
This caught my attention because “licensed 2D platformer” can mean anything from TMNT: Shredder’s Revenge greatness to forgettable shovelware. Art of Play Interactive and Boat Rocker Studios are bringing Danger Mouse back as a side-scrolling action-adventure in Q3 2026 for PC (Steam), Nintendo Switch, the inevitable Switch 2, and PlayStation (PS4/PS5). It’s fully hand-drawn, promises 2-player couch co-op, and leans into a canon-friendly story with frame-by-frame cutscenes. That’s a strong pitch – but there are a few details worth unpacking before we break out the cheese board.
Playable as Danger Mouse or reluctant legend Penfold, the game runs through 15 “arcade-battle-action” levels in what sounds like a best-of tour through classic villains, with Baron Greenback pulling the strings. The tone is on-brand: “plenty of toilet humour” but “no potty mouth.” There’s a unique single-player mode and 2-player couch co-op, and the Mark IV gets its own segments where you drive, dive, fly — and, naturally, tap dance. It’s aiming for timeless Saturday-morning energy more than hardcore sweatfest, and that’s fine if the controls are tight.
Visually, the pitch is the headline. Art of Play says it’s fully hand-drawn and painted, animated frame by frame. That’s a huge workload and the kind of thing that sells itself in motion. If they stick the landing, think the snappiness of Rayman Origins with the boutique craft of Wonder Boy: The Dragon’s Trap. If they don’t, it’ll feel floaty and half-finished. 2D platformers live and die on input latency and animation readability — the art can’t overwhelm the timing windows.
We’re in a mini-renaissance of licensed games that actually respect their roots. Shredder’s Revenge showed how to modernize a classic without smothering it in microtransactions or open-world bloat. Danger Mouse aiming for a “canon” story addition with full-screen cutscenes tells me this isn’t just a quick nostalgia cash-in; Boat Rocker (the IP owner) being directly involved backs that up. The 2015 reboot proved there’s still an audience; slot this in as a family co-op title for parents who grew up with the original and kids who caught the newer series.

The platform list also says a lot. PS4 support into 2026 screams accessibility — they want this in as many living rooms as possible. Listing “Switch 2” by name is unusual but sensible if the successor arrives before launch. 2D hand-drawn games scale well across devices; expect 60 FPS as a marketing bullet later. If they can’t hit that on Switch, I’ll worry.
Local co-op is great, but there’s no mention of online play. In 2026, that’s a miss for anyone hoping to run chaos with friends who don’t share a sofa. I get the family-first angle, but even simple drop-in online would widen the audience. As for length, 15 levels is totally fine if there’s variety. Shredder’s Revenge ran 16 stages and felt generous because the encounters escalated and the systems had depth. Here, we don’t yet know about upgrades, combos, difficulty options, or replay hooks like time trials, collectibles, or arcade modifiers. Without those, 15 levels could be a fun weekend and done.
The vehicles could solve the pacing problem if they’re more than brief set pieces. Driving, diving, and flying the Mark IV is a cute nod; give us mechanics to master, not just quick QTEs. The press note about tap dancing makes me think rhythm gag — I’m here for it if it changes how you approach fights, not just as a cutaway joke.

Art of Play says they’ve spent years making games for big brands like TMNT, Spider-Man, and Transformers. That experience matters — licensed projects have approvals, tone checks, and fans with long memories. The risk with hand-drawn animation is production drag. Frame-by-frame means every tweak is expensive, which can limit iteration on feel. The best in class, from Cuphead to Rayman, built systems-first and let the art serve the gameplay. If this team leads design with responsiveness — snappy jumps, readable hitboxes, defensive options — the art will sing. If not, we’ll get a beautiful museum piece that doesn’t stick.
The 45th-anniversary crowdfunded pre-order with digital and physical rewards raises an eyebrow. I’m not anti-crowdfunding — it’s helped some bangers happen — but calling a pre-order “crowdfunding” muddies expectations. Is this securing manufacturing for collector editions, or funding core development? The announcement reads like the former, which is fine, but clarity is key. We’ve all seen campaigns overpromise on stretch goals and ship late (or weird). If this is mostly for statues, OSTs, and boxed Switch/PS5 copies, just say that plainly and set realistic timelines.
Danger Mouse’s 2026 return goes for a classy, hand-drawn co-op platformer with canon story beats and lighthearted humour. It looks like the right kind of nostalgia — but 15 levels, no confirmed online co-op, and a fuzzy “crowdfunded pre-order” are question marks. If the controls are tight and the vehicles add depth, this could be a family-night staple rather than a one-and-done curiosity.
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