Of all the games I've played, this certainly is One of them.

I played Kirby Super Star entirely through co-op with a friend, something which I definitely feel enhanced the experience for me. Oft cited as one of the top tier Kirby games alongside Return to Dream Land, Forgotten Lands and Planet Robobot, Super Star absolutely brings a ton of innovations into the Kirby formula. The Helper system for co-op is fun and I liked how the second player functioned different from Kirby (such as being able to escape death by getting a different copy ability during the death animation) and how like. It's funny having to kinda roll with whatever power Kirby has on the spot and pop out your friend and then change it up later or what have you, it helps keep it from getting stale is what I'm saying. Then of course you get stuff like the ability to Guard, the NOVA, the Halberd, a LOT of stuff with Copy Abilities from how they work from visual appearances to introducing a bunch of new ones, Super Star might not be the first Kirby game around (in fact it is the fourth) but it feels like it and Kirby's Dream Land 2 form the genesis of Kirby as we'd call it today.

As fun as the sub-game and multigame format is, I gotta say that it doesn't really come across the best here. Spring Breeze is cute as a nod to the very first game but it is very much a Nothing mode, being so abridged that you kinda just complete it and then forget. Dyna Blade feels like pretty much directly a marginally more in-depth Spring Breeze, albeit it also is very short, the Kirby gameplay is unsurprisingly a fun vibe as usual (and figuring it out with my friend enhanced the fun) but these felt like very "junk food" modes. They did make me think that this game, overall, feels like it would be much more suited to a handheld experience where you're likely to be flipping between short gameplay sessions (although me and my friend did play shorter sessions). Perhaps fitting given Kirby STARTED on the Game Boy? It does make me think that Kirby Super Star Ultra might be the ideal form for this game to take. Dyna Blade DID make me think a Kirby game with a Super Mario Bros. 3-style World Map (already underutilized) could be fun, imagine one where you can have up to 4 friends and whoever has the most level completed panels at the end gets a fun bonus for some co-opetition! Kirby's large repertoire feels like it would offer up some unique options there.

I assume that it is programming or camera issues that prevent Gourmet Race from being 2-Player here, the camera failing to follow Dedede doesn't matter when it is the AI but would with a buddy, but it frankly blows that you can't play the mode with a friend. It feels like that would be super fun and without that it feels like the mode is more of a Minigame like Samurai Kirby or Megaton Punch than the main "Games" of the group. So while I was enjoying myself early, it definitely starts off overall on a bit of a "Nothing" feel to it. The Great Cave Offensive is...fun, including the BEST boss in the game for sure in Computer Virus, but to an extent it feels like maybe it drags a little bit while at the same time being a touch underbaked? It has the vibes of a bit of a Metroidvania (which makes me wanna try Kirby & the Amazing Mirror), but there's some parts that feel a bit janky (like the cloud area in the final group of levels was a bit of a Thing at points) and I dunno. I did enjoy it and I enjoyed it being a lot more unique than Spring Breeze or Dyna Blade, I could see this being fun to return to for 100% treasures.

Fortunately for this game, the last three modes are all bangers. Revenge of Meta Knight feels like the standout of the entire game as it keeps up a very pounding and frantic pace throughout the entire thing, plus I'm a sucker for these kind of cutscenes in platformers and it felt like it gave it a very unique vibe compared to all of the other games. Not to mention getting to go Wheelie Rider with my friend at the very end was pretty fun, Heavy Lobster is pretty easy but some good boss fight design, the banter of Meta Knight's underlings helped underlie the pace. I can see it being difficult to keep up for a full game but man do I wish there was some more here, I kinda wonder if combining it and Dyna Blade or Dyna Blade and Spring Breeze would have been a good idea. Milky Way Wishes is the longest and most intricate of the modes, bringing in a unique mechanic that treats Kirby's copy abilities more like a Metroid power-up which was fun (though sometimes it did slow the pace sometimes with all the ability swapping me and my friend did) and the levels had a lot more meat to them than most of the game. Marx is obviously a very fun fight (right up there with Computer Virus) and feels like a true challenge of your skills through the game.

That all cumulates with the (secret) final challenge: The Arena, something else Super Star introduced to the series, and in turn inspired Smash Brothers' own All Star Mode. This is a very fun way to do a boss rush mode and Kirby feels particularly well suited for a boss rush format. What powers are you going to choose to go through it? For me and my friend, we began with me on Bomb and them on Mirror for an offense and defense combination, but following a good fight with Computer Virus we tried a Hammer and Mirror combo due to Hammer's stronger per-hit damage. But as we got better with guarding the use of Mirror for defense decreased and so we ended up with me on Bomb and my friend on Beam for a good ranged damage combo with less risk than Hammer. When do you use your tomatoes? Getting riskier and feeling when we could press the edge at low damage was critical to us finally beating it, which was immensely satisfying after three sessions of grinding it out.

Outside of all the gameplay stuff, Kirby Super Star is a very pretty game overall with Kirby being vibrant (I love the little hats they gave him), this isn't really graphics related but I do like that each of the Helpers is their own unique enemy with their own portraits. Kirby gets a variety of portraits and all of them have a lot of personality to it and that personality oozing out really just helps the game a lot overall. Kirby's unhappy "Ouch!" portrait or him looking very nervous when he has the Bomb ability are some real standouts, Sleep and Sword too. The music is also pretty good. Marx's Theme, anyone? Gourmet Race obviously became a classic, although if you asked me for my favorite it would definitely be Meta Knight's Revenge.

Kirby Super Star was truly a game that shone more brightly the further into the game it got. The start is on the weak side, relying entirely on the charm of a polished Kirby experience more than anything, but by the time we get to Revenge of Meta Knight the game starts putting out serious bangers and leaves on a high note. High enough to surpass Kirby 64 as my favorite out of the admittedly-small-number of Kirby games I've beaten? No, but it is one I'd recommend people give a shot, especially if you have a friend with you!

​​Pretty fun little game although not much to it, very short, bizarrely I had some collision detection issues where the ship flew RIGHT through the purple sound rocks and gave no additional effects. The ship being able to go offscreen (at least in Browser, I didn't download it) also disoriented me and caused me to die the first time I tried it. Definitely feels like something that could use some more levels (makes me think of all the extra stuff SKYPEACE added) but not a bad use of 3 minutes.​​

I really like the idea of the game, a roadtrip through 1970s Italy where you interact with a varied cast of characters and a focus on social issues of the time, but I got one ending of this game and it was so abrupt that it put me off a bit from continuing past that ending for the moment. Part of it also was some of the conversations and particularly the driving mechanic. A few of the little conversation dialogue trees I had, it felt like the other character's dialogue reaction was almost entirely unrelated (a glitch maybe?). The driving is also a bit clunky and particularly the turning feels kinda loose and slow which makes precision or avoiding some of it rough. Given that there are things like races and from what I know parts of it that you need to avoid driving wildly in it hurts my desire to go and get more endings.

Seriously though the first ending I had was less an ending and more that it just Stopped. I genuinely thought I was at, like, the first plot point and not an ending, and the result feels bizarre with someone you're supposed to have just met and have had like five conversations with. Given it feels like a very common ending to get (I picked up the first two hitchikers to see what it was like and then essentially just followed where the game sent me) to see it be so ??? is wild. Maybe I'll come back to it because it is very easy to go through more endings (it even lets you start mid-game) but I'm put off of it after one.

I dunno, man, this one definitely speaks to me politically but as a work of interactive art? It feels more like it could be a Twitter thread in a lot of respects. Yeah, it is true that people are overworking hours on games and causing issues, but it is not only presented in a pretty passe manner...

But also, is that actually happening for Pokemon? I don't like the annualization of Pokemon because I think it degrades the quality, but Game Freak has never exactly been top notch at that level of polish to begin with and they've implemented a version of a four day work week albeit one that doesn't seem the best. Is it that they're being crunched to death or is it that they were developers who already had issues making now open world games on a home console when from 1996 to 2018 they released a grand total of 3 home console games, and I don't think Click Medic on the Playstation was exactly relevant to their Switch coding ability. Especially when considering that, for example, Brilliant Diamond and Shining Pearl (unrelated aside: Anyone else get the subtitles of that confused as Shining Diamond and Brilliant Pearl?) was done by the third party team ILCA. Game Freak actually hadn't released a game since Sword and Shield, three years, before Arceus and Scarlet/Violet. That's pretty similar to most of their dev time (with Let's Go being 2018: They generally release a mainline and something to the side either at the same time or one year apart. See: X/Y and Omega Ruby/Alpha Sapphire, FireRed/LeafGreen and Emerald, Platinum and HeartGold/Soul Silver), so the way the presents it as a more "modern reality" doesn't necessarily feel fitting to me. That's also not to say crunch doesn't go on either (Arceus and Scarlet/Violet released same time and importantly were bigger than most Pokemon games: It'd make sense, and crunch is common in the industry ofc), but some of the way the game presents it...I dunno, man. (Not to mention the fact I'd argue a lot of other games get more of a "pass" for similar issues but I digress)

Maybe what bugged me was the thesis the game beats over your head: Another Pokemon Game. You know, just Another Pokemon Game. I just don't vibe with that thesis at all, especially when it comes out in 2023 rather than 2019: Sword/Shield was genuinely extremely stale, but right before it was Sun and Moon which I thought brought some fresh vibes and ideas to the table. And in 2023? Arceus is obviously rather different than most Pokemon games in mechanics, and Scarlet/Violet's issues are on the technical side (the aforementioned programming). I'd argue the game actually is not only fresh but is essentially what every Pokemon fan was asking for in the Gen 3 to Gen 5 era: An open world to explore, multiple plotlines including ones unrelated to the gym challenges, a storyline with more "mature" elements (including death), anyone who was around in that era heard way too many Pokemon fans say it would be THE Pokemon game if they just did that. Sure, sure, not every Pokemon game reinvents the wheel, but honestly I feel like the presentation of "Just Another Pokemon Game" just rubs me the wrong way. It feels very reductionist. Obviously it gets mixed in with the Genwunner type complainer on the picket line, but that's just kinda general criticism (and the way it is presented in game ends up broadly applicable in a way that it is overused).

Honestly, maybe I am overthinking this myself and should just stop talking. I feel kinda conflicted about reviewing it: Maybe that shows there is a sense of a Personal nature to it, which is a positive. The bit with Tajiri felt odd to me: Obviously it is meant to be at least metaphorical, but it feels at odds with what I know about the man (and looking up sources to see if I was unaware didn't find much): It, in many ways, feels like sledgehammering in a general thought on the industry without it necessarily fitting. But maybe I just don't know Tajiri enough. The use of Infinite Jest here also felt like it had the "we're in 1984" energy to me. It is cool it exists and all, but in the end, Another Pokemon Game ended up feeling like just Another Message Game.

(Check out letshugbro talking about making Thatcher's Techbase tho, that's some good stuff)

Not really much of a review, but seeing someone else's review JUST made me remember that I played this back in the day. One of a range of Canabalt-likes that came out after that game's success, has a pretty strong aesthetic choice and of course Always is a good meme. One of those early-2010s memes that felt like it continued mid-late 2000s humor in the vein of Nyan Cat (anyone remember that?), it's a fun enough game. I think Canabalt appeals to me slightly more for reasons I can't explain, but if you want a basic (and free) autorunner game then you'll get your fix here. Yeah not much else to say here.