This review contains spoilers

First off, I should mention that this game was somewhat ruined for me. Well, maybe I shouldn't say ruined. I had a friend who basically forced me to play this game. He kept on begging me to play it and even buy the remake to support the franchise. And I probably will buy the remake at some point, but begging someone to play a game is not how you get them into it.

Anyway, I shouldn't dwell on that anymore. How about the actual game? Klonoa is a pretty unique case, as it's a 2D platformer with 3D elements. When I saw it being described as a 2.5D puzzle platformer, I figured that there would only be a couple puzzles. And the 3D elements would be limited to visual stuff only. To my surprise, the reviews weren't kidding. This game is a straight up puzzle platformer that takes full advantage of its 2.5D environment. The gameplay takes various cues from Yoshi's Island, with Klonoa having the same flutter jump and projectile throwing skills as Yoshi. Kronos can use his pal Huepow to inflate enemies and throw them. Not only can he throw them left or right, but he can also throw them towards or away from the screen. He can also jump off of the enemy he's carrying to gain an extra boost. This provides opportunity for some interesting puzzle scenarios. A lot of them require not just thinking ahead, but being able to quickly execute a difficult series of moves. There's a lot of these kinds of puzzles in the later levels. However, none of them are the kind of ridiculous puzzles that are impossible without a walkthrough. It's always a fair challenge. The one major issue I have with the gameplay is how the story is integrated into it. The story scenes can drag on quite a bit, which really ruins the flow of the gameplay. You can skip these scenes at least. However, part of me thinks that this plot should've been made into a movie, rather than having it constantly interrupt a game. There are enough memorable characters and scenes to where a movie could work. Maybe one day.

While the implementation of the story is a bit lacking, the rest of the the presentation doesn't miss a beat. This game is absolutely gorgeous, with every level rich in both style and detail. It really does have that storybook feel to it. I especially love the final level's visual style, which primarily uses purple to create a dreamy atmosphere. And I love the little touches, like the sparkles that rain down from that ring shaped path in the last level. The music is also really good. I don't see this soundtrack becoming a favorite of mine, but every song is pleasant to listen to and perfectly fits the vibe of their respective level. The soundtrack can be pretty intense at times, especially during the boss levels. The song that plays during the fight on the giant swing is a favorite of mine.

Alright, you knew this was coming. It's time to talk about the ending. To put it simply, Huepow is not actually Klonoa's friend. He summoned Klonoa to his home to help defeat the game's villain, Ghadius, and rid the world of nightmares. To convince Klonoa to do this, he created fake memories of them being lifelong friends. Now, any normal person would write off Huepow as being manipulative scum and the true villain of the game. But then, the ending song hits. This song is sung by Lephise, who was previously trapped by Ghadius, in order to remove all nightmares in her world. However, this song also removes all dreams in general, and Klonoa is one of those dreams. While Klonoa and Huepow were never the true best friends they were made out to be, it's still heart wrenching watching Huepow trying to prevent Klonoa from getting sent back to his home world. It is probably one of the most emotional moments in any game I've ever played. It’s quite similar to the ending of another Namco game, Splatterhouse, in that it's left up to interpretation. I think that's what makes both endings genius. They aren't really good or bad endings. They just end. However, it allows the player to come up with their own conclusions. Maybe Klonoa and Huepow do meet again someday. Maybe they never see each other ever again. Whatever the case, the player gets to choose their own ending. And I think that's brilliant. I was initially confused as to why this children's game had such a melancholic ending. However, lots of media made for kids has both happy and sad moments. A lot of the best Disney and Pixar movies are that way. I think kids can handle heavier stuff like this and should be exposed to it, as losing a friend is something everyone goes through. It helps connect us further and realize that we're not truly alone.

If I could compare this game to another piece of media, it reminds me a lot of Pet Sounds by The Beach Boys. Both seem happy on the surface, but are actually quite depressing once you dig deeper. Despite being a really sad album, I love Pet Sounds. And I'm glad to have a game that gives me those similar feelings. There's going to always be sad moments in life, but we can use mediums like music, movies, and video games to help express our feelings and bring us closer together. If a cute platformer game for kids can inspire people and encourage them to express their deeper emotions, then I think that makes it pretty special. Even if my one friend was really annoying about it, I'm still glad I gave this game a chance. Klonoa is a beautiful game, and I recommend giving it a shot. If you're not interested, that's fine too! That's the beauty of games. There's something for everyone, and this one happened to be perfect for me.

This is probably my favorite 3D Mario game. I haven't finished either Galaxy game or Odyssey. So, I can't say for sure. However, Super Mario Sunshine is still a great game. I may be biased because I grew up with this game, and because I just love tropical settings in games. However, I do think this game is really fun and a major improvement over Super Mario 64. Yes, the game can be challenging, but it's not that difficult if you give it some time. The hardest part is really trying to find all the blue coins, but there are thankfully walkthroughs for those. This game nails the summer vibe. I love the different themes of each level, which are all unique while still feeling tropical. I especially love Sirena Beach, which is a haunted hotel level very much inspired by The Shining. This game also has some pretty quirky enemy designs. It really gives that feeling that you're on an exotic island far away from home. There are some enemies that look familiar, but aren't quite the same. This game also features Goobles, which I absolutely love. So, the game gets bonus points for them alone. The music is also really nice and relaxing. Like a lot of Mario games, it features a recurring melody throughout several tracks. However, each song still feels unique and has its own instrumentation. Gameplay wise, I absolutely love the implementation of F.L.U.D.D. He's super versatile and fun to use as both a method of attack and transportation. If sacrficing the long jump from 64 meant giving us F.L.U.D.D., then that's a sacrifice that I'm willing to accept. The missions can be pretty repetitive, but I really don't mind that. It gives me more of a reason to explore each world and get familiar with all of them. While the order of playing levels is pretty linear, the levels themselves are way more open than the ones in 64. There's tons of secrets to find in these levels. There are also several bonus levels, where you have to play them without the use of F.L.U.D.D. While they can be tricky, they are pretty fun and they do add some variety to the game. While I wouldn't say this game is as hard as people say it is, there are some moments that are a bit frustrating due to the game's weird physics. The pachinko level is probably the hardest in the entire game, and Corona Mountain can also be a pain in the ass. Even after I thought I figured it out, the boat was still really hard to steer in that level. Overall, Super Mario Sunshine is a really finely crafted 3D platformer. It definitely has its issues, but it's one I still love to play. I just wouldn't recommend going for 100%. The reward for it sucks anyway.

This review contains spoilers

I love this game so much. While I wouldn't consider this my favorite arcade game or even my favorite Namco game, it really showed how much Namco matured as a developer since its early days. It's really beautiful to see a company go from making simple pinball style games like Gee Bee to making a masterpiece like Splatterhouse. Not only is the game a really solid beat 'em up, but the story, visuals, music, and overall atmosphere are unreal for an 80's arcade game. Jennifer's transformation and eventual death still gives me chiils everytime I see it. And having the game end on an ambiguous and sad note with Rick leaving without her girl is really bold for its time. There is no good or bad ending. It just feels empty, but in a way that really works. The game is visually stunning, with all of its gory details and moody scenery. Nothing else looked like this game at the time. If you're a fan of horror movies, you'll also notice a lot of fun references to films like the original Friday the 13th and Poltergeist. It fully submerges itself in the horror vibe, which gives Splatterhouse a cool look overall. The music is also perfect here. It really does make you feel like you're losing your mind. Every track fits perfectly with the vibe of the scene they're placed in. My favorite track is definitiely Jennifer's theme, which also plays during the end credits. For as simple as it sounds, it makes up for it with raw emotion. Even if it was just a standard beat 'em up, it would still be a pretty solid game. There's some fun variety with the different weapons and moves. The slide kick is an especially satisfying move once you figure out how to pull it off. The game also features some branching paths in certain levels, which adds to the replayability. And finally, this is the kind of game where you can punch a knife with your bare fists and the knife goes flying. That alone should tell you that this game kicks ass.

As difficult as this game is, I still love the original Castlevania. Yes, it may have some clunkly elements. However, the overall joy and satisfaction I get from playing this game greatly outweights any issues I have with it. It's quite forward thinking for a game released in 1987. Even with the game's more archaic elements like knockback and extreme difficulty, it did a lot of interesting things that weren't super common in games at that time. There were different items and upgrades you could get, various bosses at the end of each level, and a health bar that made the game a bit easier to get through. The graphics and music are top tier for a 1987 release. Every song is a banger, and this was probably the best soundtrack in an NES game at that time. Castlevania is drenched in horror movie tropes and aesthetics, and it's a super unique look for its time. However, the game also doesn't sacrifice color for spookiness. This game is really visually appealing, with lots of bright oranges and blues. Despite this, the jagged architecture and decaying walls still gives the vibe of a scary abandoned castle. One of my favorite parts of this game visually is when you can see Dracula's castle in the background of certain levels. It's adds so much atmosphere to the game, and it serves as a warning of what's to come. And like I mentioned before, the gameplay is super satisfying. It just feels good to hit stuff with your whip. For those who are more adventurous, there are also plenty of secret items and treasures hidden in each level to keep you busy. So, it gives the game some nice replay value. The game definitely has its hard moments, with some of them bordering on unfair. The final Dracula fight is especially tricky, and the knockback can be a pain during those platforming sections in the higher levels of the castle. With that all said, this game is still a classic and one I plan on revisiting many times in the future.

Nothing will ever convince me that this game isn't garbage. Even if the game has nice looking graphics and catchy music, that doesn't really mean much if the gameplay sucks. The game just isn't fun to play. It constantly punishes you for doing nothing. You want to walk on this platform? Sorry, it's a trap platform that looks the same as all the other ones and now you're falling down. You want to take time to think about how to progress through the level? Sorry, we're going to have these random spinning things fly towards you and knock you further down. It's a frustrating game made even worse by its awful controls. It's hard to know how bad they are without playing the game yourself, but they're bad enough to the point where it's sometimes difficult just to stand still. So, that should give you an idea of how bad they are. I don't care if this is considered a classic. This is hands down one of the worst games I've ever played.

This game does a great job at bringing back the Frogger formula, while also adding in new mechanics to spice up the gameplay. My favorite element here is the use of the tongue. You can use it push and pull certain tiles, and it's used for some pretty creative and challenging puzzles. Grid detection is a little sloppy at times, especially with moving platforms. However, instances where I fell through platforms didn't happen enough to ruin the experience for me. The game provides a good challenge, and some puzzles definitely took me a while to figure out. If you like puzzle games, then I would highly recommend checking this one out. The graphics are very appealing and easy on the eyes. There's some pretty fun character designs, as well as some really pretty environments. The city levels and the dinosaur levels are probably my favorite visually. The music in this game is fantastic. Most of the songs use a similar melody, but they each remix it in a unique way that keeps it from getting stale. And some of the songs here are just so relaxing. It's great stuff. This game does have some pretty fun multiplayer content too. The minigames here are all very polished and enjoyable to play. However, since this game is made by the Mario Party developers, that shouldn't be much of a surprise. I would have liked to see more minigames, but what's here is solid. The biggest issue with the game is the amount of waiting that it sometimes takes. You'll often have to wait through boss attack patterns or for moving platforms to sync up. And it can get really tedious sometimes. I also wish that the other characters got more attention here. There's a whole team of rescue frogs, and yet they don't do much in the game. I think you could play as each one throughout the story and they all had unique abilities, that would have been really cool. Even with my complaints, I still love this game and it's my second favorite Frogger game. Puzzle game fans and Frogger fans should definitely give this one a shot.

I can't help but feel as if I'm the only person who likes this game sometimes. It's not a perfect game, but I think it's a really creative and fun way of merging Pac-Man and pinball together. It's an extremely challenging game, with the ghost AI being absolutely brutal. However, the pinball table is pretty fun and I like how performing certain actions affect what happens in the maze. I think the game would have benefitted from having power pellets at the beginning, and then you could gain more by playing the pinball table. It would have made the game much easier to jump into. The presentation for the maze part of the game is also lacking. Aside from the title screen, the game looks pretty ugly and the sounds aren't much better. However, the actual pinball table has some really nice artwork, and I do like the different sound effects that play during the pinball portion. While not the best Pac-Man game, Baby Pac-Man is a pretty fun experimental title that I think deserves some more love. I would also highly recommend checking out the 7800 port, as it's pretty accurate to the original and it has a nice set of options to go long with it. If you want to play the game and you can't find a real machine, the 7800 port should help to scratch that itch.

I have never actually played this game, but I have to ask this. Why the fuck were they still using the Great Quest design in 2007?

I'm being completely serious when I say that I prefer The Great Quest over this game. At least with The Great Quest, it's bad in a way that makes you laugh. This is just bad in a way that makes you depressed. Yes, the gameplay of classic Frogger is here, but everything else about it feels so uninspired. Instead of being bright and colorful like the arcade game, this takes place in a gloomy city environment. Frogger himself looks like he's constantly wishing for the sweet embrace of death. And the rest of the objects have absolutely zero style to them. Most of the sound effects here seem to be basic stock sound effects, and the same goes for the painfully generic background music. This almost feels like it's unofficial, even though Konami approved of it. I would say that it feels like a Game Maker game, but that would be insulting to Game Maker. I've believed for so long that The Great Quest was the worst Frogger, but now I can see that I was completely incorrect. And for that, I apologize to The Great Quest. You are not the worst Frogger game, because this one is.

One of the few console ports of an arcade game that actually improves on the original. Not only is this NES conversion much easier than the arcade game, it also adds a few extra features not present in the original game. For starters, you actually get to choose your difficulty, in the form of an introductory stage. This takes place at the end of the Dragon Spirit arcade, and the difficulty is chosen based on if you finish the stage or not. At the end of each stage, you will be greeted by a fairy who will help you out if you fulfill certain requirements. Fairies mainly just give you health refills and extra lifes, but it's still a nice addition that adds a little more depth to the game. Despite being much less powerful than the original arcade hardware, the graphics and music are faithfully represented on the humble NES. The stage layouts are also pretty faithful, with some even containing new sections. Level six has a section where your dragon moves much faster than normal, and you have to zip around the oncoming hazards. Details like this really show the amount of care that was put into making this game as good as it could be on the NES. There are some minor flaws, such as the occasionly garish colors and enemies that are nearly impossible to avoid first time playing. However, this is still an excellent game and one of the best shooters the NES has to offer.

This is definitely a personal favorite of mine, as it's a game that I grew up with and played all the time on PS1. But nostalgia aside, I still think this is a really solid game. Similar to Robotron, the action takes place throughout multiple waves and involves blasting all of the evil toys. However, what you really want to go for are the hearts, as getting enough opens the door to let you exit the level. The power up system is one of the most unique things about this game. Each enemy is weak to a specific power up, and will not be affected by any other power ups. For example, a balloon can be destroyed with a thumbtack, but not with bombs. So, part of the challenge is to make sure that you have the right power ups for the right occasions. Certain power ups also have their own unique attributes. For example, bombs can clear multiple spaces at once, much like in Bomberman. And lightning bolts can stun any enemy, but can only destroy the robots. The graphics are extremely charming, with a nice fairy tale aesthetic and tons of cute characters. You can't help but love all the toys, even though they're the enemies. The music is also one of Namco's finest and most catchy tunes ever, right up there with the Mappy theme for me. The game also provides a pretty lengthy main quest, with 44 levels to finish. Bonus stages where you have to jump and catch apples help to spice up the game as well. The biggest shortcoming of this game is its difficulty. Trying to get the right power up can be a bit annoying, as you can only rely on the randomized present boxes to give you what you need. Enemies can also get pretty nasty later on, as their movement patterns can be somewhat unpredictable. The final boss is also pretty stupid, as it constantly fires projectiles with very little opportunity to use cover. Even with its issue, Toypop remains one of my all time favorite arcade games. And best of all, you can have a buddy join in for simultaneous two player action. If you can find a way to play it, I would highly recommend giving it a shot.

A great little puzzle game from the early NES era. This game features two game modes. Game A involves having to collect all the dynamite before time runs out, and game B involves guiding the professor to the end of each level while he's sleepwalking. The use of the different colored pillars gives this game its puzzle element, and it can pretty tricky to determine which ones to lower and which ones to raise. There are also bird like enemies throughout each level that can only be distracted with radishes, for some reason. It's definitely a strange game, but that's what gives it character. Hirokazu Tanaka also provides some catchy tunes for the game, much like his compositions for Balloon Fight and Wrecking Crew. While game mode B relies on trial and error and is ultimately disappointing, game mode A still provides a great puzzle game experience.

Easily the best of Nintendo's arcade games. While Donkey Kong felt more like a game that should have been a console game originally, Mario Bros. and its more streamlined gameplay feels much more suited for the arcades. The game features a nice colorful cast of characters, including the introduction of Mario's green brother, Luigi. Turtles, crabs, flies, and icicles are found throughout the various sewers and all have different attritubes to make them stand out. While the movement is slippery, the game controls great and makes skillful play all the more satisfying after mastering the momentum. And the best part of all is that this can even be played with two players simultaneously. Fantastic game all around. However, I would suggest skipping the 2600 version.

This is definitely my favorite of the Pac-Man World games, even though it's not a platformer. While some of my love for this game is nostalgia talking, I do believe that it is a genuinely solid racing game. Tight controls, some memorable track layouts, a fun battle mode, and a great soundtrack make this game highly recommended. My only gripe with this game is that I really wish it had more to do with Pac-Man. While the environments do the job and have some nice set pieces, like the underwater glass tunnel in the desert level, I wish they had more to do with Pac-Man and Namco in general. Some more characters also would have been nice, as I don't think that all four ghosts needed to be their own separate characters. The PSP version included Mappy and Mr. Driller, but I think they could have done more to make this a full on Namco kart racer. Still, this is an excellent game and ended the World series on a high note.