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Spelunky is a game that hates you. It’s randomized, filled with secrets and only a few helping hands throughout your adventure, and a few too many mistakes sends you back to the beginning of it all. There are no exploits, nor cheese to be had. There is only you, and your persistence.

As of writing, I haven’t even completed Spelunky, technically I’m not even a halfway through the game. So why am I reviewing it if I haven’t dropped/finished it yet? Because this is an experience that no other game has been able to capture. I’ve played numerous roguelikes in my days, with my favorite game of all time being a roguelike. Few (really only The Binding of Isaac) have managed to capture my attention like Spelunky. Unlike a good chunk of roguelikes which rely on the player’s reflexes and skill (which isn’t bad design for the record), Spelunky throws you into a random world and tells you to survive. You’ll find this incredibly difficult. Even with the less than threatening enemies, you’ll still find yourself dying over and over again. The goal to success is expirimentation, Spelunky’s strong suit. Since runs only last a few minutes each (10-15 minutes usually), I was more open to expirimentation with the game, compared to other roguelikes where changing my strategy mid-way through could lead to a lost run of about an hour (or so). This (and The Binding of Isaac) are the only two roguelikes that I’ve seen actually get this right, and it’s disappointing, because it works in both games’ favor, and I think a lot of roguelikes would benefit from this (ENTER THE GUNGEON.). Suddenly, as you play, once you bend the rules, rather than banging your head against a wall, the game responds accordingly. You’ll find that Dart Traps are activated with motion, and even by other enemies. So carrying anything will substantially increase your chances of survival. You can use one of the ladies as an extra HP point, use her as a meat shield for those damned dart traps, or sacrifice her for a chance at an awesome cape. You can steal from the shopkeeper which will give you several bonus items, but you have to fight him, which can easily lead to your death. And then he cock blocks the gateway to the next levels. I’m only scratching the surface of what I’ve learned through my 3 hours of playtime, and it’s not only because some of it is second nature at this point. I hope to learn more about Spelunky in my many more hours to come. I’m not sure if I’ll ever complete Spelunky, because it’s so difficult, but wishful thinking leads me to believe I will. I’ve conquered dozens of unabashedly difficult games in my lifetime, so Spelunky may be no different. But for now, Spelunky is a game that has made me feel little games have ever done. Even if you won’t see the credits, play this game. I hope you enjoy it as much as I do. (and thank you alpharad for bringing my attention to this game, love you dude :D)

For the longest time, I have had zero interest in Dungeons & Dragons as a whole. I have never played the main tabletop game before, nor have I seen or taken apart in any of its spin-off material, not because I think that it’s lame and bad (even though some of it probably is), but because it just doesn’t really look like something I would like all too much. It all looks like some of the most typical fantasy medieval shit you would ever see, which makes sense given how long it has been around, and as for the main tabletop game, it looks way too complicated to set up for my small nugget that I refer to as a brain. But hey, there’s gotta be a reason why the franchise has been going on for as long as it has, as well as why many still play the game and celebrate the series to this day, so I figured it was about time that I finally took a look at something D&D related so that I can slowly inch my way into becoming a fan of the series. Naturally, I figured the best way to do this would be with something very close to what I am familiar with, and that would be with Dungeons & Dragons: Tower of Doom.

For those who are unaware, this is a D&D beat-’em-up arcade game that was made by Capcom in the mid-90’s, and it’s only just one of the many, MANY, MANY D&D games that have been released from the late 80’s all the way to today. I hadn’t known about this game for the longest time until a good couple of months ago, but I had some pretty high hopes going into it. After all, this was Capcom that we’re talking about, and they have had plenty of experience with making some great arcade beat-’em-ups in the past, even ones that have a similar setting and approach to gameplay like this one did. So, I played through the whole thing in one sitting, and yeah, it certainly did not disappoint. This is a really good beat-’em-up from the mid-90’s, one that does have some slight hiccups that make the journey somewhat sluggish and repetitious, but not enough to where you and three other friends wouldn’t be able to have a great time with it for an afternoon.

The story is pretty typical for that of a fantasy setting, where the land of Mystara is thrown into chaos by the evil Arch Lich Deimos and all of his evil minions from the Tower of Doom, with the Republic of Darokin having no chance of fighting back successfully, so it is up to four brave adventurers from separate parts of the land to join forces and take down the evil threat once and for all, which is as bland as you can expect, but it is clear that this game isn’t focusing too much on the story, so that doesn’t matter too much. The graphics are pretty great, having that shine of quality Capcom arcade games around this time typically had, while also having plenty of great designs for the stages, characters, enemies, and bosses that you will come across, the music is pretty good, feeling like the proper music you would imagine while going on a big adventure to complete a quest, even if none of it stood out to me as anything all too memorable or exciting, and the gameplay is what you would expect from a beat-’em-up of this style, but there are some changes to the formula and some mechanics introduced to make the experience more memorable.

The game is a hack and slash side-scrolling brawler, where you take control one of four different classes that best suits you and your play style, go through many different levels across the land of Mystara, fight against plenty of different fearsome beasts and foes using whatever weapon you have, as well as whatever additional weapons that you can find along the way, gather plenty of gold, potions, and additional firepower to help you out along the way, gain experience points from defeating enemies so that you can level up and get stronger, and take on plenty of fearsome bosses that will challenge you in plenty of ways, even making you think of different ways of defeating some foes. If you have played some of Capcom’s previous beat-’em-ups of this style like The King of Dragons of Knights of the Round, you’ll pretty much know what you are getting into here, but for what it is worth, not only is the gameplay still fun as a whole, but there are those changes I alluded to earlier that does make the game feel a little more special in its own way.

For starters, one of the things that I really appreciate about this game is that it does make you feel like you are going on this grand scale adventure to save this world from this big bad evil doer. There are a lot of points throughout the game where you will be given plenty of text boxes to read, detailing some of the events of the game and what the people of the world are going through, which you don’t typically see from beat-’em-ups at all, but for this game, it feels just right being here. On top of that, there will also be times where you will be approached by people to aid them with their troubles, and you can actually choose whether or not you want to go and help them clear out the monsters causing them harm, which, again, makes this feel like your own personal journey. Whether or not you want to help out is all up to you, which does feel like it would fall more in line with something you would see from D&D.

Aside from that, while the main gameplay remains pretty faithful to other games Capcom had made in the past, there are some differences here such as the use of secondary items. As you go about killing monsters and opening chests, you can find plenty of additional means of firepower like arrows, hammers, bottles of flammable oil and so on, as well as being able to buy them from the shops. You can use these as ranged weapons against your foes whenever you are in a bind, which does become pretty handy for some of the fights that you will get yourself into. Unfortunately, these items are limited, so you can’t fully rely on them to get the job done, but that does make it so that you have to strategize when it would be best to use some of these items, which is always nice when a game like this does that.

I can’t say that I did enjoy everything about my journey through Mystara though, because there are some elements that, again, do make the game feel sluggish and repetitive. Obviously, the game plays exactly like you would expect, but at least when it comes to the class I chose, the Fighter, it can feel somewhat clunky to move around and get hits on your opponents. Maybe that was the point of the character, since he is obviously a lot bigger and stronger than the others, but I dunno, I kinda prefer my fighters to be a little more agile than this. This only applies to the Fighter though, as the other ones most likely do play somewhat differently compared to him. What doesn’t change between all of the characters, however, is how you go about getting items. In order to get items that enemies or chests drop, you have to walk over to them and press a button to pick them up, which is pretty standard for a beat-’em-up, but considering the sheer amount of items some enemies can drop, you can be spending a good majority of this game just positioning yourself over items and picking them up, which does get pretty tiring. I would’ve preferred it if they just made it so that you just walk over the items to get them, but that would probably interfere with co-op gameplay a little bit, so I don’t know. Just wish it didn’t take up too much time.

Overall, despite some annoyances with how some characters play and how you pick up items, Tower of Doom is still a great beat-’em-up and a great D&D game as a whole, being simple enough to where any fan can easily jump into it with friends and have a blast, while also introducing new elements you don’t typically see in these games to make playing through them feel fresh and exciting. I would recommend it for those who are big D&D fans, as well as those who are just big fans of beat-’em-ups, because while it isn’t anything too original or exciting, with the right group of friends to tag along, I’m sure you all could have a great time together slaying monsters and saving this land… just like in a regular D&D game, I’d assume. Although, with all that out of the way, now that I have covered one D&D game, I guess that means I am gonna have to cover all of the other ones at some point….. and there’s gotta be at least 50 of these things too…………. I have made a huge mistake.

Game #550

Hook

1992

Of neutral quality. It's a little too easy overall, the characters aren't stand out enough to justify playing several times, and the boss fights lack any real diversifying tech to keep them from feeling like beefier standard enemies. The highlight here is the art, which while simple has a lot of character in the way it communicates the overly-ornate style of the film. Not a bad way to spend your day at the arcade if you've played most other beat-em-ups, but far from belonging at the top of your must-play list.

Some cute jank on this one but otherwise it's just a far less interesting Humongous Entertainment game. Not much else to say about it aside from it crashed quite a lot, and the entomology photographs/journals were a highlight.

After hearing the news that the 3DS/Wii U's online services were shutting down, the first thing that popped in my head was replaying this game's online one last time.

Back in 2015, I remember seeing the trailer for this game and thinking it looked really cool. I never played an online shooter in my life, but this one actually interested me with its colorful art style and interesting concept. The day of release, I ask my dad if he could pick the game up on his way from work and when he came home, not only did he have the game..he had an Inkling Boy amiibo as well. That basically kickstarted my Amiibo addiction around that time but that's a story for another time. Anyways, I ended up enjoying Splatoon a ton. I remember the day after I got it, I had a relatives party to go to and I could only think about playing this game. This game consumed my whole summer, I loved it so much. Playing every Splatfest, seeing every update as they roll out, I was hooked for a couple months. Part of that is because I had no school of course, because once September arrived I didn't play this game nearly as much as before. Still, May-August 2015 was the summer of Splatoon and I'll never forget it.

Anyways, time to actually review the game lol. I think the most striking aspect is just how stylish this game is. From the different outfits you can wear, to the more experimental soundtrack, to the unique art styles that appear in the sunken scrolls. I've seen people compare this game to Jet Set Radio cuz of it's sort of counter culture type attitude and ofc its stylishness and appeal to the younger demographic and I can totally see it. It can be really influential playing this as a young lad, and it certainly worked for me.

Speaking of the music, I've seen some individuals on this site specifically call it bad and I just don't see it. Sure, it's not everyone's cup of tea but the OST is really well done honestly. Splattack! is of course a classic and Ink Me Up brings me right back to participating in Splatfests all day. Those are my two favorites but the whole OST is great. I think Splatoon 2 is great and all and probably the objectively better game, but if there's anything I prefer more in 1, its the soundtrack.

The meat and potatoes of this game however is it's online matches. This game doesn't have as much content or modes as 2 (and god it was pretty barebones at launch I'll admit that) but it's still a ton of fun to play a match or two. I was able to play a couple turf war and ranked matches and they were still fun. I remember raging so hard whenever I would lose on ranked matches, I had issues lol. Still, I wish Urchin Underpass and Saltspray Rig were in future games, I miss em lol. Sadly couldn't play them during this last play session but I remember they were some of my favorites.

I did also replay the campaign, and it's still fun as it was back then. Sure, it's no octo expansion and probably worse than 2's, but I always enjoyed it personally. I don't know if it's weird to say but I kinda get Mario Galaxy vibes from it. Just going from section to section using the launchpads and seeing the really cool backgrounds in each level. Always got that vibe. It does get a bit formulaic having every 5th and 6th level be the same level type, however overall, I really enjoyed the single player. At least you can still play that even with the online off.

This game may have been a bit obsolete in the eyes of a lot of people once 2 and eventually 3 came out. However, 2 I never got into nearly as much so my memories of 1 really outshine it. It's not perfect but this game will always hold a special place in my heart and is one of the first things I think of when the year 2015 is brought up. Rest In Piece Splatoon 1 online and the 3DS/Wii U online in general, I loved you dearly.

So far for the duration of time that I have been on this website, I have talked about a handful of the good Sonic games, some of them that many consider to be some of the greatest of all time not just in the series, but of all time. Even if I haven’t been extremely positive about a particular game in this series so far, it hasn’t really been too negative either, just more so indifferent about the kind of game that it was (cough, Spinball, cough). But you know what, I think it is about time that I stop being nice to this spikey cracked-out rat, and it’s finally time I start being mean to him and his series. It was only inevitable, because as many Sonic fans know, for all of the good Sonic games that were available from this series, there are five more shitty ones just around the corner. However, I don’t feel like picking on one of the obvious targets like Sonic Drift or Sonic Labyrinth… not right now, anyway. Instead, I wanna go after another forgotten title in the series that most Sonic fans aren’t aware of: SegaSonic the Hedgehog.

This was a Sonic game that was released pretty early in the series’ lifespan exclusively in Japan for the arcades, and one that I have been wanting to try out for a very long time. I do remember playing on the actual machine of the game at one point whenever I went to the Galloping Ghost Arcade (which by the way, if you haven’t been there, do yourself a favor and go there ASAP, because it is the best modern arcade I have ever been to. Tell them that Mega sent ya), and from what I remembered, I liked it enough, even if I was annoyed by some certain aspects about the game. It has been a long time since I played it there, so I decided to check it out on the Mame emulator, and once I did play it, I came to a very stunning revelation… it fucking sucks! Granted, there are plenty of admirable qualities that the game has, and I do like a lot of the things it is trying out, but it manages to trip and fall right on its face when it comes to its execution, and becomes an annoying chore to sit through.

The story is pretty damn average, where Dr. Robotnik kidnaps not only Sonic, but also newcomers Mighty the Armadillo and Ray the Flying Squirrel, and entraps them on an island, so it is up to the three of them to escape before Robotnik can take them out, which is a fine enough premise that I can get behind, because from everything else the game has, the story would be the least of my concern. The graphics are really damn good, having plenty of cartoony and wonderful animations for all of the characters, accompanied by wonderful environments, which make the game much more fun to look at then play, the music is pretty good, having plenty of great tracks for all of the levels, which also made the game much more fun to listen to then to play, the control is… well, I’ll get into that later, and the gameplay is somewhat inventive for the series, and I do like what they try with it, but not only could it have been done a lot better, but… sigh, goddammit…

The game is a 3D platformer of some kind, where you take control of either Sonic, Mighty, or Ray, go through a set of seven treacherous, yet very short levels, run through at the speed of sound while avoiding certain death at every turn from gaps, obstacles, or otherwise, jump around and break things when you need to so you can proceed forward and avoid death, and stop playing the game, go find a cabinet of Sonic the Fighters, and play that instead so that you can enjoy life. For what we got here, again, a lot of it is very interesting on paper, and I do like a lot of the things that are going on here, but the way that it was presented makes it way more frustrating to play then anything else, and by the end of the game, I was giving Sonic and co. the middle finger in response to their collective thumbs up.

I wouldn’t even necessarily call this game a “platformer” per se, even if there are platforming elements seen throughout, because it is more so a long, multi-segmented obstacle course. For every single level, you will primarily just be running down a bunch of long paths, avoiding whatever obstacles come your way, grab whatever rings you can, and hoping to reach the end. There are no enemies to fight, no bosses to take on, no additional collectables or power-ups to get, nothing. It is just one straight shot from the start to the end, and hey, that can be pretty fun at times. The constant energy the game gives off really does make going through some of these much more enjoyable, which is also helped by the colorful graphics, animations, and the new characters Mighty and Ray, who were pretty neat to finally see in action…. you know, before they would be thrown into the vault for the foreseeable future, only being let back out on a few occasions.

However, then you actually try playing the game for yourself, and you find it is an aggravating trainwreck for most of the journey. For most of the game, you are constantly being chased or hounded by something, whether it be falling spikes from the ceiling, a wave of lava, a falling bridge or whatever, so you have to constantly keep running forward at all times, which is pretty hard to do considering all the different traps and obstacles that you only have a split-second to avoid, and needless to say, you won’t be avoiding most of them. A lot of the problems with the obstacles can be attributed to the game itself most of the time, but then this gets into the one thing that is probably the game’s biggest setback… the control.

Unlike most Sonic games, this game uses a trackball controller, where you will be constantly spinning the ball around to make Sonic and co. go in a specific direction, while also having a separate button to use to jump, and once again, in theory, this COULD work… but then you think about it more and see it in action, and you find out that isn’t necessarily the case. Given how fast Sonic is, you will be zipping around the areas you go through so goddamn much, and given how most of these areas have pits everywhere, you will have a hard time keeping track of yourself most of the time without falling off a ledge, especially in some of the later levels with very precarious bits. Of course, a lot of that is attributed to me using the arrow keys to control this game, but even back when I was playing this in the arcade, I remember struggling with it, since Sonic himself is a little too fast, and also, may I remind you, you have to CONSTANTLY be moving because something will always be hounding your ass!

Overall, despite the wonderful presentation and charm that is oozing out of every corner of this game, when you go to play it yourself, it then proves that under that lovely coat of paint is something that is just unbearably annoying, having very little variety in what you do throughout all the stages, being unforgiving with many of its obstacles, and having a control scheme that just doesn’t work out in the player’s favor. I would only recommend this for those of you who are huge Sonic fans, and you haven’t had the chance to play it for yourself, because if you haven’t, then by all means, give it a shot. You may just end up loving it, but as for me, I would much rather watch it then play it ever again. Also, what kind of name is SegaSonic the Hedgehog, anyway? We all know that Sega made Sonic, you don’t need to remind us of that. What’s next, are they gonna make SegaShinobi, or SegaChuChu Rocket, or SegaHouse of the Dead?......... also, rip Mighty and Ray, because they are probably never gonna be coming back after Sonic Mania Plus.

Game #549

My friend, Haro Kid, took a trip to Japan recently to visit Mr. Gundam, and was kind enough to pick me up a bundle of old video games for pennies on the dollar of what you'd pay in US aftermarket prices. Among them was Ranma 1/2: Chounai Gekitou-hen - meaning: Ranma 1/2: Neighborhood Combat Chapter - and boy am I glad she only paid about 7.25$ for this, because it sucks ass!

To be fair, I knew it was a bad game before I demanded Haro consume valuable luggage space and transport it all the way back to the United States. I've played Street Combat before, and a bunch of dire sprite swaps do little to cover up how messy of a fighting game this is, even if throwing out Rumiko Takahashi's immaculate character designs for generic, westernized heroes might make it more palatable to American 90's kids prior to Anime hitting the mainstream. They mapped jump to a button. Unforgivable.

All the hallmarks of a bad fighting game are here: AI that spams the same move over and over again, hit and hurt boxes that make no sense, bizarre attack priorities, sluggish animations, crummy controls... I'm not the kind of person who likes to toss around the phrase "bad game feel," but the game feels bad. Story mode is about five fights long and locked to Ranma, though you can play through it with other characters if you cheat. Not that it matters, because the cutscenes are the same no matter who you play as. Not to be entirely negative, Chounai Gekitou-hen being short is a mercy.

Still, having a copy of Street Combat in its original form is novel both as a Ranma 1/2 fan and someone who finds Anime's early history in the west fascinating. It's not good and I can't picture myself playing it again, but I don't regret it occupying shelf space, and frankly, having it in a nice protective cover and out of UV light is probably the greatest kindness anybody has done Chounai Gekitou-hen.

Really beautiful design, just enough mechanical variance to differentiate it from its genre kin. The questions are dated, for good and for bad, but unlike most retro trivia titles this one is just on the cusp of being fully out of the zeitgeist. I had a fun time but I'm not chomping at the bit to play again.

Say what you will. I started this in college, put my 3DS down for many years, and then got enough StreetPasses at Midwest Gaming Classic to beat it.

My reward was a tearful credit scroll of just about everyone I've ever loved enough to pass more than twice. That part of the experience can't be reproduced. I'm going to miss the 3DS online services quite a bit.

I have searched the whole internet to find this game that wasn't corrupted with malware. My search was successful and I have never been more proud to waste that much time looking for something.
Very basic yet fun.
I have uploaded this game to my Archive account @ https://archive.org/details/@devilstrident

With the release of Star Fox back in 1993, Nintendo had proved to the world just what the Super Nintendo was truly capable of, bringing advanced 3D graphics to the console scene where their competition couldn’t, and it definitely paid off in the end. Sure, the game may look extremely primitive by today’s standards, but it was revolutionary for its time, and it managed to sell 4 million copies by 1998, so based on this success, it was clear that not only did Star Fox have a bright future ahead (or so they thought), but so did the Super FX chip. Plenty of devs would then use this chip to develop more games for the system, including Nintendo themselves, who would use it to develop another beloved classic from the SNES’s library… which we will talk about later, but for now, let’s do Stunt Race FX.

I have known about this title for quite a while now, but I haven’t really had any interest in playing it for myself. It looked fine enough from what I have seen on the cover of the game and some short gameplay clips here or there, but it just looked like “the SNES 3D racer” and nothing more, giving me no reason to play it over others. But hey, why not, it can’t be that bad right? I have had good experiences with these experimental titles from Nintendo on this system before, so this one can’t be that much of a downgrade from what we got before. So, I went ahead and played it for a good while, and I did actually end up liking it a lot. I wouldn’t say it is anything revolutionary, or even that much better than other racers on the system, but for what it sets out to do, it does a fine enough job, and I am glad to say that I finally got it out of the way.

The graphics hold the same level of quality as Star Fox did, and by that, I mean it is polygonal as shit and extremely primitive, but once again, it is really impressive for the SNES, and a lot is happening at once to where it is visually interesting to look at at times, the music is pretty good, having some enjoyable tracks that get you in the mood to be racing, but I couldn’t really pay too much attention to that when I am trying to steer this bathtub on wheels, the control works out well for the most part, but of course, given the graphics and the kind of game this is, it can get pretty frustrating to control in plenty of areas, and the gameplay is extremely typical, just being your average racing game… but in 3D!.......... even though that had already been done at this point, but shhhhhhhhhhhh.

The game is your typical racer, where you take control of one of three-four vehicles to race on the track with, each one with their own specifications and stats in terms of speed and durability, race along plenty of different prix and courses across plenty of environments, make sure to stay on the track while maintaining first place against your other competitors, gather several power-ups that can either give you a speed boost or help fix any damage that has been done to your car, and check out plenty of the other modes available, such as obstacle courses, a time attack mode, multiplayer modes, and the bonus stages that will make you tear your hair out. A lot of this is pretty standard for a racing game of this time, but once again, the main difference between this and all the other ones is that it is using ambitious 3D technology, and for the most part it works… well enough, and I had fun with it, despite how rough around the edges it is.

Unlike a lot of racers, where they are all about going fast and making quick turns to make sure that you can reach the goal before any of your opponents, this one takes things a little slower, not just because of the graphics are the frame rate, but also by having cars that feel much heavier to drive around with. This can even be seen whenever you collide with something, as the cars’ parts will jitter around all over the place, with you flopping about like a fish before you can get back on track and into the race again. Some may see this as a downgrade from other racers, and I can completely understand why, but for what it is worth, I think it works well enough for this kind of game. I can’t even imagine what playing this game would feel like if all of the cars were meant to go as fast as cars in other racing games go. It would probably feel like an absolute nightmare to try to get a handle on. Not to mention, this game gives the player plenty of things to do despite how simple its set-up is, so if you end up really liking what you get here, then the game will keep you busy with quite some time with all of the other modes and tracks that you can race on, each featuring plenty of detail and fun inclusions that spice the gameplay up.

Of course, with all that being said, this game leaves a lot to be desired in terms of a 3D racer, even at this point in time. At this point, we have had Virtua Racing, Ridge Racer 1/2, Daytona USA, and even by the end of the year, games like Sega Rally Championship and Cruis’n USA would be released, all of which manage to be great early 3D racers that don’t need to sacrifice speed in order to maintain proper gameplay. Sure, this one has the benefit of being able to be played at home, but not only could it be doing a lot better to keep one’s attention for much longer, but there were also much better racers on the console to check out like F-Zero or Super Mario Kart, making one question why they would bother playing this over others.

Not to mention, while most of the game works well enough to where I didn’t have too many problems with it, the turning on the tracks can definitely give you a hard time, especially when you are taking control of specific vehicles. One instance I had that was really hard to get a proper handle on is with the bonus stages in the prix, where your car would go inside this trailer truck, and you would have to drive it through all of these gates, and let me tell you, trying to turn with this thing is beyond impossible if you are hoping to have a smooth and clean turn. They were trying to make it so that the turning on this thing was as realistic as possible, which I guess I can appreciate for a game like this, but considering that this is the same game where all of the cars have goofy-ass eyes on them, I’m clearly not playing this for realism, and I would just like to have a much smoother race.

Overall, despite there being many better options out there and having the turning be a pain in the ass in plenty of moments, for being the first racing game to take use of the Super FX chip, Stunt Race FX did a pretty decent job with what it had, providing plenty of enjoyable races, modes to try out, and yet another showcase of what this console can really do, and while it certainly doesn’t reach the same levels of other racers that came before and since in terms of quality, it still does a good job with what it has. I would recommend it for those who are big racing fanatics, as well as those who like the more experimental titles on the SNES when it comes to presentation, but for everyone else, again, I would stick with any of those other titles I mentioned earlier before playing this. But hey, I guess if anything, the game is much more memorable than other racing games that used the Super FX chip, like Dirt Racer or Dirt Trax FX. Yeah, bet you don’t know what either of those games are, don’tcha? Don’t feel bad, I didn’t either until I looked it up 2 minutes ago.

Game #548

This is gonna be a conflicting one.

In 2021, I first saw the trailer for NieR Replicant ver.1.22474487139. I was a huge fan of Automata and had also played a bit of Gestalt before dropping it, so I was no stranger to the series. I wanted to play Replicant but also wanted to play every prior game beforehand. Alongside going back to Gestalt and finally beating that, I also decided to buy both Drakengard and Drakengard 3 since I knew they were connected to the series somehow. Fast forward to 2022, I randomly decide to finally dive into the Drakengard games. I play up until like chapter 3 or 4 I think and drop the game due to a skill issue. What did I think of it? I thought it was shit! Not only did I not like the gameplay, which most people don't ofc, I also just thought the story was super boring up to that point. The story was the main reason you'd be playing the game, so for me to not be into the characters or story at all, I just wasn't motivated to continue playing it. Fast forward to present day, fellow user Lemonstrade eggs me on to play it as a joke. Well I didn't back down and decided to beat it this time. The first mission or two, I immediately thought "yup this is still shit". But then I remembered some of the gameplay mechanics that made the game more tolerable and bada bing, I started to enjoy myself more.

So let's get into the absolute most contentious aspect of the game, the gameplay. The biggest issue I had with it, and it's still its biggest issue now, is it doesn't flow the best due to the camera. It's a fixed camera depending on what way you're facing and the right stick only tilts the screen a bit and goes back in place when you let go of it. If there's an enemy behind you, this can be really clunky feeling as you manually have to face the enemy before you can see them in front of you. I got used to this pretty quickly but this is the only major issue I had with the gameplay tbh. Otherwise, it's just a perfectly fine hack and slash/musou game. The actual gameplay, not including camera issues, is perfectly serviceable I felt. It actually does get satisfying killing hoardes of enemies while the side characters talk about how brutal Caim is. That plus there's combos that can knock enemies down which makes the gameplay more tolerable, there's summonable characters that can just mow down hoardes of enemies like nothing and the magic that changes depending on what weapon you're using. The combat is surprisingly more in depth than you'd think, and that's not even getting into the air combat. I found that more enjoyable from the start tho that can be even more frustrating than the ground combat at points just because how slow it is to aim sometimes. That's only an issue with later encounters and bosses but either way, the combat in this game? Not bad honestly, it's not great ofc but in the end I found it a lot enjoyable than when I played the game initially.

The music is honestly super fitting and also really experimental and out there. A big chunk of the songs sound like looping messes. It kind of sounds shit at first, and look I aint listening to the OST outside of the game, but it really is memorable. Playing this 2 years later, I still remembered all the early game songs. I wouldn't say I actually "like" the ost, except for maybe a couple of the more comprehensible songs, but it's still a good ost since the game is trying to drive you crazy.

Diving right into the story, I'm gonna just say it. I didn't think it was mind-blowing at all or even that amazing. My issue with not caring about the story or the characters still applied to a good chunk of my playtime here. It wasn't until like the last third, and all the endings, where I was actually interested. I really really enjoyed how crazy it got near the end, and I really loved the dark fantasy elements. I just wish more of the game was like that, and that the earlier chapters weren't so boring. But I also think that was the whole point, it was to subvert expectations and make you think it'll just be a boring fantasy game only to surprise you with all that craziness in the endgame. It also wasn't until post ending A, where you got cutscenes with all the side characters. Those were entertaining every once in a while but I just did not care about the cast in this game. Even Caim, who has an iconic design (which may have been caused by a very iconic user on this site) I just didn't like as much as I should've. I know the whole point of him not speaking is for the characters to describe how awful his slaughtering is and for you the player to basically take his role. That's a cool concept but it just made me not care about his character. It's funny how I'm more positive on the overall gameplay than the story, but the peaks of the endgame story cutscenes overshadow everything else at least. I just wish there was more idk. Also, that final boss, holy shit idk how you're supposed to do that without the pause trick or looking up inputs. I had to do both cuz otherwise I would've just not beaten the game lol.

Additionally, I may not really care about the cast in this game, but I can't deny the voice acting is actually surprisingly good. It's a mix of British and American voice actors but it works surprisingly well, especially for a game from 2003. Aroch, specifically when you summon her and she screams "WHERE ARE MY CHILDREN", holy crap is it satisfying. Idk who voices her but that voice actress was cooking.

So yeah, like I said, it's a very conflicting game for me. Usually you see people either loving or hating this one but I just personally think it's a decent little game that does some really unique things. I'm glad to finally have beaten this as a huge NieR fan and I'm glad I did end up enjoying this one overall. Excited to play 3 in the future, tho I also own that physically too and idk if I'm ready for the framerate lol.

6.5/10

Like with After Burner, I had practically forgotten about the Space Harrier series shortly after I had checked out the original game, which is a shame too, because I had a great time with that game when I played it. The game itself wasn’t all that complex or interesting, and it was pretty short, but like with After Burner, it kept things exciting with its blinding speeds and constant action, fun gameplay, and challenging scenarios which were pretty satisfying to overcome. It’s too bad there weren’t too many other games in this series that were released after the original, but there were a few, so I figured it’s about time I got to playing another one by completely ignoring the weird 3D one and moving straight onto Space Harrier II.

Unlike the original Space Harrier, this one was originally released exclusively for the Sega Genesis, made to be one of the launch titles released for the system right alongside others like The Revenge of Shinobi and Altered Beast, and when you learn that little tidbit of info about the game, you can pretty much figure out what you are getting into with this game. While a good number of these launch titles were original games, games like Golden Axe and Ghouls ‘n Ghosts were pretty much just home console versions of their arcade counterparts, so in many ways, Space Harrier II is essentially an at home version of the original game. It does feature some new elements, some that improved upon some small issues that the original had, but it is pretty much just the original game, except worse, to the point where I can only say it is ok and nothing more.

The story is as basic as sequels get, where Harrier gets a distress call from the 214th sector of space, and when he goes to investigate, he finds that Fantasy Land is being taken over by evil creatures once again, so it is to him to set off on his own to take them all out, which is an alright story, not doing anything new or exciting from the original, but it is a sequel to an arcade game, so I would’ve expected nothing less. The graphics are pretty good for a launch title, looking close enough to the arcade game’s graphics, but with an obvious downgrade in terms of both the animations and general visuals, the music is pretty good, having plenty of good tracks to listen to while blasting robots in the face, but nothing that leapt into my ear and decided to stay there for the rest of the day, and the gameplay/control is identical to that of the original, to the point where you wouldn’t be blamed if you just mistook this game for being a downgraded port of the original.

The game is a 3D rail shooter, where you take control of Harrier, go through thirteen stages through various very-similar lands full of dangerous baddies, dodge plenty of obstacles and enemy fire as you are flying forward at the speed of sound, shoot down as many things as you can, living or otherwise, while watching that score of yours soar higher than you ever thought it could possibly go, and take on plenty of bosses that have such mind-boggling tactics to beat such as shooting them in the face and… waiting a bit, and then shooting them in the face. Any veteran Space Harrier players (all two of you) will be all too familiar with this gameplay style, and be able to jump into it all too well, even if it will most likely make them just want to go back to the original game.

When this game is practically identical to the original, I mean it, as if you take a look at both of them side by side, you can barely tell them apart. This isn’t limited to just the visuals either, because nothing is changed about the gameplay at all, which can be good for those who just want a version of Space Harrier they can play at home without needing some 3D glasses, but it could be disappointing for those wanting some more out of the sequel. But hey, to the game’s credit, it doesn’t feel like a complete repeat, because it does improve on one aspect of the original game: the bosses. There were a good handful of bosses to take on in that original game, but a lot of them were repeated throughout the game, making them not as exciting to get to and take on. Thankfully though, with this game, not only are most of the bosses unique from each other, but a good handful of them do incorporate some challenging scenarios to overcome, which I did enjoy taking down. There is only one boss in the game that you have to take on again (aside from something I will mention in a second), which I am pretty grateful for, and thankfully, the boss that does get repeated is simple enough, so it doesn’t take too long to get through that.

If that doesn’t interest you at all, then I wouldn’t say anything else about this game will. Not only is it basically a worse version of the previous game, but it still has all of the same problems the original game had, such as being extremely repetitive and how the last stage is just a boss rush, even though there REALLY didn’t need to be one. Also, one other thing that did get on my nerves quite a bit with this game in particular is with the frame rate. I’m not the kind of guy that really tends to complain about frame rates in games unless the downgrade is pretty noticeable, and you can definitely see that with this game, as it is chugging along the most of the time, unable to handle a lot of what is going on on screen at once. Obviously, this was gonna be the case no matter what, given the limitations of the Genesis, but it is still something to point out just in case you wanna try this game for yourself.

Overall, despite having more boss variety and keeping the fun gameplay in-tact, Space Harrier II is pretty much a nothing sequel, doing nothing to make itself stand out as better or more original compared to its predecessor, and giving you no reason to check it out when the original is already accessible and readily available for people to play. I could only recommend it for those who LOVE the original game, and just want nothing more then just to play more of it, but for everyone else, you are much better off just playing the first one only, and nothing else from there. It’s no wonder why this series never managed to continue after the second game, only to be brought back for some obscure arcade spin-off game after a decade of nothing…………… although, now that I think about it, if there ever was a modern-day reimagining or remake of the original Space Harrier, that would be pretty cool. I’d be all over that shit, so Sega, if you are looking to revive any more of your dormant IPs, this one is just begging for another chance.

Game #547

For being pretty much the only wrestling game they would ever make, Capcom did a pretty great job with what we got from Saturday Night Slam Masters, providing plenty of possibilities for fights against many formidable opponents, fun moves to pull off, seamlessly implementing some fighter mechanics to make it more engaging, and having the feeling of being a proper wrestling game with the inclusion of items to use and intros for each individual character at the start of a match. The game was really good all around, and it would’ve been cool to see a proper followup to it at some point, expanding on the characters’ movesets, the type of rings you could enter, and possibly raising the stakes with new characters and story elements introduced…………… that would not happen though, and instead, we would get Ring of Destruction: Slam Masters II.

Despite being a wrestling game at its core, the original Slam Masters game did implement enough fighting game elements to where, when the time came to develop a sequel, I guess Capcom was just nervously twitching around, like a drug addict who needed their fix, and just exclaimed to themselves “FUCK IT!”. Thus, what we got out of this sequel was just your typical Capcom fighting game, still being themed around wrestlers and containing several wrestling techniques, while focusing on the one-and-one aspect above all else. That kinda sucks, but at the same time, this was a Capcom fighter from the mid-90s, and thus, it turned out to be pretty damn good, not quite on the same level as some of their other releases around the time, but still great enough to where anyone could go in and have a great time battling it out with friends.

The graphics are very similar to that of the original game, still being lively, having wonderful designs for all the characters and stages, while also having plenty of over-the-top animations for all of them, which is great to see, the music is still effective in getting you in the mood to perform a piledriver on any poor fool that dares to challenge you, and plenty of the tracks are great to listen to whenever they pop up, the control is greatly improved upon here, feeling a lot more smooth and responsive, which makes sense given the company is more suited to this genre, and the gameplay is… exactly like any other one-on-one Capcom fighter, so you know pretty much what you are going to get out of a game like this.

The game is a 2D fighting game, where you take control of one of the ten fighters from the original game, as well as any of the newcomers introduced here, or if you are me, you still just pick Mike Haggar anyway above anyone else, take on plenty of opponents in rings from all across the world, throw out plenty of punches, kicks, and special moves to deplete your opponents’ two health bars down to nothing, perform several wrestling moves during the fights just to remind you that this is supposed to be a wrestling series, and bask in your glorious victory as you prove to everyone else that you are the slammiest master of slam masters. Any Capcom fighting veteran would be able to jump into this with no problems, and for those who were big fans of the original game, while this is quite different from that previous title, you should be able to adjust to this new style pretty quickly and have a great time with it all the same.

While it is a fighting game at its core, the game still manages to keep the wrestling motif front and center, with all the characters being wrestlers of some kind, all of the fights taking place inside of a ring, and with the many different wrestling moves, throws, and techniques that you can pull off. It isn’t much compared to what you could do in the previous game, but hey, it is still there, and they can help change up the tide of a fight and add a little pizzazz into your typical match. Not only that, but unlike the original game, the characters in this game actual have some notable differences between each other, especially with some of the newcomers. For example, there is Rip Saber, a wrestler who is rocking a military theme, complete with military maneuvers and throwing grenades as part of their moveset, and then there is also The Wraith, who is pretty much a zombie-grim-reaper-wrestler-thing, with plenty of spooky techniques to accompany him. It is a little ridiculous when you compare it to the previous game, but since it all takes place in the Street Fighter universe, it all makes complete sense to me.

Despite all of that though, at the end of the day, this is still yet another Capcom 2D fighter, and it plays exactly like you have seen plenty of times before. It still manages to be fast and fun, especially with some friends to fight with, but there isn’t anything else to make this stand out or be more preferable from other options like Street Fighter II or its many, MANY different variations. Not to mention, if you were a die-hard fan of the original game, like it was one of your favorites of all time, then you definitely aren’t gonna like this game. Yeah, it still does have the wrestling theme and several of the moves, but it is a fighting game more than anything else, so it will probably be pretty disappointing for those hardcore wrestling fanatics.

Overall, despite not doing anything too special and completely abandoning the gameplay of the previous title, Ring of Destruction still lives up as a pretty good fighter, one that has plenty of fun with the wrestling motif while still providing the fun, fast-paced and addicting nature that you would find in any of Capcom’s other fighters from around that point. I would recommend it for those who are big fans of Capcom’s other fighters, as well as those who just need another thing to play with friends, because while it doesn’t stand on its own like the original game, you could certainly do a lot worse then what we got here. Too bad though that, after this game, we would never get another Slam Masters game again, and the series would forever be thrown into the realms of obscurity. But hey, the original game would at least get plenty of re-releases overtime………….. while this one would forever be stuck in the arcades. Way to go, guys.

Game #546

Kirby's Adventure was actually the first game I ever let's played when I still had my old YouTube channel back in the day. I chose it because around that time, I got an NES and figured it was a good game to play first because it's so easy. Turns out, I really sucked at the game lol. Since I was using a camcorder and didn't know how to edit videos, I had to keep every single death in too. I may have sucked ass but I truly wish I still had those videos, as sadly they're lost to time now. Anyways, playing this again brought me right back to those memories of making the videos 10+ years ago, good AND bad memories.

Let's start with the biggest addition, the copy abilities. This was the first game to have then. And it kinda shows. You have a ton of classic abilities here; sword, hammer, cutter, needle etc. The NES was very limited with its buttons, so the move sets are super simplistic, but it works well. The reason I said "it kinda shows" was they have abilities that would later just be combined into one. Ice/freeze and fire/fireball. Freeze and fireball are both so much better than ice and fire, there was just no need to have both. But of course, they had to be split due to the NES controller only having two face buttons. Overall, a decent selection of copy abilities but not great imo.

For an NES game, and compared to dreamland 1's graphics, this game looks great. While I'm personally just not a fan of how NES games look in general, this game does have a very consistent color palette which I can commend. It's no Dreamland 3, but again it looks nice for the console it's on.

The OST is ofc good again, all Kirby games are. This game introduced a buncha songs that have become staples now. Butter Bridge is a big one, such a banger. Honestly might be my favorite version of that song too, it's that clean.

The level design is solid though I feel like no level really sticks out and they all just blend together. The levels have these switches that you can find in the stages that unlock little parts of the map outside of the levels, and let me tell you some of them are mean. I only found a couple this playthrough, but I feel like with some of them, you'd absolutely need a guide. Like I said, there's a map. Besides the main levels, there's other stuff you can do. There's little arena sections where you can fight a boss for a maxim tomato. There's a copy ability room where you can get a specific ability anytime you want. And then there's the little minigames that can net you some lives. All of them are fun but my personal favorite was always the crane game.

Something I did not like back then, and this still applies to the NSO version, is the lag that happens in game. Every single room you're gonna get some sort of lag, and sometimes it chugs hard when there's like 4 enemies on screen or a fire/ice/electric effect is happening. I get they wanted to make the game look super good but it was at the cost of the game not running well which stinks. Apparently the 3DS version fixes this funnily enough? But the E-Shop is now closed so ahhh that blows. Also I never really liked how you barely have any invincibility frames in this game. The game is easy but it can be super easy for enemies to stun lock you in certain circumstances, especially since enemies respawn. Not a huge issue but it did annoy me somewhat even on this replay.

This game brings back a lot of good memories but sadly this was never one of my favorite Kirby games. It's definitely a solid time but I like most of the other mainline games more. Honestly, I think I like Dreamland 1 more just because it's so short and comfy. Ah well, still recommended for anyone looking to get into Kirby or NES games in general!