Holy crap this game is hard. I'm shocked I even beat it. Super Ghouls'n Ghosts is a sidescrolling action game devised by Capcom, like many SNES greats are. You play through 7 levels to save the princess. Super original plot, I know. But, Super Ghouls'n Ghosts really shines with its meticulously tuned levels and difficulty. The theming of each level is pretty cool, The spritework is goregeous for an early snes game, and the music is unique and memorable.

From the very beginning, this game isnt afraid to show how difficult the journey will be. You can take 2 hits before you die, and your weapon can be swapped out for a different one through random drops. You've got a double jump, but it takes some getting used to as you have zero air control. It asks for constant spacial awareness and focus so that you don't get hit after a bad jump, or from a poorly telegraphed enemy attack. But... there is just enough leeway in the control scheme to get good at handling the stiff movement.

Once you've gotten used to the controls, found a decent weapon and have memorized most of the levels, the game tells you that you need to beat it again. As if it wasn't difficult enough to make it to the end once, you also need to find a new weapon exclusive to the second playthrough to beat the final boss. Doing the second runthrough was much more challenging, as the weapon you need drops randomly only when you have gold armor. Yeah, you can't get hit at all, you've gotta get two random drop armor upgrades, and THEN you can get the randomly dropped weapon to beat the game.

Plenty of people havent been able to beat level 1, let alone all 7, and hearing the news of a second playthrough is enough to make anyone stop playing. It cannot be understated how challenging this game is and how much focus it requires. The boss at the end of level 7 is notoriously difficult to beat with the required weapon too, so you might run out of time and die before you can get the boss's health low enough.

I haven't even mentioned that Super Ghouls'n Ghosts doesn't have a save or password system, so you need to do two playthroughs in one sitting to have a chance of beating it. Capcom, would it have killed you to put in a password system like some of your other snes titles!?

So... yeah. It's a great game if you like challenging titles, but it firmly sticks in the "NES hard" category of games. It is unfair at times and can be pretty BS too. I will admit I used NSO's rewind feature sparingly to be able to finally beat it. On original hardware, I only ever made it through the first playthrough.
I'd love to hear what others think of Super Ghouls'n Ghosts in the comments and any tricks you might have to beat the game without rewind!

For as much as I love the original Splatoon, I have to admit that I wear rose-tinted glasses when I play this game. Splatoon 2 improved a lot in terms of player experience, and Splatoon 3 was polished to a glowing sheen. But every IP needs to start somewhere, and that start was on the black sheep of a console: The Wii U.

I really wanted to pick up this game again before the servers went down, and I'm glad I did. It reminded me how ambitious this title was for Nintendo, and how it was one of their most unique IPs in a long time. It also reminded me of good memories almost 10 years ago (oH no I'm getting old ACK). To say I look back on this title fondly is an understatement, so I will try my hardest to be unbiased in this review.

Splatoon was Nintendo's family friendly take on the third person shooter genre. It was also their most ambitious online game yet. While previous titles only offered online connectivity as a fun leaderboard thing or as a side mode, Splatoon was one of Nintendo's first games to be primarily played online. The single player content took a backseat to the main draw of the game: 4v4 paintball battles.

It didn't initially start with the inklings we know and love, but it seems obvious in hindsight. Being able to hide in ground you've painted was an innovative concept, and the turf war game mode was a fresh twist on the genre instead of solely focusing on PKs. The strategy was very different to other shooters at the time, as sometimes you wanted to PK and other times you wanted to be frantically inking the ground before time ran out. Ranked mode switched it up when turf got boring, with Rainmaker, Tower Control, Splat Zones, and more!

Now, how well does it hold up today? Splatoon 1 has some signs of aging that are especially noticeable if you've put any time into its two sequels. Of course, its running on the Wii U, so the ink has less shine to it and some of the models are a little jagged, not to mention that online matches can drop frames more often than the switch entries. Lots of QOL features are missing, like being able to change gear between matches and seeing what weapons each team has at the top of the screen. And while Splatoon 3 uses largely the same physics as Splatoon 2, The original Splatoon's physics feel off. Aiming isn't as sensitive and movement can feel clunky at times (try swimming up a curved slope without bonking!) but it has its own charm to it in a way.

In contrast, using the gamepad for the map is a DREAM. Being able to see the map without obscuring your main view is fantastic, and touch controls for super-jumping is surprisingly intuitive. I wish I could use the gamepad for modern Splatoon games, seriously.

Finally, as far as actual content goes, it is much simpler than the switch entries, lacking weapon staples like the dualies and brellas. The specials in Splatoon 1 are crazy OP though, there are TWO specials that make you invincible. Not to mention bomb rush's incredible strength to turn the tide of battle! In many ways, I feel like the simple loadout offerings only add to the charm of the game. It plays a little slower, but more strategically as well, since your opponents can be more predictable.

Is it a good game to play in the current year? Well, no. I'm writing this the day that the Wii U and 3DS servers shut down, so playing it is kinda hard unless you want to use a server replacement like Pretendo. If you've played either of the sequels on switch, it's largely more of the same. Many people got into the franchise with Splatoon 2, and I don't think those people would enjoy the slower, clunkier nature of the original.

However, if you did play Spoon 1 all those years ago, when the switch was still known as project NX, then a few matches might be a fantastic way to spend an evening!

God, I'll miss this game...

Felt like updating my review, as the Synchrony DLC has since come out of early access.
In my original review, I complained about the new 4.0 engine's quirks and nuances. I picked up the game in 2017, just after Amplified came out, and I got really familiar with the game. It has the second highest playtime on my steam page (and I put over 200 hours into the switch version too.) So, when the new engine came around, the small changes really bothered me.

Certain exploits, glitches, or even basic interactions were changed as the game was essentially rebuilt. Most of them have been addressed and reinstated since early access, and I am not as frustrated as I was originally with the changes. Plus, there is a new legacy option to play with the old engine, something I had wished for in my old review. It's the best of both worlds! The online cross-play that Synchrony offers is genuinely really cool.

Necrodancer was such a unique take on the rogue like formula at the time, and it took hold of my life. I have many memories with it and it changed the way I look at both rhythm games and rogue likes. In hindsight, it seems obvious that old turn based rogue likes could be adapted into a rhythm game: your hand is forced to make a move before you are ready, your strategy always shifting and changing just like the enemies around you. It's such a thrilling grind, pulsing with the tunes of legendary indie composer Danny Baranowsky. It's hard to describe how Necrodancer makes me feel.

The learning curve is steep. VERY steep. There is an excellent video essay describing why Necrodancer has one of the hardest PS4 platinums. Not to mention that both Amplified and Synchrony have their own achievements too! However, I would argue that it is simple to pick up and learn. Anyone can beat Cadence with a little practice and patience!

The mechanics are brilliant. The music is top notch. I'll never be able to get all the achievements, but the grind is extremely addicting!

This review contains spoilers

Unsighted was an interesting little game. The gameplay mechanics intrigued me, and it had been sitting in my steam library for too long, so I finally got around to playing it. And it was a pleasant time!

You play as an automaton that has gained self-conscience through a magical material called Anima. You're a part of a society of self-aware robots that are fighting the humans on the planet. The anima that keeps you all sane has been captured by the humans for experimenting, and each robotic NPC has a time limit before they perish. Your goal is to reclaim the anima and save robotic kind.

The story is okay, it has its moments but to be completely transparent I was left wanting a little more explanation on certain parts. The romance plot point between Alma and Raquel was not really my thing, but it was well executed nonetheless.

I'm a little torn on my thoughts for Unsighted. It has lots of gameplay mechanics that don't mesh together neatly. One of the big ones, the time limit on every character, makes you want to rush. But... there's also crafting and fishing, which makes you want to slow down and explore a little more. They are all well designed as self contained features, but the sum of their parts feels unfocused.

The world is really well designed and fun to explore (even on a time limit!) In metroidvania fasion, there were spots that needed certain items or abilities to proceed, but it was not frequent enough to be annoying. Overall, the world felt like a zelda and metroid mashup, with the dungeons seamlessly transitioning into each other and the world. Plenty of shortcuts are around too when you get far enough in. Plus, the spinner item makes quick traversal a breeze!

The final boss was kinda annoying. There's a boss rush one at a time, then another boss rush with two bosses at a time. It was challenging to focus on parrying both of them, and it was a little repetitive too. The first boss rush would've been fine by itself. After spending an hour on the second rush, I first tried the actual final boss. Sooo... I dont know how to feel about it to be honest.

That kinda sums up the experience for me. It was really cool and had tons of great ideas, but many of the mechanics felt distant from each other. I enjoyed it, dont get me wrong, but I'm still not entirely sure how I feel about it. If you enjoy Zelda games or Metroidvanias, or you prefer a simple indie story, I'd reccomend Unsighted. Just be careful with your time management. I'm lucky I finished it on my first go, but if you don't like permadeath or a clock hanging over your head, maybe skip this one.

I've been intrigued by Devil World since I saw it's trophy representation in Smash Bros, and today I found out that it had a re-release on NSO.
Devil world is a pretty innovative little take on Pac-Man. The challenge is not so much keeping track of enemies, but instead paying attention to the way the maze is moving and finding a viable route.
I could see myself revisiting this as a short time waster; much like many other arcade games.

Literally the no internet dino game on google chrome. It works extremely well on a handheld system, especially when you dont have enough time to kill for a larger GBA game. Must have homebrew for flashcarts!

My PB isn't amazing at 345, but figured I'd mention it in case anyone wants a small challenge :)

Normally I don't copy-paste, but other people who also played the update early copy-pasted here since this page didn't exist yet, so don't hate me thx :)

IT'S THE NOISE!!
Tour De Pizza put so much love, care, and attention into the Noise update! It was a fantastic time and the Noise's new move set really shook up some of the level formulas! I will not be talking about anything other than his moves, as to not spoil the other special moments for what is a glorified new game plus.

Noise's biggest difference from Peppino is his ability to bounce off of walls (and obeys the law of gravity as he is unable to run up them). For levels with a lot of verticality like Bloodsauce Dungeon and Pizza Scare, this poses a challenge as you cannot bounce off of a wall indefinitely. However, Noise can do a super jump on the spot and his uppercut/ upwards grab goes much higher than Peppino's. It is unintuitive if you have muscle memory from the P-ranks, but is a welcome challenge and shakes up how you approach vertical movement.

Noise can also do a spinning tornado move that pulls him to the ground like a magnet. It can be held as long as you like, and it can also break blocks while you freely move left or right. When you exit the move, Noise does a little hop. The tornado has the same input as Peppino's dive, so the little hop at the end can mess with you when you aren't expecting it! The tornado is super versatile though and I found myself using it a lot.

Finally, boss fights have been remixed too. Noise doesn't have a grab attack in these fights, instead opting to throw explosives everywhere. Each boss is the same (with the exception of floor 3), so finding openings to toss bombs is tough but fun! The final boss has some small nuances too but that's worth experiencing for yourself.

Overall, I think I could safely say that Noise controls like Peppino and Gustavo combined, with the tornado as his most unique move. He can bounce off walls and ground pound like Gustavo, and he can grab enemies and super jump like Peppino.

There are so many smaller details that I didn't mention that make this a unique playthrough. The wait was worth it! If you're thinking of trying Noise out, try a bunch of stuff. Random stuff like replaying bosses, failing certain sections, going for secrets etc. I promise you'll be surprised.

Apologies for the 'lazy' copy paste, I wanted my logs to be accurate once I saw this page was up. Thanks for reading, you're the best <3

Extremely simple tennis game. The 3D helps a lot with ball position and is a novel idea for the hardware, but after 5 minutes the game starts to feel stale.

You can do a normal shot with A and a lob with B. If the opponent lobs the ball at you, you can press A or B while the ball is directly overhead to smash it back at them. That's it. Mario Tennis (the N64 one) introduced plenty of unique mechanics that set the series apart from other video-tennis games, but Mario's Tennis (this one) proceeds the N64 release by 5 years and has no unique spin on the game. It's literally tennis. If you still want to try Mario's Tennis I highly recommend playing as toad or koopa, as they have an automatic lunging move to hit tough shots.

I restored a virtual boy recently, and this was my go-to testing game since it was quick to start and was a simple game. However, if you own a modded 3DS, an emulator was released recently that allows you to play VB games with proper 3D support. The 3D effect is indistinguishable from the real thing IMO, and it also allows you to change the palette to whatever grayscale you prefer. If you're interested in playing any VB games at all, I highly recommend the Red Viper emulator!

Anyway, Mario's Tennis is boring. Go play the later entries.

Starting this by saying I've been following this game through development since 2017; the concept is really cool! It mashes an EKG style heart monitor into a rhythm game. Rhythm Doctor also tests your internal clock by smearing distractions all over the screen. and I mean a LOT of distractions. Gotta rely on audio cues for this one, which can be a fun challenge!

RD would be a 4 star for me if the single beat cues were consistent. I've played a good amount of rhythm games, and while the patterns in RD are really fun, the single beats in between just kill me. I'm either trying my hardest to ignore the cues or just guessing where the single beat goes. It's crazy to me that I can get a better rank by not paying attention and autopiloting vs. trying my best to match the cues, but I digress. The single cues may be frustrating, but the rest of the cues are really cool! My favorite are the SVT beats and the swing beats, they feel so natural to do.

Most of the song selection is Lo-fi. It creates a super vibin atmosphere that counter-acts the distractions for a unique experience. I love the simple story too, I'm glad there is one at all. The pixel art is lovely too. There's no doubt that the devs put tons of love and care into this game over its extremely long development.

I'm almost through world 5 but I'm unsure if I'll finish RD. Blast beats and freeze beats are easy, don't get me wrong, it's the funky single beats in the middle that screw me over. Despite my personal struggles, If you really love rhythm games (especially indie ones) I highly recommend Rhythm Doctor! It's got a chill vibe that can't be beat.

Bit of an easier roguelite, but was still fun and felt well balanced! Correct me if I'm wrong, but I don't believe Nintendo has developed a game in this genre before. I really enjoyed the grind while it lasted, but there are tons of unlockables to keep players coming back.

Also, you could reduce the roguelite parts of Side Order if you wanted. There are options to buy lives and continues. It's nice to see accessibility for players who may not play roguelites /likes, but I chose not to use these options. Side Order is plenty do-able on one life with good luck!

When I heard about Celeste 64, I thought it was a N64 rom hack or something, but I was pleasantly surprised to find it as a full game! I really enjoyed Celeste (even through the rage quits) and Celeste 64 did not disappoint. Fair warning: I may gush a little bit. :)

Madeline initially feels a little awkward to control in 3D, but the muscle memory from her 2D outing starts to kick in after a few minutes. You play in the Forsaken City, and the level design feels akin to a Mario 64 or Sunshine level. It is not linear and each corner of the map has strawberries and tapes to collect. Exploring was a blast! Speaking of Mario Sunshine, each tape you collect brings you to a bonus area with a short platforming challenge. There is acapella music in the background while you jump around to get your prize: another strawberry. Anxiety or nostalgia? You decide.

Many of Celeste's gameplay mechanics are still here, including double crystals and golden feathers. The gold feathers took a little getting used to since they lock your vertical position, but they weren't used too frequently so it was manageable. The camera was a bit of a hindrance when doing precise jumps, it helped to have prior 3D experience but it still was annoying to try and dash while moving the camera. As for the grab, the team removed stamina so you can climb to your heart's content. I really appreciated this change, as it allowed them to have more freedom when designing vertical puzzles and it took some stress off me when trying to overcome them. No stamina also means there may be several ways to solve certain challenges too. Overall, Celeste 64's controls aren't perfect and could use more polish. For a game that was designed in a week however, it controls amazingly well!

There are tons of little references hidden around if you're looking for them. I already mentioned the nod to Mario Sunshine's secret levels, but every time you collect a strawberry it plays a jingle that reminds me of Mario 64's star jingle. I think it's the sound font but I'm not sure. If you listen carefully to the level's music, there is a background instrument that sounds exactly like Windwaker's great sea theme! It matches very well, down to the pitch changes, so I don't think it's a coincidence. Finally, the game is self aware of these references and mentions how Maddy has been revisiting games from their childhood lately. Nice touch.

I don't want this review to be too long so I'll try and wrap it up. If you enjoyed Celeste, This little project is for you. There are a few characters to chat with, and all the dialogue was super wholesome. Celeste 64 was a great time and not super difficult like it's predecessor. Also, it's free, so you have no excuse not to try it. (consider supporting the team too!)

I spent 52 minutes finding 25 strawberries; I hear there are 30 in total and I will be back for more! I really loved this short but sweet game. A big thanks to the Celeste team for their dedication to the project!

What a game. This was my second time through Banjo-Kazooie, nabbing all the old collectables and new achievements. It is the best collectathon on the N64, and you can fight me over that! I'll be talking about the XBLA version's differences, cause some were good and some were not so good.

The models still look amazing in HD and have held up very well. I appreciate the updated HUD, but I prefer the original spritework. The colors of the Jinjos don't match their appearance and I think Banjo's face looks uncanny in the health meter. Minor issue. The widescreen was lovely and well worth it.

Lets get controversial! Obviously, the big QOL here was keeping music notes and jinjos after leaving a level. Works great for most levels, but I would argue that keeping notes was a hinderance for Click Clock Wood, Gobi's Valley, and Rusty Bucket Bay. There are so many small rooms with 3 or 4 notes together that I would prefer getting the notes in one run, instead of backtracking through every part of the stage trying to remember where you have and havent been. Click clock wood especially since each season is quite large and it's very easy to forget where you already looked. When I completed the N64 version, I made a route to get every note, but I had to double or triple check locations in the XBLA version. It's a 'me' issue, I'm sure most players won't feel this way, so lets move on.

I liked the inclusion of stop n' swop and achievements this time around. I never bothered with Bottle's puzzle on the N64 since it wasn't tied to completion, but it needed to be cleared for an achievement this time. Actually not the worst thing in the world. Yeah, the controls were overly sensitive, but it only took half an hour and it could've been much worse than that.

Overall, I really love this game. It's one of the few collectathons that would make me consider completing it more than once. The N64 version is fantastic, but the XBLA version is definitely superior. I legit wish there was an xbox controller with c-buttons for this game. If you haven't played Banjo-Kazooie yet, give it a go! It's easy to pick up and play for short sessions and is a great time.

Fascinating simulation of a steam engine. It's pretty fun to mess with the valves and see how the engine reacts, but it doesn't last too long. Some of the secrets were pretty fun to get though!

I'm more impressed by the programming, like how the sound is procedurally generated. I know the math behind some of the concepts on display here, and I can't even imagine trying to code them. Kudos to the dev!

Extremely faithful to the original. The quality of life improvements were numerous and especially noticeable after I went back to the SNES version to beat Culex. I thought the new postgame was kinda lacking, it was essentially just a boss rush with a few new gimmicks. I would've liked to see some more unique content added, but I totally get the vibe that they were trying to be as faithful as possible with this remake.
This is the best way to play this SNES classic today, hands down! It's an easier RPG but is a great choice for someone who may be new to the genre. I can't wait to see the TTYD remake later this year, since Mario RPG is so well done I am expecting great things from Paper Mario!

Motion sickness the game. Pretty nifty idea, it's a chill experience where you can fly around in a futuristic car and find upgrades to make your car's turbo boost last longer. I found most of them (they are little landing pads on various skyscrapers) but my head was hurting after 30 minutes and I had to stop.

I would highly recommend having 'VR legs' so you don't get as nauseous. Also, maybe don't ever touch the right stick. Fun time nonetheless, helps that it's free!