there are small openings that can only be accessed after consuming a potion that reduces the Smurf to miniature size, in the first African level there are the occasional stray bees whom you must accompany to their home inside the beehive who reward you with either a heart or a crystal shard (you mustn't stray too far from
Left: So long as that lion is caged in, there's nothing to worry about | Right: And as long as you're here, beware of the local tribesmen who attempt to sneak an attack from the shadows
them otherwise they won't be able to keep up), in the third African level there are gorillas sitting on the trees who would happily munch on the bananas you kick their way in exchange for a crystal shard, in the second Australian level there is a colorful bird carrying a jewel in its talon that you must repeatedly hop and bop for it to let it go thereby revealing the remainder of the crystal shards scattered about, and in the second Asian level there are moments where you have to swim close to the small fish enough so that they will try to swim away from you until you guide them to the big fish who will eat them and leave a crystal shard in its wake.
Left: Kicking that thing off the branch | Right: 🐒
There are even a couple of isolated levels with the simple goal to reach the end that don't involve collecting ten crystals: the second North American level as you're being chased by the mountain cat hanging from the left side of the screen, and the third Australian level as you surf your way across the waters while simultaneously making sure not to get underneath the wave and carefully avoiding making contact with oncoming sharks and pelicans by either weaving around them or jumping over them with the surfboard.  And should you make to the top region of the first African level there is a pink flamingo for you to ride on which will keep
Left: Those flies give a determined expression once they proceed to fly your direction | Right: Kicking the bananas to the gorillas
you safe so long as you ride on top of it (flying up is done with the C button, do not press the B button unless you wish to dismount).  As a good number of levels are open-ended while others are more straightforward by design, this leaves you all the time to claim all the crystal shards for there is no timer to worry about which is fine.  Alas, none of that means anything because the execution lets it down.  Some of the enemies are way too fidgety with their patterned movements so you must be precise with your jumps as it's easy to lose your health quickly if you act carelessly or mistime your actions.  In the second South American
Left: There are three different types of alligators in the swamps, some will attempt to spring you upward with their mouth, others might swim back and forth, while certain ones may alternate staying afloat and submerging themselves in the water | Right: If you wish to clear this level very fast, though, simply fall off the branch at the start and land on the alligator who will swim to the left side of the screen
level you must be precise with your jump controls when it comes to the slippery rocks being perpetually washed by the waterfall, and in the third North American level there are gaps that must be crossed successfully (whether you've shrunk down or not) if you wish to not fall offscreen.  The controls are fine, but this is one of those games that require absolute perfection or little in the way of careless playing in order to make it through which I feel in this case is a really big ask considering that it's got what I feel to be a high difficulty (regardless of whether you play on easy or normal or hard mode).  Losing a life will send you
Left: Taken a hit from being contacted by the marsupial | Right: Watching the emus
back to the beginning of the present level where you're consigned to collect the ten requisite crystal shards from scratch as there are no checkpoints there to aid you.  The levels do generally get a little harder over time, meaning the South American levels would be the easiest of the bunch, but the enjoyment value is not very consistent despite that because of
Left: Reminds me of the surfing event in Epyx's California Games, but not as fun; be sure not to hit the sharks 🦈 | Right: ...and especially be weary of pelicans
the way it's been structured.  Collecting all three keys will take you to the bonus levels, but unfortunately should you decide to take part in those you'll be sent back to the level you hailed from once they're over, to the very beginning, meaning you pretty much have to play through the level twice (and some of them are taxing and monotonous to get through to begin
Left: Last but not least, the Smurfs' travels take them to Asia | Right: Spearmen
with, luckily the bonuses aren't mandatory).  This doesn't really enhance the enjoyability factor for me, it takes away from it.  It's also got an unforgiving password system in that you're only given them after clearing two continents each time, and there are no continues.  And playing through the game without mucking up once would take roughly 75 minutes*.
* As far as I looked up on YouTube
The biggest offender has got to do with my own copy of the game, sadly enough, but there are a couple levels where during the middle of The Smurfs Travels the World the game crashes!  Every time I access them, in the third South American level and in the second North Pole level, for seemingly no reason that I cannot play through.
In order to bring up the Cheater Menu, as it refers to itself as, go to the password screen and press B, right, A, C, A, down, A, B, right, A and if done right you'll be brought back to the title, then start the game and press C in order to access it--make note that pressing Start during playing will take you back here, and your life count will always be set to three at the beginning of the level, and to disable this menu simply select either Game Over or The End
The fact that I couldn't play through the South American continent as a whole meant that I had to find a way to bypass it, so I looked up the Cheater Menu to have access to the remainder of the game.  I thought at first it was the third South American level alone, but sadly I found that even the second North Pole level inexplicably crashed as well.  So I made an attempt to see the other levels through to the end in the hopes that they do not crash as well.  The good news is that the other sixteen (seventeen counting Dragon Baxx?) do not, but
Left: Hanging by the thread of a mischievous-looking kite 🪁 | Right: The ancient proverb "big fish eat little fish" applies here
that doesn't change the fact roughly 11% of the game has been rendered unplayable.  When watching the ending I noticed that part of the ending message has been wiped out.  This might have been a result of a programming error of some sort, but this is a shockingly sloppy production job of this repro cart in particular.  Usually I had a positive or pleasant experience with repro carts which I felt were made with a high standard and did not cause me any hassle, but The Smurfs Travel the World was a rare lesser repro cart experience for me.
As fancy as the repro cart of the first The Smurfs game looked, it was solidly produced through and through.  I did not need to access its debug menu in order to play it because I didn't have to, I could play through every one of its levels without fear of it crashing on me.  I have absolutely no idea what happened.  I felt Virtual Studio did a good job with the first Sega 16-bit game, but then I remember that it was a direct conversion of Infogrames' preexisting SNES platformer.  The Smurfs Travel the World, on the other hand, is all Virtual Studio, which gives off the impression based on this game that perhaps they don't fare as well with
original fare.  The Smurfs presented a multitude of challenging scenarios, but I never found that game unfair even with its occasionally high difficulty.  There was a fairness to its challenging difficulty, in my opinion, a proper balance as the difficulty gradually ramped up over time, and if I messed up in the earlier game I could at least blame myself for either being impatient or having miscalculated my actions if not mistiming them.  It was simple in its approach, but I felt that made The Smurfs even more fun.
And the bonus levels in that game had the decency to have you start at the beginning of the next level afterward as opposed to the very one you accessed them from.
The Smurfs was quality fun and enjoyable to play, I liked how on occasion you would switch controls with one of the Smurfs that you rescued who had their own sense of controls, Peyo's charm shines through with the characters and expressions, it had a solid color palette, and Frédéric Mentzen's music is nothing to scoff at (an effectively good listen).
I also missed the amusing Brainy Smurf scene if you got a game over after having played for a long period of time, which this sequel doesn't have.  Come to think of it, there is almost a dearth of Smurf activity except for Inquisitive Smurf and Smurfette whom you play as.
I didn't walk into this sequel thinking it would supersede the quality of its predecessor in any measure of the word, but I hoped that at the very least it would've been a somewhat fun game to play.  Sadly, it did not deliver for me in that regard.  Of the Bruno Bonnell produced The Smurfs games from the '90s, I found this to be the least fun of them all.  Disappointing. 😞
Left: Coming across a submerged Buddhist statue in the depths of the Asian waters | Right: Jumping on giant spiders won't have any effect on them except to be bounced on
I wanted to like The Smurfs Travel the World, it's clearly well-intentioned and I commend it for trying something different than the previous iteration.  But because of the problems present in this venue (and the ones exclusive to the repro cart I own) I honestly found the proceedings to feel more repetitious and annoying than wholesomely enjoyable and fun, and the more I thought of those issues the worst the game got for me.  To go from arguably the strongest of the '90s The Smurfs platformers with the first 16-bit title to the weakest of the bunch with this sequel, that is a major step backward.  Unless you're a Peyo or The Smurfs enthusiast, I cannot in good conscience recommend this game.  In lieu of it, I recommend looking into The Smurfs* and Velez & Dubail Dev. Team's The Smurfs' Nightmare, to me those games offer more fun than this world traveling game ever did.
* Bit Manager's 8-bit Game Boy game, the 16-bit edition, and Helio Game's 32-bit PlayStation One game that all just so happen to be simply titled "The Smurfs", I'd suggest looking into any one of them

My Personal Score: 5.5/10
d(^-^)bTO EACH THEIR OWNd(^-^)b
● As was the case with the NTSC Genesis repro cart of The Smurfs, so too has the music's tempo been upscaled by 16.7% for The Smurfs Travel the World in its NTSC Genesis repro cart state (being that both 16-bit titles were originally designated exclusively to the PAL continent where games generally ran at 50Hz speed at that point in time unless people resorted to importing from either Japan or North America).  For those who have no idea of what I'm referring to, simply play any one track of this game on YouTube and alter the speed setting to 1.25x to have a clear idea what I mean.

● In irrelevant news, I recently (6/27/24) caught up with the latest Disney animated film Wish on Disney+, made to commemorate the company's 100th anniversary, which I did not get to see in theatres when it came out in 2023 but I was surprised to learn that it ended up with mixed reviews and was a box office underperformer (Happy... 100th? 😬).  I'll admit I was a little concerned, and I've seen title cards on YouTube making it out to be the worst thing in recent years made under the Disney name (none of which I clicked on because I make a point to avoid anything I perceive to be disingenuous clout-chasing clickbait nonsense that only appeal to the negative minded as well as the lowest common denominator).  But despite everything, I wanted to go in with an open mind when watching Wish. ✨ Personally, I found that movie to be genuinely endearing, and as a 100th birthday celebration of all things Disney I felt that it was respectably likable.  The animation aesthetic was interesting, it was like a combination of 3D with the watercolors of the hand-drawn animated films of old, and I did not realize until I looked up information on the movie after watching it that it had a 2.55:1 aspect ratio (like Sleeping Beauty) which is pretty cool (albeit rarely used nowadays, the last movie to use that aspect ratio in the past decade off the top of my head was Damien Chazelle's 2016 film La La Land).  I spotted a good number of references, nods, and easter eggs to the old Disney films, both subtle and overt, which I did not mind and found fun ("Oh, I see what you're doing!" "Ooh, I know the reference!" "Hey, I can see where this is going!  That's pretty clever!").  I liked Ariana DeBose's Asha, I felt she was an endearing protagonist with a creative streak (and I liked her design, too), I enjoyed the fact that her seven friends share the attributes of the dwarfs from Snow White and the Seven Dwarfs (like Dahlia who's the Doc of the group, and Simon who's based off of Sleepy), Chris Pine's King Magnifico was a fun villain but a complete narcissist, my God (🎵 he-ee's so vain, he prob'ly thinks this film is a-bout hi-im🎵), and I absolutely loved that the end credits showed star constellations of Disney's iconic characters in the chronological order (any reference to Atlantis: The Lost Empire is welcome, in my book, I loved seeing Milo James Thatch again even if for a brief moment).  On the subject of stars, the star (whom I thought slightly resembled the Lumas from Nintendo's Super Mario Galaxy games, and I was glad to learn that I wasn't the only one who felt like that) who helps Asha out is so adorably and heartwarmingly cute, AWWWWWW, truly Wish's MVP. 🌟😭 What surprised me the most about the movie was the songs, which... outside of "This Wish" (which I thought was a compellingly written song with a good message), I did not find very memorable.  The other songs were fine, but they did not stick to mind (I think I liked the visual accompaniment to them more).  There's more to say, obviously, but on the whole I did not dislike Wish like so many seem to have, though I will admit that it's not as strong as Chris Buck's other films Disney's Tarzan and Frozen, or the recent animated musical Encanto (which I also only saw on Disney+, that came out during COVID).  I liked Wish, but I can see why some might not have.  Still, I'd happily watch it again when given the chance.

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