Retro Replay Review
Gameplay
The first hour is breezy in a way that fits the license. You choose between six time locations, then select one of three open levels in each before tackling its locked rescue stage. That structure is more inviting than being pushed through one prescribed route; if a level is not grabbing you, you can turn your attention elsewhere rather than feeling stuck immediately.
Kermit and Animal give you two simple ways to play. Animal attacks with drumsticks, while Kermit throws paper planes, and both can gather more of their respective ammunition along the way. Animal’s earthquake and Kermit’s super-high jump offer a little extra character beyond their standard attacks. Kermit’s jump sounds especially useful if you prefer getting through platforming trouble instead of confronting it head-on; Animal is the more direct choice.
The big limitation is that ordinary enemies merely move side to side and cannot recognize either hero, so they do not attack. That makes the selectable stages low-pressure to the point that experienced platform-game fans may find them thin. Boss levels, where you rescue a stranded friend, are the intended payoff. Health-restoring food, extra-life hearts, and a save option from the level-select menu make this an unusually painless game to see through.

Graphics
This is a 2D, side-view Game Boy Color platformer built around familiar Muppet characters, with Kermit and Animal as the playable leads. Statler and Waldorf appear at the beginning of levels and after deaths for short exchanges, which is a welcome bit of Muppet flavor around the action.

Story
The setup is exactly the kind of cheerful chaos the Muppets can carry. Dr. Bunsen Honeydew and Beaker’s large time machine malfunctions, leaving Miss Piggy, Fozzie, Rowlf, Gonzo, Sam the Eagle, and Swedish Chef in different points in time. Kermit and Animal are left to make the rescue trips.
It is not a story-heavy platformer, and it does not need to be. The time-travel excuse supplies six distinct destinations and a clear reason for each boss encounter: get to the missing friend and bring them home. The simple rescue goal keeps the game moving without asking you to track much plot.
Statler and Waldorf’s short comments on level starts and deaths are the sharpest bit of personality in the framing. They turn failure into a small gag rather than a stern reset, which suits a game designed to be approachable.
Overall Experience
Jim Henson’s Muppets is a mild, friendly licensed platformer rather than a hidden test of your reflexes. Its pick-your-location structure and two playable leads give it enough variety to keep a young Muppets fan engaged, while the non-aggressive regular enemies prevent the journey from becoming intimidating.
That same softness is where frustration can set in for veterans: once you realize most enemies are just moving obstacles, the platforming has to do nearly all the work. The boss rescues give the game a stronger sense of destination, but the basic stages are unlikely to satisfy anyone craving tense action or elaborate combat.
Give it a chance if you want a short, forgiving Game Boy Color Muppets game with a flexible stage order and a few character-specific touches. If you want another Muppet game with a different format, Jim Henson’s Muppets Party Cruise is worth a look. This one earns its charm from being uncomplicated, and it is best when you meet it on those terms.
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