WarioWare: Twisted! is a fantastic follow up to Mega Microgame$! released just a year later. Twisted! retains its predecessor’s fast-paced yet simple microgames formula that made it so special. This time, however, instead of the D-Pad and face buttons, Twisted! is primarily controlled by the in-cartridge gyro sensor.

Off the bat, the gyro controls work exceptionally better than I anticipated. What i expected to be a pure gimmick with some cool ideas here and there ended up being a fully realized control scheme for the game. The game isn’t lacking in content at all, it actually has more microgames than the previous game which is extremely impressive. Even though you look like a dork playing it, frantically twisting your entire device to clear fast-paced objectives is undeniably a ton of fun.

Much like Mega Microgame$!, Twisted! feels like a perfect “pick up and play” game. Maybe a bit less so with its gyro controls but if you’re in the mood for it, it can be pretty great. The microgames feel like a natural evolution yet still meticulously designed. I actually think the clarity of the objectives has improved significantly. I was a lot less confused on what I was supposed to do.

WarioWare: Twisted! is definitely a top tier game in the series. Smooth Moves might’ve used its gimmick in more novel ways but Twisted feels likes the sweet spot between gimmickland and the pick up and play feel Mega Microgame$! has.

The WarioWare games are always a blast. Even though the series has evolved and improved on several aspects, I still find myself coming back to Mega Microgame$! the most. It’s the most “pick up and play” game ever and is one of my favorite games of all time.

Mega Microgame$! offers a bite-sized fast-paced experience where the titular microgames take center stage. Just as their namesake, the microgames are small and short. Like “2-3 seconds long” short. In that short amount, the microgame has to teach you the objective, allow time for you to process it, and then let you complete it. This is no easy task to achieve in a couple of seconds but Mega Microgame$! does it blindfolded. It takes brilliant game design to make it all work and they nailed it on their first go.

Future WarioWare entries have definitely built upon the formula but Mega Microgame$! features it in its purest form. No over-complication, no gyro-based, touch-based, or motion-based gimmicks, just pure WarioWare in all its glory. The fact that this is the only one with traditional button controls also makes it the easiest to keep coming back to. I could play it in bed, at work, or even during funerals if I want to without having to wave a phallic controller around or ridiculously twist my device sideways and upside down. It’s just me, the D-Pad, the face buttons, and a greedy onion smelling middle-aged man.

WarioWare Inc.: Mega Microgame$! is a title I constantly find myself coming back to. It is just the right level of absurd, infectious, and simple for me to crave picking it up every now and again. The series has definitely had more impressive entries, but Mega Microgame$! delivers the full WarioWare experience in its purest form.

Donut County is a unique, small, and hilarious experience. In many ways it feels like a spiritual successor to Katamari Damacy with its bonkers premise and its dedication to being comically absurd.

The game has you control a… hole? Yeah that sounds about right. The gameplay has you move the hole around various levels to suck up items. The physics of all the level elements are really fun to play around with and cause hilarious moments not unlike Katamari Damacy where you won’t believe what the game is asking you to do.

The silky gameplay of Donut County is paired with equally silly and downright hilarious writing. The dialogue is very quirky with all kinds of slang and abbreviations you’d find from scrolling through any internet thread. The characters themselves and their interactions with one another are laugh out loud funny. I was giggling the entire time whether it was from the absurd things I was doing or the witty dialogue.

Donut county offers a cute, short experience and I loved every second of it. With its wacky premise, amusing writing, beautiful art style, and great soundtrack, it’s hard not to want even more Donut County. If it were up to me, you’ll be seeing releases of “We Love Donut County”, “Me & My Donut County”, “Donut County Forever”, “Touch my Donut County”, andddd you get the gist. I want more Donut County!

Preface

I really love me some Mario Kart. Every new release becomes a highlight in that point of my life and brings with it a ton of fun unforgettable memories. These games are honestly some of my favorite games ever whether I’m playing them with friends or I’m going through them alone. The series just has a special place in my heart and I feel like it’s only appropriate for me to go back through each entry and properly review it.

I am mostly going through these solo and reviewing the base single-player content. I understand that the games have much more than that through their multiplayer modes but I wouldn’t be able to judge that aspect fairly across all games as I played some of them in multiplayer more than others. Therefore I’m mainly going through the game’s mechanics and their various modes and content. I will be trying to play at least a couple of matches in multiplayer for each entry as that’s where most of the fun lies in Mario Kart games.

Super Mario Kart Review

Off the bat, Super Mario Kart is bonkers in its concept and I won’t let the fact it started a popular franchise distract me from that. Whoever had the idea to take Mario characters, friends and foes, make them play games of go-karting where they can use various items and power-ups to harm each other is both a lunatic and a genius. It’s to get desensitized to the whole concept nowadays but back then, this was probably a lot more of a novel experience than it is now.

The game honestly holds up pretty well in terms of visuals and audio design. Super Mario Kart sports colorful spritework that does both the characters and its stages justice. Other than some issues with dimensionality that I’ll get into a bit later, they did a great job delivering a pseudo-3D experience on a 2D plane. The music is also already exciting and catchy. Each stage theme gets its own wacky unique track that embodies it perfectly. My highlights include: The Main Theme, Mario Circuit, Donut Plains, Koopa Beach, and my favorite, Rainbow Road. This soundtrack is just iconic.

In terms of content, Super Mario Kart features 4 modes, two of which are exclusive to multiplayer. For the single player experience, you get Grand Prix and Time Trials while the multiplayer adds Match Race and Battle Mode. All these modes offer different experiences based on what you feel like doing so they do a good job giving the player some variety on what to do. The concept of a battle mode in a kart racing setting is also pretty bonkers. All of these modes can be played with a character roster of 8 All-Stars from the Super Mario cast, each with their own unique stats.

While the racing experience in Super Mario Kart offers a pretty good base for a first entry, it definitely leaves a lot to be desired. There is a selection of 20 stages in the Grand Prix and Time Trials modes but only 8 of them are unique in their theme. The rest are just track variations of the themes. This makes the course collection severely lacking in diversity and variety. To add to that, while the courses themselves are well-designed, the way they’re presented doesn’t make for a fun racing experience.

I’m referring to my issue with dimensionality that I alluded to earlier. It’s kind of hard to describe but bear with me as I try to verbalize it. So the courses exist in a flat surface, like a carpet, while the characters exist and operate above that flat surface. The only things that sit above that carpet are the characters the items, and random stage hazards. However, the carpet itself features stage obstacles like walls, drops, and various other types of obstacles. This heavily impacts the perception of the player because most of the time, you wouldn’t be able to tell whether something is a floor texture or a representation of an obstacle and the only indication would be that your character would stop moving. It makes a lot more sense to see it but the lack of elevation with stage obstacles makes the stages themselves just feel unintuitive.

The issues I have don’t end there. The racing itself feels a bit off to me. I don’t have the knowledge to give constructive criticism on this aspect but the handling just feels weird. There are a lot of sharp turns in the courses and I feel like the game doesn’t have the mechanics required to take those sharp turns smoothly. I played through all the stages and couldn’t wrap my head around how I was supposed to handle those sharp turns. It doesn’t help that the CPU players not only take sharp turns as gracefully as a feather but also manage to avoid every stage obstacle and have their own secret selection of inaccessible exclusive items. In colloquial terms: The CPUs be cheating for real.

I will say though, the multiplayer integration is genuinely impressive for its time and holds up perfectly well today. I don’t really know if other games at the time offered a simultaneous split-screen multiplayer experience but Super Mario Kart does it exceptionally well. You can play through the obtusely presented courses and cheating CPUs of Grand Prix just the same with a second player or play through the other modes available.

All of Super Mario Kart’s modes offer different experiences but personally, if I would revisit Super Mario Kart it would only be for its Battle Mode. The game, to me, doesn’t feel designed for meticulous driving so the Grand Prix, Time Trials, and Match Race modes all feel weird but all the rails come off in Battle Mode. The Battle Mode stages are a lot more open and give the players freedom in driving in any direction to try and hit other players. It’s just pure fun and stupid.

Super Mario Kart hasn’t aged gracefully in every aspect but that’s okay because it laid the groundwork for a fantastic series to come. It also made way for an entire genre of wacky kart racers that feature licensed characters. This game’s impact is undeniable and it deserves all the respect for it.

What a refreshing game. Super Mario World 2: Yoshi’s Island is adorable in every way. From the adorable story of a band of Yoshis deciding to return Baby Mario to his family, to the wonderful art direction. Yoshi’s Island is just purely comforting, imaginative, and gorgeous.

Yoshi’s Island shines strongest in its presentation. The game is absolutely beautiful in its colorful hand-drawn aesthetic and has aged exceptionally well. This is one of those games where the art direction is front and center and it ends up becoming timeless for it. I can not stress this enough, this game looks unbelievable for the SNES. Paired with a fun, iconic ear-wormy soundtrack and stellar sound design, the game ends up invoking this child-like wonder in the player.

The gameplay of Yoshi’s Island starts off with simple platforming but it’s clear from the start this isn’t going to be your regular Mario jump-based formula. Yoshi’s Island is kind of a masterclass in easing the player into its systems. What starts off as run-of-the-mill platforming levels turn into levels where you’re using the games mechanics to collect eggs, bounce them off walls to hit stuff, and transform into various forms to beat the levels. Other than the levels being a tad too long, they’re designed exceptionally well and are riddled with all sorts of secrets that reward the player for straying from the beaten path.

The bosses, especially, are a highlight. Yoshi’s Island probably has the best boss lineup in the series. There isn’t a single boss with a repeated battle strategy, theme, or enemy type. Bosses haven’t been 2D Mario’s strong suit as they are often recycled whether it’s in terms of the strategy or the type of enemy like the Koopalings having “unique” fights but all being the same species of creatures. Yoshi’s Islands bosses, however, don’t fall into that. The bosses are not only unique from each other but are also extremely creative and super memorable.

Super Mario World 2: Yoshi’s Island is one of the most imaginative and unique games I’ve played. The gameplay has a lot more strategy than your average Mario platformer and can be quite challenging. The premise and overall presentation is adorable, and the soundtrack is catchy and iconic. I don’t know if I like this game or Super Mario World more but for what it’s worth, right now, I feel like I like Super Mario World more.

This sequel to Super Mario Land blows that first game out of the water in every way. While the first game felt more like a bite-sized Mario adventure fitting for a portable system, Super Mario Land 2 offers what feels like a full-length Super Mario experience.

Super Mario Land 2 is really unique in the way it handles level progression. There isn’t really any “progression” per se. You’re kind of just thrown into the world map and told to collect the eponymous 6 Golden Coins. Each Golden Coin is found in a different area of the map and you’re free to tackle these zones in any order. This was very surprising to me as it gave the game more of an open-world feeling rather than the linearly explorable hub worlds we’re used to with Mario games.

The game is also very imaginative and ambitious with its zones. Each zone is themed but not in the grasslands, desert, and ice themes we’re used to. Instead, these themes are more unique like a toy world and a horror world. Some of these themes return later in the series but it’s interesting to know that this game did it first. I also really love the dedication to having each zone contain its own unique set of enemies. The bosses of each zone are also incredibly creative.

Super Mario Land 2 is a fantastic follow up to the first game that doesn’t feel like it suffered from being on the Game Boy as much as the first game did. The spritework is a lot more detailed, there’s almost three times as many levels, and it sports its own unique identity. It feels more akin to something like The Legend of Zelda: Link’s Awakening where it shines beyond its handheld status. I feel like a modernized remake for this game would go so hard and get it more recognized as a highlight of the series.

Super Mario All-Stars is unequivocally
the definitive way to experience these classic Super Mario games. The games all function almost exactly the way they used to but are now presented in a fresh coat of visuals that upgrade them to be on par with Super Mario World. What I appreciate the most with Super Mario All-Stars is that the old games are not just given Super Mario World-style reskins, they maintained the original versions identities for all of them so they all feel distinct from one another. I highly recommend you play through these versions of the games.

Super Mario Bros.

What is there to say about this game that hasn’t been said before? It’s the most influential release on the medium and has pioneered the industry as a whole. The simplicity of this first game makes it age extremely gracefully. I’ve played Super Mario Bros. countless times but I’ve never completed it until now. The platforming and level design is top-notch for a first entry.

The All-Stars version of the game functions exactly the same as the original but features beautiful 16-bit spritework that modernizes the NES original’s look. The game also features a reworked soundtrack that is an upgrade on most fronts but a downgrade in some. I also really like how the “Your Princess is in another castle” gags have unique animations for each world. Of the many re-releases of this game, this has to be its definitive version.

3.5 ★

Super Mario Bros.: The Lost Levels

For better and for worse, The Lost Levels feels like a ROM hack of SMB1. The platforming is absolutely ridiculous and kind of janky but I have to applaud them for it. Definitely the unfriendliest Mario game I’ve played, there’s a lot of blind and precise jumps that defy the logic of game design. Alongside some obtuse “puzzles” that halt progression. These levels are straight out of something I’d see from Super Mario Maker in terms of how unhinged they are. I’m extremely thankful for the Switch’s save states feature, otherwise I would’ve never been able to beat it.

2.0 ★

Super Mario Bros. 2

What an interesting game. It’s unlike any Mario game I’ve ever played. I know that it wasn’t originally a Mario game but the Mario “filter” makes it feel very novel. I honestly really liked the creative level design and how the game focuses more on the throwing mechanics rather than jumping on enemies. The variety in level themes was very refreshing. I also really really love the option of picking which character to play as and how each character feels different. That’s without even mentioning the banger soundtrack. Pretty solid entry. The All-Star version of this game is beautiful too.

3.0 ★

Super Mario Bros. 3

A massive jump in quality for the series. This is the quintessential Super Mario Bros. game in every way. It’s a lot more colorful and whimsical, there are a lot more levels, the levels themselves are shorter, more creative and straight-to-the-point, unique bosses, great new power ups. Man, what a classic. There’s really not much I can add that hasn’t been said already but this game has aged ever so gracefully. It’s hard to imagine this being in the same console as the previous entry. Super Mario Bros. 3 is the crowning jewel of the NES.

4.5 ★

Super Mario World

Super Mario World is a fantastic platformer with a beautiful art style. It’s just so lush and vibrant and definitely the best looking from this collection. The gameplay feels perfected, Mario is a lot more responsive and can pull off more moves than before.

This game also introduces Yoshi, the lovable dinosaur, as a companion and he just elevates every level he’s in and ends up becoming a highlight of the whole game. The enemy variety is also at its best here. The game is just fun and has a fun aesthetic paired with a catchy soundtrack.

4.5 ★

Super Mario Land is a charming bite-sized adventure that serves as the Italian plumber’s first outing on a handheld system. Not only is Super Mario Land a great representation of the series on-the-go but it also cements itself as a unique experience despite its limited runtime.

Mario is out of the Mushroom Kingdom this time and is instead in Sarasaland, attempting to rescue the now iconic Princess Daisy. While Sarasaland has Koopas and Goombas, the enemies it shares with the Mushroom Kingdom end there. Sarasaland is home to multiple new enemies has a noticeably unique aesthetic, despite the limitations of the Game Boy, that make the experience feel unique to Super Mario Land.

The platforming is pretty great and the limited level selection ensures every level is unique. The levels also feel a lot more adventurous than I expected. Don’t let the runtime or the limited aesthetic fool you, this is a pure and sure Super Mario experience.

Super Mario Land is a really solid entry in the series that’s tight and concise. The levels are great and it has a charming aesthetic and soundtrack to boot. It’s definitely one of the simpler Mario games but great nonetheless.

What I expected to be a wholesome experience with adorable creatures has turned me into a panic-induced micromanaging control-freak. Don’t let the charming aesthetic fool you into thinking this would be a relaxing game, Pikmin is no joke.

The best way to describe Pikmin is that it’s a real-time strategy game that relies on how players efficiently use their resources during the allotted time. As Captain Olimar, you have 30 days to explore and complete objectives in the Pikmin’s planet as long as it’s during the day as nighttime is too dangerous.

The game has a constantly moving timer that’s smack-dab in the top of the screen at all times. For a Nintendo game, I expected Pikmin to be a bit forgiving and include features like manipulating the speed of the timer, as akin to Majora’s Mask, or be able to tweak certain elements in order to ‘streamline’ the experience. I was very surprised that none of that was present. It’s not brutal by any means, the 30 day limit could be considered generous, but it’s definitely not a breeze. I ended up using all of my days with a singular Pikmin standing beside me in the last moment.

Leading the Pikmin is such an interesting mechanic as not only do they have unique abilities and could be utilized differently, but they can also a bit tedious to manage. They get distracted easily, occasionally trip, have no spatial awareness, and sometimes get themselves stuck in situations I have no idea how they got themselves in. I happen to be the exact same way in real life so I can’t fault the little guys, they’re doing their best. It’s not that the AI is flawed or anything, they were definitely intentionally designed to be somewhat obtuse and I appreciate that element. It makes them feel a bit more real creatures rather than an intelligent platoon that obey my commands perfectly.

Pikmin 1 is a pretty great first entry into the series and I really loved it. It was definitely a struggle that stressed me out but a gratifying journey nonetheless. I’m excited to see how the modern ones evolve on the strong formula established with this game.

I’ve played a couple Professor Layton games before but never to completion. I finally decided to see Curious Village through to the end and it definitely didn’t disappoint. I ended up getting an extremely solid small puzzle adventure with an interesting story.

Professor Layton and the Curious Village has an absolutely gorgeous Ghibli-esque art style that’s ever so comforting. The environments adorn a beautifully hand-drawn look and the animated cutscenes are animated so much like a Ghibli film that I was surprised it wasn’t Studio Ghibli themselves producing the scenes. The art style is just astonishing from the scenery to the characters designs.

The puzzles are absolutely ridiculous though. This is only the first-entry in the series so I hope that future installments don’t have puzzles as convoluted and math-driven as the ones in Curious Village. The logic-based puzzles are brilliant though so I hope the series leans more into those.

The soundtrack is also a weak spot for this game. It’s not bad but just very limited to the point of making not being able to play the game for long hours. The repetition and lack of variety in the tracks makes the game feel like a slog when it really isn’t.

Professor Layton and the Curious Village is a great first entry that has obvious room for improvement but gets so much right the first time around. I can see a next installment of this be a complete masterpiece if they choose to improve the right elements. As it stands, though, this game is pretty great.

Describing Device 6 to someone who hasn’t played it is an immeasurably difficult task but the best way I can do so is by calling it an insanely charming and medium-bending experience. The overall presentation is absolutely stellar. Extremely clever use of visual and audio design to deliver a phenomenal and gripping atmosphere. I never played anything like it before and I really loved it.

When the Past Was Around is a short and simple found-objects point and click game that effectively tells a touching story. The art is absolutely beautiful and the soundtrack is simple and comforting. It doesn’t explore its themes in a powerful or unique way but that doesn’t stop it from being effective.

Devil May Cry 5 is not only a much needed return to form for a series that’s been standing on shaky grounds for the previous eleven years but is mainly a victory lap that encompasses everything that made the series special in the first place.

The amount of love poured into Devil May Cry 5 is undeniable from its highly detailed character models to its beautiful environments to the fine-tuned gameplay. The jump in quality is as impressive as the jump between Uncharted 3 and 4. The world is presented in beautiful stylized realism that is a great fit for the series. The gameplay takes the best parts of what made DMC3’s gameplay so good and adds welcome quality of life improvements to deliver the best combat system in the series. It might have a new coat of paint but it’s definitely DMC and better than ever!

Aside from a couple of characters getting mishandled and a few minor quirks, I actually don’t have any major criticisms to give to Devil May Cry 5. It pretty much excels on everything it’s trying to do and delivers a fun and campy action-filled experience with loving callbacks to the previous installments.

It might be a celebration of the series but i don’t think it’s a culmination in any way. Devil May Cry 5 feels more like a powerful revival that also lays solid groundwork for a supposed future of the series. I’m not gonna lie, seeing DMC get an entry like this has made me feel increasingly bitter that Bayonetta, my preferred action hack-and-slash series, got an installment like Bayonetta 3 instead of one like DMC5. To fans of Devil May Cry, I can’t express how happy I am for you to get a celebration like this for a series you cherish.

DmC: Devil May Cry is not successful in capturing the essence of the series it’s trying to reboot but it was never trying to in the first place. It is clear that Ninja Theory wanted to throw their own postmodern westernized spin on a DMC game, and I thought they did that successfully. DmC is such a drastic shift in writing, vibes, and the overall identity of the series but I didn’t find it to be as bad as the internet has made it out to be.

Devil May Cry is not a series that’s special to me in any way so I don’t hold it or its characters in a high regard nor am I protective over them. I also feel like it’s important to note that I’ve experienced this series while DMC5 existed so I always knew that the reboot was an offshoot that they ignored after its release. Hence, I didn’t feel passionate about the direction DmC went with because I knew it wouldn’t stick around. I understand that playing it with the idea of the whole series being rebooted in this style was disheartening for fans but to me, DmC ends up just existing in its own unique bubble.

I know it’s not a popular opinion but I ended up enjoying my time with DmC: Devil May Cry and appreciated what they were trying to do. Regardless of whether or not you agree with the direction they took, you can not deny that it is a well-made game. The combat is tight and satisfying, the environmental design is pretty good and the overall art direction is strong. It also includes phenomenal boss fights that are equally grotesque as they are creative. It might not look or feel like DMC but it is a pretty good game.

While I do appreciate the contemporary aesthetic, DmC: Devil May Cry ends up coming off as extremely edgy. From the excessive cursing and sexual content to the postmodern twist of the demons being crime lords, gangsters, and a mass-producing soda company that’s taking over the world (?) It’s probably the edgiest thing I’ve ever played. I do find it to be a little endearing because it feels like a time capsule to the early 2010s. That does not in any way excuse the cringy dialogue and nauseating shaky camerawork though.

DmC: Devil May Cry feels like a fun side experiment of a DMC with a different aesthetic and continuity. I feel like it wouldn’t have been received nearly as badly if it was under a brand-new IP or if the characters weren’t named after the original characters. The new interpretations are so widely different that they’re unique characters on their own and I feel like they could’ve benefited from being their own thing. All in all, I ended up enjoying it for what it is as a one-off entry and I’m excited to jump back into the old continuing with Devil May Cry 5.

Devil May Cry 4 is an interesting followup to DMC3 to say the least. It seems like Capcom wanted to take the series into a new direction, making some bold choices and it kinda works for me. It is pretty rough around the edges but I can’t deny that it’s one of my favorite entries to the series so far.

I love love love the atmosphere of this game. Best way I could describe it is biblical-gothic horror core. The cutscene direction especially is astonishing even for today’s standards. the character designs across the board are also pretty stellar, from returning characters to newcomers and the genuinely terrifying villain. Yes, it does feature the muddy visuals of its era, but the art direction really goes a long way into making DMC4 a visual feast.

The environmental design is a huge leap forward in terms of its aesthetics and its variety. It also helps that this game is a bit more modern so the environments are designed in a way that guides the player a lot more clearly than its predecessors. This is the first DMC game where I don’t get lost and have to look up where to go next, thanks to the way the levels are designed, the inclusion of a very helpful minimap, and the clarity of the objectives.

The story honestly leaves a lot to be desired. Devil May Cry isn’t a series that shines in its narrative with the exception of DMC3. What frustrates me, however, is that DMC4 actually lays the groundwork for a riveting and moving story to be told but doesn’t go anywhere with it. Previous entries had very simple stories and managed to tell them decently but I wish the added complexity in DMC4’s story was handled properly.

The highlight of DMC4 for me has to be the characterizations and the character interactions. This game finally brings back characters we met from DMC1 and 3 and they make for a really dynamic cast. It kind of sucks that all returning characters are given the short end of the stick in terms of story inclusion but I appreciate the little moments they had.

Newcomer Nero, unfortunately, ends up being hurt the most by the lack of narrative depth. I genuinely like him and think he goes through a great arc through this game but the game doesn’t elaborate on his personal relationships enough to make the players care. Especially in his relationship with Kyrie. I wish they did more on that front because what we end up with is a character that just comes off as needlessly edgy.

Devil May Cry 4 doesn’t nearly reach the heights of DMC3 and comes off as a weird follow up but, damn it, it did some things really well. The streamlined gameplay and fun moments really go along way into making this one of my favorite entries so far.