490 Reviews liked by RinoDino


The last time I had played Battle for Bikini Bottom (the original at least) was in 2019. According to my PS2 memory card, I had played this in 2010 prior to 2019. Back then, I never did 100% the game but I did beat it. 2019 though was the first time I 100%ed the game and I remember being so happy I finally did so since this was a game I liked a lot as a kid. I remember thinking it was great back then, but I wanted to see how I'd feel nowadays. While I don't think it's quite as good nowadays, it's still a really fun time overall.

I'd say the thing this game does best is replicating season 1-3 of SpongeBob. It doesn't always hit but when it does, this game is super funny and is basically just like those early seasons. There's a ton of callbacks to the show and references you'd only get if you've seen specific episodes. For a kid growing up on SpongeBob, this is basically like playing through a couple episodes of the show. Every voice actor from the show is here too, besides Mr. Krabs and Mermaid Man, and they don't half ass it. They bring their A game in every scene. However, going back to those two outliers, it's unfortunate they couldn't appear here. Mr. Krabs isn't too terrible, and the voice actor at least sounds like he's trying to replicate the character. Mermaid Man though is totally off and sounds pretty bad, I think. Even with those two being different tho, it's still super authentic to the show and a lot of fun seeing each scene be reminiscent of the show. The game also really replicates the world of SpongeBob well. The overworld of Bikini Bottom is done super well. You have all the main characters homes represented here. You have the Krusty Krab, the Chum Bucket. All the staple locations. The areas themselves also represent the show well. Rock Bottom, the Mermalair, Kelp Forest..even SpongeBob's Dream from that one season 1 episode appears. The characters, their dialogue and the world itself just perfectly represents the early seasons.

Getting into the gameplay itself, it's a collectathon and is basically mimicking a game like Mario 64 or Banjo Kazooie. While I don't think it's as good as either of those, for reasons I'll explain shortly, that type of game still works well in the SpongeBob universe. Instead of Stars or Jiggies, your main collectable in this game are golden spatulas. Thematically super fitting to the show, though I gotta say I never found them as satisfying to get as the aforementioned stars or jiggies. There's no jingle that plays, only a crowd cheering for the player (and SpongeBob's laugh if you're playing as him). It's just sort of a bummer since it never gave me a rush whenever I collected them like Mario 64 or Banjo did. Anyways, you collect these golden spatulas in each level alongside collecting any other assortment of collectables along the way. You have shiny objects which you get from tikis or the robots. These are used to spend on shiny object gates or to get golden spatulas from Mr. Krabs. Socks are a collectable that you can trade in to also get golden spatulas from Patrick. These are mostly easy to get but can be annoying in their placement depending on the stage. Some, mostly the first couple stage ones, require backtracking with abilities you get later on. This like barely happens at all though so if you're a Banjo Tooie hater, you might like this game. In fact, this game is maybe too linear for my liking. It's obviously no Tooie, but it's not even a Mario 64 or Kazooie in terms of its exploration. Very rarely will you travel off the beaten path to do a little side challenge but that's about it. I prefer the more open games I mentioned before for that reason, as it feels like you're being guided along a straight path most of the time. Still, what's here is mostly fun. The levels in general, besides being faithful to the show, are either pretty fun or harmless. The only two I didn't care for much were Mermalair and Kelp Forest. Both had songs that kinda got on my nerves and Kelp Forest is too dark a lot of the time and also has the worst slide in the game. My two favorite levels though, were Flying Dutchman's Graveyard and SpongeBob's Dream. I found neither annoying and they were both endgame levels so they were pretty fleshed out.

You can also play as both Patrick and Sandy, if you find a bus station in each level. They each have different abilities but basically, Patrick is strong and can throw heavy things while Sandy has a lasso she can glide with and can also swing from these lasso Texas things. Both characters change the gameplay up enough for it feel different and fun. Their move sets are simpler than SpongeBob's. His move set consists of a double jump, a bubble wand attack, a bubble butt stomp, a bubble helmet that shoots upwards, the bubble bowl which is a bowling ball you can throw to hit things and the cruise bubble which is this missile attack you can use to hit enemies or buttons from a far. Those last two abilities are ones you unlock as progress and I generally like the move set SpongeBob has. Only thing I wish he had was a movement ability. There's no long jump or talon trot here so he doesn't feel quite as fun to play as because of the lack of something like that.

Between each set of three levels, and also in some of the levels themselves, are the game's bosses. The bosses in the actual levels aren't that great imo but are fun references to the show at least. The main game's bosses you must defeat to proceed tho are actually pretty fun. They're more fleshed out and have cutscenes between phases. You also switch between characters between phases too, which again, changes up the gameplay somewhat. The final boss was definitely the best, it's a fun nod to SpongeBob's love for Karate and also to the anchor arm episode. But I also gotta give props to robot Patrick's fight. The atmosphere of the industrial park combined with the eerie music, always freaked me out a bit as a kid. Still does even now lol.

Speaking of the music, while I don't think it's that amazing overall, there are still some tracks I quite like. Jellyfish Fields is an upbeat classic, Industrial Park again is quite eerie but really good and the best track in the game is probably Flying Dutchman's Graveyard. That one just perfectly fits the level and also rocks on top of it. Like I said, there are some tracks I straight up don't like whether it's cuz the level annoyed me as a kid or I just don't like them in general, however the OST is still solid overall.

I will say, I never noticed how unpolished this game could be at times. Whether it's me clipping through a tiki that doesn't have hit detection, or the slide portions being really janky depending on how I jump, it's not as polished as thought it was back then. Still, this is super helpful to the speedrun community as the game has some well-known glitches and exploits that are actually super cool to see someone perform. I remember getting into these speedrun videos shortly before Rehydrated came out and being amazed I'm just now finding out about all them. Speaking of rehydrated, I'll just say one thing. Play this version, don't play Rehydrated for the love of god. It's so bad, the fucking warp boxes don't even animate.

One more thing I wanna mention before I end the review off, is the golden spatula warp feature. If you go into the menu, to the golden spatulas you've collected or have to collect still, you can take the taxi from the menu and warp to that location. Holy shit, this may be the best feature in this game. It's super convenient and frankly should be in more 3D Platformers lol.

This is a game I played as a kid and while I think it's not quite as good as once thought, and is not as good as Mario 64 (and definitely not as good as Banjo), it's still a fun time. It's not too long either so it's a game you can easily replay. Maybe I'd think lower of this game if I wasn't a SpongeBob fan or grew up with this, as it's just kind of an average 3D platformer, but it's still one of the best licensed games I've played because it represents the world of SpongeBob so well. Glad it holds up even to this day.



Just like Dreamland 2, the first time I fully beat this game was in 2022, directly after Dreamland 2 actually. I first played this years ago when I got an SNES classic, and thought it was cool. But I'll come out and say it, I never really digged the whole multiple bite-sized campaigns in one shtick. I had a greater appreciation for this game, when I played it in 2022, due to some of the series staples it added. But even then, it wasn't one of my favorite Kirby games. How do I feel about the game now though? Basically, the same tbh. Though, when compared to every Kirby game that released prior to this, I'd say it's the clear best.

The biggest improvement, and this would be a Kirby staple once Return to Dreamland released, is the expanded move set. No longer do you only have a single move per copy ability. Now, depending on your directional inputs on the d-pad, you can use several different moves per copy ability. This is a fantastic addition, and probably my favorite aspect about this game, as it makes beating each level more fun. Both of the fire abilities that were in Adventure, are now in one and the one that would turn you into a fireball is your dash attack. Spark, which was a staple in Adventure and Dreamland 2, isn't even in this game and was basically replaced by Plasma (which is all around better because of the electric shield you can get). The copy abilities in general, are really good in this game. You have your series staples like sword, hammer and all that. But then you have new ones like Bomb, Mirror and Yo-Yo which are all really awesome. Compared to prior games, the amount of copy abilities in this game is massive and I think it even rivals some of the modern games. You can also, at anytime, turn whatever copy ability you have into a little NPC helper. This was a fun addition and let's you play the game with two players? I actually never tried it out myself, but I assume you can do that and not have the multiplier be regulated to the minigames.

I am a Dreamland 3 fan, and while I prefer how that game looks visually, Superstar still looks really good for an SNES game. The game is full of that Kirby personality, whether it's with Kirby himself or the enemies he faces. The animations on some of the enemies in this game are just really expressive, and that includes the bosses as well. They're all very charming, especially the computer virus boss, that one is very witty. Some bosses are better than others (I really hate fatty whale) but most of them are pretty fun..especially with the expanded move set.

Now for the meat and potatoes of this game, the game modes. This is the part of the game I'm not much of a fan of. The game consists of 9 modes in all. 4 of them are normal Kirby campaigns, 3 of them are short minigames, 1 is a weird campaign that is more akin to a Metroid game and the last is a boss rush basically. They're all mostly fun in their own right, I just much prefer a more focused, full sized campaign since even with the longer modes here, they just don't stick in my mind as much. I'll delve into each mode though and explain my feelings on every one of them.

Megaton Punch is a short, button timing mini-game where you must see who creates the biggest crack on Popstar. It's very short and humorous to watch, but there's not much to it. Samurai Kirby is basically a remake of the one western minigame from Kirby's Adventure, and it's even more simple to play. You just press the A button faster than your opponent but I swear I just can't do it, even on the easiest difficulty. I always lose to Meta-Knight at the end. It's alright but I prefer Megaton Punch. The last mini-game is Gourmet Race. I won't get into the staple song just yet, but know it's my favorite of the three minigames because of its music and because its fun to race Dedede (and to see his reactions to you winning).

As for the normal campaigns, the first one is Spring Breeze. Not much to say here, it's the shortest of the four and is basically just a remake of Dreamland 1. It's actually even shorter than that game since it lacks the reused portions of levels before Dedede. Dedede is also super easy in this version compared to Dreamland 1. Dynablade is a little longer than Spring Breeze, but not by much. Also don't really have much to say here either, it's a pretty uneventful set of Kirby levels. Revenge of the Meta Knight is a lot longer than the previous two campaigns, or at least it felt like it was. It has Kirby trying to stop Meta Knight and his crew. The level takes place, mostly, in his ship as you destroy it. It also has the most dialogue in the game, because of his crew members, and it's very charming because of them. This felt like the most unique of the normal campaigns and it was definitely my favorite next to the final one. The final one, Milky Way Wishes, has Kirby trying to stop the sun and moon from fighting, which Kirby must make a wish using Nova (this cat face clock thing) because this fella Marx told him to. In the end of the adventure though, Marx dupes you and takes the wish for himself and you have to fight him. This one probably has the most stakes out of any campaign and Marx has a really cool design. I also really liked the space theme and I really really liked the copy ability mechanic. Basically, you can only get copy abilities from these pedestals hidden throughout the world, but once you do you keep the ability forever and can freely switch between any you've gathered at anytime. Thinking about it then, this is probably my favorite mode in the game..it would've been really cool to see this one fleshed out even more though since it still isn't very long.

As for the other two modes, The Great Cave Offensive is different from the other modes. It acts as sort of a metroidvania, where the goal is to explore each section of the game for treasure. You can backtrack freely which is unusual for a Kirby game and is why this one feels different from the other 4 campaigns. It's fun but getting every treasure can be a pain, and pretty much all of the bosses (which you would first see here) get reused in the later campaigns. The last mode, which you unlock from beating every other one, is the arena. This is the boss rush I mentioned earlier, and it's a staple in like all of the modern Kirby mainline games. I actually didn't beat it this time, I gave it like 10 go's, but I did beat it back in 2022. The copy ability you want to use is definitely hammer as it does the most damage. The arena is usually the hardest part of the modern Kirby games and that's no different here, as you have to defeat every boss in the game with only 5 Maxim tomatoes for all of them. It's not totally my thing but it's a decent inclusion nonetheless.

The OST is good, as most Kirby games are, and the standout of course is Gourmet Race. It's one of the most well known Kirby songs for a reason (besides becoming big because of Smash) and yeah it's pretty awesome. The rest of the OST is good too, but this was my favorite new song, as this game continues the trend of remixing a lot of older Kirby songs.

I'm not crazy about this game like some other Kirby fans are, due to the multiple campaigns, but I can't deny it added some great series staples like the expanded move sets and the arena. While not in my personal top 5, at this point in the series this is definitely the best Kirby game thus far. Fun time overall!


This is yet another Kirby game I had yet to play prior to this Kirbyathon. I was honestly feeling a 6 most of the time I was playing, and was thinking this is the best Kirby spin-off thus far (after Dream Course). Then the endgame happened.

Let's start with the positives first though. This is basically Kirby breakout and it's generally pretty fun. You break blocks by bouncing Kirby against the paddles, typical breakout basically. The twist here, besides being Kirby themed ofc, is 4 of Kirby's staple copy abilities are in the game and used as power-ups. Stone let's you destroy anything directly below you, burn anything directly above you, needle stops you in place briefly and let's you cling back onto a bumper and aim again and spark bounces you sporadically destroying any block in your path more effectively. This was probably the coolest part of the game. Like Dream Course, the copy abilities are implemented super well into the actual gameplay.

Each level also has a boss at the end, like Pinball Land, but unlike that game I was actually able to beat (almost) all of them this time around. They can be pretty fun but watch out you don't get thrown into the spikes. Luckily in the stage prior to the boss, you can get a sneak-peak at what the boss will be as well as the opportunity to get safety blocks that cover the spikes in the boss stage.

The OST was alright, I saw some reviews saying it was really good but I can't say any of the songs stood out imo.

Now for the endgame, the later stages can be quite annoying with their block placement and the use of 4 bumpers around the screen. The 10th stage, I even decided to save state past that first section cuz it was just so obnoxious. The hit detection on the bumpers can be wonky, which I can't discredit the game too much since it's still a Gameboy game, however it still led to some frustration in the endgame. That plus you can't even play the final level and get the true ending without getting a certain score threshold in each stage. I did this only once in stage 9, and it was by complete accident. I tried to beat the required score a couple of times in stage 1, but I think there's also a secret time requirement (from one of the reviews I read on here) and with how random the game can be with being able to hit blocks in time, yeah no thanks. I know they did this, so it would make you replay the game a bunch, however it's still a bummer.

Overall, it's a decent little game however the true ending being locked to a somewhat frustrating 100% and the endgame levels being kinda frustrating brings it down a bit. It's a fun little time waster, and definitely better than Pinball Land. And yeah, this is yet another game I technically wasn't able to beat due to the 100% requirement. At least I beat every other stage in the game otherwise.

As I stated in my Kazooie review, I replayed the game two times back in September of 2023. With Kazooie, that doesn't seem too crazy because it's about half the length of Tooie. However, I also replayed this game twice as well. And with it being twice as long, or maybe even longer for some people, as Kazooie? Seems a bit nuts right? Well, I really went Banjo crazy that month because after beating both games once, I couldn't stop thinking about them which led to me replaying them again right away. The thing is, that whole time I couldn't stop thinking about playing them again...I was thinking about Tooie pretty much. I don't know what happened to me because I went from thinking this game was just decent and definitely worse than Kazooie, to thinking it was amazing and super addicting and better than Kazooie overall. After replaying both games yet again, do I still think this? Probably, tho it's a bit complicated.

If you played Kazooie prior, the first thing you'll notice with Tooie is just how much Banjo and Kazooie's moveset has improved. The roll attack lasts longer, is more mobile and has a nice visual of Kazooie shielding Banjo. The normal attack you perform by standing still, which before was a simple claw move by Banjo, is now replaced by a more effective stationary rat-a-tat rap. The swimming is now WAY better naturally and doesn't require you to hold the R button for it to be good. In fact I don't think the R button does anything when swimming lol. You can now flip-flap directly out of a talon trot. When you do a beak buster, you can now move forward while you're doing rather than staying in place. This change can actually lead to some exploits you can perform too which is rad. These along with some non move-set changes like how whenever you speed up the text it makes the characters talk faster and doesn't pitch up their voices (which was an issue I had forgot to mention in Kazooie), the camera is slower but smoother to use and is overall an improvement, Banjo's backpack animates now when he walks and something about it is incredibly satisfying to me idk why, and the biggest thing is now notes don't get reset when you die (for a reason I'll get into later). All of these improvements drastically enhance the basic gameplay and I honestly miss a ton of these whenever I go back to Kazooie.

That's all fine and dandy, but how about new moves? Well, Tooie's got you covered because it's got like double the amount of moves in Kazooie. The biggest addition is the split-up mechanic. Now you can play as Banjo and Kazooie separately which makes for some clever puzzles. Each singular character gets their own specific moves and while Kazooie's are generally really fun, Banjo's are mostly situational. Kazooie's consist of moves that aren't as context-specific like the ability to glide on her own, her own backflip that's better than the normal one, and the ability to hatch eggs which gets used quite a bit. Banjo's however, besides the first one that lets him pick up and move objects which can lead to some fun puzzles, aren't used that much. He has an ability that let's him recover HP which is nice but only gets used a couple times overall and isn't as helpful as you think because lives aren't an issue anymore. I actually forgot to say they don't exist anymore and it's actually better to die sometimes because it respawns you at the last split-ip bad/beginning of the world which can work in your favor. But anyways, his other two abilities which let him go in dangerous liquids and the other let's him go in his backpack like a burlap sack to cross dangerous obstacles, just aren't used much and are incredibly situational. They all feel pretty samey too unlike Kazooie's, so overall I'd say Kazooie had the better new moves overall. This isn't even getting into all the new moves they both got together. There's 4 new egg types: Fire, Grenade, Ice and Clockwork. All have various uses and are fun additions. There are two new shoes, the claw clamber boots and the springy step shoes. The springy step shoes feel a little derivative because of the jump pads but they're still cool. The claw clamber boots however let you walk on designated parts of walls and it's awesome. There's the bill drill which is also kind of situational but is super satisfying to use. You can now fire eggs in first-person, which can be a little tricky at first with the N64 joystick but is also fun. Because of this, the game also added egg shooting in the air and water when going in first-person mode. The first-person shooting also leads into this FPS mode where you use Kazooie as a gun, certainly riding on the success of Goldeneye, and they can be super fun as well. All of these additions, plus the split-up stuff just really add to their whole move set and makes traversing through worlds a ton of fun.

Speaking of the worlds in this game, they're overall a lot bigger than Kazooie's. The first couple are kinda comparable in size to the first game's but by the time you get to Terrydactyland, they become just massive in size. You'd think this would be super annoying compared to Kazooie, but the game added warp pads that can warp you all over the level. These are the reason I never found the game tedious, if the game didn't have them or if they were awful like DK 64's warps, then the game would be way worse than it is. Anyways, the world's are much bigger in size and there's a lot more things you can do in each world. Though, overall there are less collectables because notes are now in bundles of 5 and 20. So overall the game has less of a focus on tons of collectables like the notes and more of a focus on the jiggys themselves. Jiggy's require way more steps than they did in Kazooie and this turns a lot of people off of the game. A bit understandable but the game is clearly trying to be more of a slower paced adventure platformer rather than Kazooie's brisk pace. I like both approaches but when it comes to Tooie's unique world themes like a run-down amusement park, a dinosaur world and a combined fire and ice world, I definitely prefer just how creative Tooie gets.

I mentioned how Jiggy's take longer to get because more steps are involved, and that's partly because of Mumbo Jumbo and Humba Wumba. In this game, Humba is the one that transforms you and Mumbo is actually a playable character. It greatly depends on the world but overall, I think this is a fun change. Mumbo has a very basic moveset compared to BK but his whole deal is using his magic on specific Mumbo pads. This is incredibly situational ofc and depending on the world it can be a bit tedious, but it can also lead to some interesting puzzles where you have to switch back and forth between BK and Mumbo. Same thing with Humba, sometimes you actually have to switch between Mumbo and then the Humba transformation. Mostly in the later levels do they make these portions kinda puzzling. In terms of everything new they added, this is probably the weakest addition just because it can lead to some tedium, I'll admit that, however I personally never had much of an issue with it tho I also have the whole game memorized at this point so take that as you will.

Besides all that, one of my absolute favorite additions was the fact a lot of the world's are interconnected. Early on, you'll help this mayan cat character out in recovering this idol. Well, you obtain it from this caveman in a weird looking cave and bring it back to him. That's strange though, you're in a world called Mayahem Temple and you just saw a caveman. What gives? Well it turns out, you just entered Terrydactyland when you did that, the aformentioned dinosaur world. This happens a lot in this game where you'll briefly cross over from one world into another or even unlock paths to directly travel between each one. The most memorable one is where you have to feed a different tribe of (good) cavemen this time, and to do so, you unlock a shortcut between Terrydactyland and WitchyWorld. You pick up some burgers from this one character, use the claw clamber boots you get from Grunty Industries and walk along the wall to feed them. All these working parts and interconnectivity just make the world feel alive and I love it.

I mentioned how you had to get the claw clamber boots from Grunty Industries, which is world 6, and use them for a jiggy in Terrydactyland which is world 5. Banjo Kazooie did this exact same thing only once, where you had to backtrack with an ability from another world. Tooie does this way more often and because of that and the interconnectivity of the world, it kind of feels like a 3D metroidvania at points which is awesome. Anyways, people seem to have an issue with backtracking in this game and I don't get it. The more complex jiggy's I understand, but the backtracking is not required as there's enough jiggy's in the game for you to beat the final boss. And even then, there really aren't that many backtracking jiggy's in general. Maybe like 12 or 13 of the 90 jiggy's require backtracking I think? Either way I think that complaint is majorly overblown and is not an issue at all to me, again the Mumbo and Humba stuff I can understand but backtracking to old levels with future abilities? Never even crossed my mind as an issue.

Something else this game added was a boss for every world and they're all really fun. Some are better than others, Lord Woo Fak Fak for example is probably the worst, but I really like how almost every single one of them are large in scope. They really feel menacing even if some of them are pathetically easy.

The game is also way funnier and a lot more cynical in general which I dig. Kazooie was both of these things as well but Tooie cranks it up to the max. The game literally starts off with Bottles dying and Kazooie going "well, he wasnt the most popular character anyways". The game is just full of this tongue-in cheese cynicism. The cast of side characters is not only WAY larger, they're more distinct and memorable just because the dialogue is so much better. There's literally an immigration joke when BK have to help some actual aliens, it's amazing. I think this, plus the interconnected worlds and more unique world themes, are THE main things I like over Kazooie. That plus the improved move set ofc.
The OST is again wondeful just like the first game, but instead of being upbeat, catchy tunes..Grant went for a more atmospheric darker ost this time around. Because worlds are much larger and take more time to beat, I think this change is for the better since the music track won't get old at all. Some of my favorite songs were Grunty Industries, Weldar's Theme and Mr Patch's Theme.

Yes I know two of those are from Grunty Industries. I honestly don't get the hate at all for that world. Something like Terrydactyland I can get, even if I still like it, because it's a massive world with empty space in a lot of it. However, Grunty Industries is a complex, zelda dungeon-like world and it's amazingly designed. I guess if you went into Tooie expecting it to just be like Kazooie, you'd hate it however it's very fun to explore and again super well-designed. It's not even that easy to get lost imo, it's a multi-layered world with distinct set-pieces rather than a super large open world. Sorry for the rant, I just don't get Grunty Industries hate lol. Something I did end up feeling a tiny bit sour on this time around was Hailfire Peaks. I still really like that world, and think the theming is awesome. However the fire side is a little too big for its bridges I will admit and the lag gets really bad sometimes there. The game can get laggy throughout portions of the game, which is only a thing on the N64 version, but there especially it's pretty bad.

One more thing before I mention the endgame and close out the review, is Canary Mary. Canary Mary has methods that make her very doable but she's still easily the worst part of the game and the only part I straight up dislike and dread doing. Her first button mashing races in Glittergulch Mine are perfectly fine. Her races in Cloud CuckooLand tho are insane. If you aren't doing the pause trick, idk how it's humenaly possible to win without using a turbo controller or something. The 2nd race isn't as bad because you can stay near her until the very end and then button mash to hell to pass her right before she can catch up. These races are easily doable with the right methods but the fact you have to do them this way, it just stinks man. But luckily this is only for 100% and only a tiny portion of the actual game so it's not the worst thing in the world.

I talked about a lot of improvements this game has over Kazooie. If there's one thing Kazooie destroys Tooie on however, it's the quiz section and final boss. Gone is the charming board game aesthetic of Kazooie, now you have a typical game show-esque quiz game where you have to answer enough questions to beat Grunty's sisters. It's not bad but it pales in comparison to Kazooie's version as it's less charming and even has less question types. Yeah, I won't miss the Gruntilda specific questions but no sound/music quizzes? That's kinda lame. Again, it's not bad and is only disappointing when compared to Kazooie. The final boss is also not nearly as good as Kazooie's. Is the Hag 1 harder? Most definitely but it's not as memorable as the Gruntilda fight from Kazooie and isn't as fun. It's a solid fight overall but compared to Kazooie's, just a bit lackluster.

So do I like Tooie more than Kazooie? In many ways, hell yes. It improves on many things like the duo's moveset, the writing is way funnier and the interconnectivity between worlds felt like a logical step to take after Kazooie. It may have the weaker end boss and quiz show, it's definitely and easier game to replay/100% and the Canary Mary rematch race is the worst thing between both games, however I'm still feeling like I may like this just slightly more than Kazooie just because of how ambitious and fun it is. It's kinda like Mario Galaxy 1 and 2 where each game has is own strengths over the other and it's just hard to choose what's better. Either way, it's still a 10/10 like the first game and one of my favorite games ever now. Easily in my top 3 N64 games, alongside the first game and Majora's Mask of course. Either way, if you see people saying you shouldn't play this game after you've beaten Kazooie. Don't listen to them, give this a try and you might fall become infatuated with it like I have.

This Banjo double feature was fun but I reckon it's time to play some Kirby again. Stay tuned for a Dreamland 2 review coming soon!

My first Donkey Kong Country game was Returns for the Wii. I got it for Christmas the year it came out (that or it was 2011 I forget) and I remember being so excited to play it. While nowadays, I'm not the biggest Returns fan personally, I can't deny it started my love for the DKC series. Once I got into Super Nintendo games with Super Mario World and Yoshi's Island, I decided I wanted to play the very first Donkey Kong Country game since at that point I still only played Returns. I bought it at my local flea market I believe and really enjoyed it. I mentioned how Yoshi's Island always reminds me of the weekend, since I would play that a lot during that time, and the same applies here too. While I think the sequel does everything this game does but better, I still think the original is a really fun time.

The general gameplay of Donkey Kong Country is you run, jump and roll. Those are basics of course, as each level has other aspects that change gameplay up like barrel cannons you can shoot out of or ropes you can jump on but the general gameplay is pretty simple. The controls are basically perfect, rolling feels super good to perform, and if you know the layout of the levels it's very easy to just speedrun through levels since both Donkey and Diddy are relatively fast. Speaking about the characters, Diddy Kong's first appearance was in this game, and he honestly upstages Donkey Kong. If you get a DK barrel, you can get the other Kong along and they basically act as a 2nd hit. You can switch freely and this is helpful since they each have different attributes to them. Donkey Kong is slower but heavier so he can kill certain enemies that Diddy can't. Diddy just feels better to play as he's faster than Donkey and also has a smaller hitbox. Both are valuable, but Donkey is more situational and is mostly just used for one enemy type (and even then, Diddy can defeat them by rolling into them) so Diddy Kong is my much-preferred Kong to use.

As for collectables in the levels, you have bananas of course. The main plot involves King K Rool stealing DK's banana hoard and he must go after him and his baddies to obtain them back. I think the reasoning behind there being so many littered throughout the levels is he just dropped them or something but either way, they act as coins and getting 100 earns you a life. You can collect letters that spell out KONG and they also give you a life. You can also collect these animal buddy tokens, and getting three of a specific buddy lets you collect these stars, and every 100 you collect ALSO gives you a life. Besides all this, you can also find secret bonus rooms. These all contain all the aformentioned items, or just lives straight up, but these can be a pain to find. I wouldn't have an issue normally since these are optional bonus rooms so it makes sense they'd be really hidden, but getting every single one is how you get 101% in the game, so if you're a completionist you must find them all. The real issue then is, a good chunk of them are just kinda bullshit. You'll have some that are very easy to spot and are self-explanatory. But then you have ones that are completely hidden and sometimes even require blind jumps into pits. I know they wanted you to buy a guide or a Nintendo Power back then to find these locations, but I don't find random pit bonuses or random breakable wall bonuses fun ever. I used a guide for like 80% of these cuz I only ever 100%ed this game once before, so I forgot most of these. The sequel can be like this too, but it generally handled bonus room locations a lot better. Alongside all the collectables and bonus rooms, you also have animal buddies. These are fun as they change up the gameplay slightly. Rambi can kill usually unkillable (unless you have a barrel) enemies by running into them. Expresso can jump a bit higher and float over large gaps. Enguarde swims faster in water and has an attack you can perform. Winky...well Winky just jumps really high, tho he can also jump on usually harmful enemies too and he's honestly underrated. These guys appear enough where they don't just feel like one-off gimmicks or anything.

The levels themselves are generally well designed. They're simpler than the sequels, and I feel like there's generally more bullshit due to enemies suddenly appearing on screen randomly, but there's a nice flow to the levels. Visually, I think it just looks alright. The characters themselves looks good, I just think some of the backgrounds don't look great compared to others, and definitely compared to 2's backgrounds. I think it also doesn't help that the level themes aren't too interesting in this game. You have jungles and mines and factories and Mayan temples and some of these are more unique than others, but they don't exactly lead to very vibrant colors. When it hits, it hits. The one jungle level with the sunset is really nice and I like the ice caves. The factories are kind of cool near the end too, but overall, I think the level settings can be a bit bland here. Not like Returns tho, since that is very formulaic with its level themes but compared to 2, 1 is not as good in that regard.

The bosses in this game are kind of a joke. All of them, besides King K Rool, are incredibly easy and just feel like a slightly tougher regular enemy. They could've easily had no bosses and it would've been fine so I guess it's not like they detract from the game too much, however 2 did bosses way better.

This may be my hottest take though. I don't love the OST. A big reason for that is most of the OST was in Returns, and so I had always felt there was an identity crisis with this game which is not the game's fault and is more a me thing because I played Returns first. Even outside of that, some of the songs I just never really got into...but objectively the OST is quite solid. There are still bangers like Aquatic Ambience and Gang-Plank Galleon of course. Also a shoutout to Fear Factory, that one's nice too. Even though I don't love the OST, it's still good overall, I just much prefer 2's tbh.

I've kind of been complaining about things here or there despite praising the gameplay. Something else I'll praise about this game tho is its Rare charm. Animations are very charming between characters. Donkey and Diddy both get terrified when you're at the edge of a cliff. They do a charming celebration whenever you defeat a boss or complete a bonus room. Diddy Kong throws his hat down and stomps on it when he loses a bonus room. The dialogue between the other characters like Cranky or Funky or Candy are very charming too. There's a fake-out Kremlin credits that happens when you get halfway into King K Rool's fight, and the actual credits have humorous cutscenes between characters. Not only is this game charming as hell, but it also created all these well-known characters too. We wouldn't have Diddy Kong or Cranky Kong or Funky Kong if it wasn't for this game. We wouldn't have my man K Rool either, he's such a memorable villain. The Kremlins themselves are very memorable and cartoony. I think besides the actual gameplay, the best thing DKC1 does is the worldbuilding and charm. Before this, we just had DK and DK Jr. It's all thanks to Rare, that we have as many memorable characters as we do now.

I may have some issues with this game, and I think 2 fixes them all pretty much, but this is still a classic for a reason and is staple Super Nintendo game. I was honestly thinking about dropping this to a 7, even up until writing most of this review, but it wasn't until the paragraph before this did, I really ponder and think about how many staple characters this game created and just how charming this game is in general. It's very important to entire DK series as a whole and is a very fun platformer at that! However, as I've said several times in this review, 2 is better in every way and I'm going to be replaying that soon so stay tuned for that review!

I've made WAY too many reviews on SOR2/3 and BK3, but I just can't help it. I love these games to death, and nowadays, they go under the radar too often (ESPECIALLY SOR3). All of them get my highest recommendation.

Anyway, this time going through, I did a 1CC on Hard, and Jesus, if there's 1 problem with BK3, its just way too easy. Not only did I do it on my first try, I also beat Robot Y with 8 lives remaining. Looks like i'll have to play on Very Hard to be able to have a challenge lmao (i did beat sor3 on normal, so maybe i'm desensitized idk).

It's always hard to summarize your thoughts on a game you love, so all i'll say is that it's fucking GOOD.

such a fun platformer and uses the dualsense amazingly. i think it really might be the best controller of all time. this game is insanely fun and whimsical which is something i will always love. if you have a ps5, play this. it's literally free!!

AND NOW I FINISH!!!

Yakuza like a dragon (which from now on I'll just call Yakuza 7) was a game I had for a while but never got around to finishing. It was actually my first Yakuza game I got on PS4, and I went in assuming it was a spinoff due to the new cast, setting, battle system, and the fact it wasn't a numbered entry on the box. So a reveal 2/3rds into the game that it did in fact tie into the main series combined with that part having an insane difficulty curve meant I never finished it. But that changed, and god damn, this might be one of my all time favorites.

The game ditches it's main cast for a new character, Ichiban Kasuga. And this man is an absolute legend. He's a bombastic goofball ready to help out anyone regardless of their current reputation, seeing the world as a Dragon Quest like fantasy for the hell of it, as he comes into his own with the help of a team of great characters as he uncovers the mystery behind a set of betrayals in his life.

And the main story is great. The new Yokohama setting and it's unsteady peace between rival factions leads to a lot of interesting conflicts, especially as more and more secrets collapse into a final conflict that had me greatly emotional by the end, even if the story falls into the usual Yakuza writing traps like giving a hint certain villains will redeem themselves only for them to die later (you know the part I'm talking about, and it's possibly the worst example in the series) and having themes of standing up for oppressed groups only to have you fight against the homeless people you stood up for ten minutes ago. The game also leans into the Yakuza wackiness in it's main story much more than in previous entries, and for the most part it pays off, managing to be serious when it needs to be with some real emotional gut punches. The other party members are also great, with all of them having great arcs (even if one gets resolved in a post credits cutscene) minus the optional party member who's just a real nothingburger of a character.

And one of the big things about this entry is the turn based combat, which is...fine. The moves all have the impact they need to feel satisfying to land, but the game is insanely easy minus the massive curve I mentioned, and another fight later on (although that one is also really easy to exploit) as well as the fact I didn't really feel the need to experiment with the job system, just picking a job for each character and sticking with it for the game. Also, finding decent weapons for some jobs (enforcer) is really obnoxious. And it's not long before you have a party and just spam the same moves through every fight (turns out all those villains could have thrown darts until they took over crime syndicates this whole time, who knew?)

But what I think this game does better than any Yakuza game is side content. The main way to get money like the Y0 real estate is a business management sim, which is pretty in depth as well as really fun, especially the part where you bring a chicken to a shareholder meeting and it becomes the MVP of the whole side campaign. And the game also has the best substories in Yakuza. The Korean actor, the ghost one, the Baby formula one, all amazing. Especially due to the new summon system allowing you to bring these characters back in really fun ways.

So yeah, one of the most enjoyable games I've ever played, and I'm so glad it started my journey through what is possibly my new favorite game series. Hopefully soon enough I can get a good deal on Judgment and IW, because once I do, I'll be ready.

An excellent compilation that has every single Halo game before 5. I previously had only played Reach's multiplayer and a very small amount of Halo 4's multiplayer, so having every game on one platform and for a cheap price is pretty convenient. My favorites were 3 & Reach but I had with all the Halo games. Reach and ODST are DLC though, but they aren't too expensive. The Multiplayer was supposedly fixed and from the few times I've tried it out, it works pretty well and does a good job of replicating the experience I had with Reach's multiplayer. If you have an Xbox One or Series X then you need to play this.

After a seemingly never-ending period of stagnation for most who weren’t die-hard fans of the Mega Man franchise, receiving game after game after game AFTER GAME that did nothing more to expand upon the franchise in a way that would be worth constantly going back to again and again and again, the series managed to pull itself out of that rut with the original Mega Man X. For the most part, it was still your average Mega Man title, but it managed to pump in just enough speed, action, new features, and iconic elements that would not only help start up a brand new sub-series for this franchise, but would also bring the series back up to shine in the spotlight for millions once again. So, after that brief detour into nirvana, the classic set of Mega Man games would continue doing its own thing for a bit, releasing another NES and Game Boy game now and then, but then, the time came to where Capcom decided to finally take the classic series to the 16-bit era, and they would naturally do so with the next chapter in the mainline series, simply known as Mega Man 7.

Just from the sake of circumstance alone, Mega Man 7 exists in this… odd little bubble, especially for the time that it came out. People were already so used to the hotness that was Mega Man X, loving how that game would take the classic formula and expand it in not just that game, but future sequels to come out, so whenever this game came out, it definitely went pretty much ignored by most people, for very clear reasons. Even today, when people go back to the classic games, this one is probably gonna be one of the last games anyone ever brings up, just because of the fact that it just kinda… exists. However, don’t think for a second that I am gonna diss this game because of that, because let me tell you…. I FUCKING LOVE Mega Man 7. Seriously, ever since I initially played it however many years ago, I have loved it oh so dearly, much like plenty of the other Mega Man titles, and if I can be so bold to say this, I would even consider it to be my favorite entry in the entire classic Mega Man series. I can definitely see why others would have a vastly different opinion then mine, which I will definitely get into as we go on, but for me, this game manages to continue the classic gameplay that we all know and love, while also adding just that little bit of extra content, to make it so wonderful to go back to even after all this time.

The story picks up sometime after the events of Mega Man 6, where Dr. Wily is FINALLY put behind bars by Mega Man, and the world seems to be at peace once more… that is, until due to Dr. Wily’s absence, several backup Robot Masters that he created out of fear of failure are activated, who would then start searching for Dr. Wily for quite some time. Eventually, they would locate where Dr. Wily is being held, and would thus start a rampage in the city to get him back, so it is up to Mega Man to get back in action, see what is going on, and defeat Dr. Wily once again in order to save the world….. again… for the millionth time………… the struggle never ends. The plot is pretty standard for a Mega Man game, but I do like how it does have some continuity with the previous game, and I really appreciate that they don’t try to hide the fact that it is actually Dr. Wily who is the villain the whole time (RIP Mr. X).

The graphics are absolutely fantastic, having an art style that I think fits classic Mega Man PERFECTLY, and having plenty of great enemy, character, and boss designs, as well as plenty of great animations to be seen throughout, the music is, naturally, pretty fucking great, having plenty of great tracks that I love like this one and this one, but I will admit, a lot of the tracks are a little too “samey”, which can make it feel pretty repetitive at points, and the gameplay and control is exactly what you would expect from a typical Mega Man game, except there are now elements of Mega Man X leaked into it, which does wonders to make the game much more interesting and fun to play, especially for me, who sees this as a match made in heaven, clearly.

The game is a 2D action platformer, where you take control of Mega Man yet again, go through plenty of different levels in whatever order you want (for the most part), run, jump, and shoot your way through plenty of different robo baddies, big or small, that will attack you on your way, gather plenty of different health/ammo pickups, different types of Tanks, extra lives, and plenty of upgrades to assist you in both the short and long-term, and take on a lot of bosses that are….. complete jokes most of the time, but there are one or two difficult bosses in there, so hey, I guess that… somewhat makes up for it, especially when you acquire their special weapons to use as your own against the many other foes that await you. A lot of what you typically expect in a Mega Man game is here and accounted for, which is already great for someone like me, but all of the new additions, the art style, and more make this what I would consider a damn-near perfect entry in this series, despite its very apparent shortcomings.

Taking inspiration from its younger sibling series, this game now adds hidden collectibles and upgrades that you can find throughout the game, and there are a FUCK TON of these things to find too, ranging from simple stuff like the letters R, U, S, and H that can grant you the Super Adapter, to some more hidden goodies and secrets that you can find such as being able to get Proto Man’s shield. While I wouldn’t necessarily say all of these upgrades are all that useful (Beat got a major downgrade in this game, unfortunately), a lot of them are a big help, especially later down the road, making the game that much more fun whenever you do get these and take full advantage of them. Not to mention, they aren’t that hard to find either, which makes one-hundred-percenting this game feel like a breeze, which is a nice change of pace for once. The secrets in this game don’t just extend to the items either, as there are also plenty of different hidden pathways you can take in stages if you know where they are, and there is even a hidden track that you can find in a certain stage if you know what combination of buttons to hit whenever you are going into the level. It sucks that it only plays once, but as a fan of GNG, this shit is legendary to me.

Alongside that, not much is changed about what you can see and do in this game, but there are several new, noteworthy additions that would become staples of the series, such as with the new characters that show up in this game, Bass and Treble. These two are pretty much just meant to be the rivals of Mega Man and Rush, with you fighting against him in the beginning intro stage of the game, who you will then find/fight again multiple times throughout the remainder of the game, and in this game, he is…. kinda whatever? I mean, he’s a cool character and all, and I love that he becomes a staple character in the series from here on out, but I dunno, aside from his final fight where he and Treble combine to take you down, he doesn’t really come off as that interesting or likable. Despite that though, he does get better in later games, so it is great to see that they stuck with him for quite a while, and he would even get his own chance to star in a game right alongside Mega Man as well…………….. to mixed results (we are gonna have fun with that game, let me tell ya).

In terms of how the game itself plays, it does play pretty much like your standard Mega Man game. Ya run, ya jump, ya shoot things, ya get new powers, ya set fire to the forest and murder all of the innocent animals because Mega Man is an asshole…… y’know, the usual shit. If you have played any of the other games in this series before and since this one, you know pretty much what to get out of this game, and it still manages to be really fun and addicting all the same…….. to me, that is. Yeah, we may as well bring up one aspect of this game that does manage to turn people away a lot of the time, and that is that, compared to the other Mega Man games before this, this game is… kinda stunted, at least, in terms of the main gameplay. It still plays and feels like Mega Man, but your movement speed feels reduced, all of the environments and enemies feel a lot bigger and more condensed, and Mega Man himself has a MUCH bigger sprite than before, making this game kinda feel like a bit of slog in comparison. Despite all that though… I have never really been bothered by that at all. Yes, it is undeniable how sluggish this game can feel compared to the other Mega Man games, but the way that you do move, shoot, and find all of these hidden secrets and upgrades still feels really great, just as great as playing one of these games should feel, and I manage to have a fantastic time with it either way. Does this make me weird? Eh, probably, but if you didn’t think that already at this point, you clearly haven’t been here long enough then.

Now, despite how much I will praise and defend this game, I can still definitely agree with some common criticisms that this game faces, such as the fact that some of the boss fights in this game FUCKING BLOW. In the previous Mega Man games, whenever you got to a boss with the weapon that was their weakness, it made the boss fights relatively easier for the most part, but there was still that sense of challenge that you could plainly face with a lot of them. In this game, however, if you go to any boss with their weakness, they become YOUR BITCH. Anytime you hit them with the weapon, they will get stunned long enough to get into a lock, meaning that you can constantly hit them over and over again before they even get the chance to do anything, and they will die very quickly. This isn’t an issue with all the bosses, but for some like Cloud Man, Junk Man, and ESPECIALLY Spring Man, they don’t stand a chance against you like this, which does kinda make them less fun. Ah well, at least we have other bosses that are still challenging…. even if they can be a bit much at times (fucking Wily Capsule, man…).

Aside from that though, the only other criticism in this game that I have is that the cutscenes, for as little of them as they are, are REALLY slow. Throughout the game, there will be plenty of instances where you will have characters talking about something, such as after you get a weapon in one of the main stages, or even after you defeat a boss, and while a good number of these have text that you can speed through, a lot of other times, you have to just sit there and waaaaaaaaait for them to go by, and maybe it’s just because I’m an impatient shit, but this drives me crazy. This is especially true with the intro cutscene, where whenever you start the game, you HAVE to watch this opening sequence of Mega Man, Roll, and Auto driving through this city, and then seeing Mega Man find Dr. Light, and everything else that follows. There is no option to skip this scene at all, so yeah, it really is somewhat of a buzzkill whenever I come back to replay this game and this cutscene shows up, meaning I just have to sit back and wait, tapping my foot impatiently. But hey, it’s ok, because in the good ol’ Mega Man tradition, we do get some fun little typos that are funny to see in some of these cutscenes. Makes you laugh and remember to just have a great time with the game.

Overall, despite how different it may feel, some pretty pathetic bosses, and how some of the cutscenes can be quite an annoyance, Mega Man 7 is yet another phenomenal entry in this phenomenal series, keeping the gameplay as fun and addicting as ever, adding plenty of fun upgrades and secrets to find and use throughout, and having the kind of presentation that makes this feel like a true, proper evolution for the classic series as a whole. I would absolutely recommend it for those who are big fans of the other games in the series, as well as for those who are tired of the 8-bit look that a lot of these games tend to get, because this one manages to be a massive upgrade in the looks department, and you will most likely end up loving the gameplay just as much as well. But y’know what… now that I think about it, I may have been a little too harsh on the cutscenes in this game, because you know what, they aren’t THAT bad……….. because trust me, they could’ve been a whole lot worse.

Game #595

Great game, the pixel art is excellent and charismatic, the gameplay is fluid and enjoyable like the other titles in the series. Mega Man 8 is easier than other games, but the inventiveness of its level design (especially the sword man stage) makes the levels more interesting, something that in my opinion is better than simple difficulty.


Ótimo game, a pixel art é excelente e carismática, a gameplay é fluida e agradável como os outros titulos da série. Mega man 8 é mais facil q os outros games, porém a inventividade de seu level design (principalmente o estágio do sword man) torna os niveis mais interessantes, algo q na minha opinião é melhor do q simples dificuldade.

Ultimate Gradius Review Part 2.
(Covers Gradius I, II, III, Advance, V, Rebirth, GB Gradius I, GB Gradius II)

Hello this is Mali/Mals/Pitaya/whatever you’d like to call me, and we are back with another Gradius review! Except this time, we’re going to be skipping Salamander as I have already made a comprehensive review on that game, along with International and Japanese Lifeforce which is covered in that same review. Gradius II, otherwise known as the bizarre title of Vulcan Venture internationally, is the 1988 successor to the original Gradius or in my opinion, the successor to Salamander.Most, along with Konami has said that Salamander is just a spinoff of Gradius, but I disagree. I don’t believe that for a game that has been so relevant to the series, it gets the spinoff treatment. I’m looking back at Puyo Puyo and how that game is also a spinoff of a Japanese exclusive dungeon crawler dubbed Madou Monogatari! It’s great too, and it also features Puyos as enemies in the game.

But honestly, while many consider Gradius II as the best in the series, I disagree because after replaying this game, this game feels more like a remix of the original Gradius, Salamander, the MSX Nemesis 2 (different game as the MSX games follow a more cohesive story, I might get down to them later down the road) and even Japanese Life Force, to some extent. There's some weapons that gotten carried over (Pulse/Ripple Laser, Spread Bomb (a revised Napalm from MSX Nemesis 2), 2-Way Missile,), but then new to this game, there’s the Force Field, which finally protects your entire ship rather than guarding the front, a tail gun, which is a double that shoots a bullet from behind, and the Photon Torpedo, which is a missile that drops straight out of the options and the ship. It’s unconventional but it can pass through all targets except for something that’s indestructible. With the weapons, also comes in the stages that are also inspired by the stages found within the ones from the above. How about we talk about the story first, and then we can get to the stages, alrighty?

~

Story
We take a good 2 steps back, and we revisit to the original Gradius where the Vic Viper has been sent to destroy and defeat the Bacterians, but this time, a new force from them was to be reckoned with: Gofer is the new antagonist and once again, the Vic Viper has been sent to stop them from succeeding in taking over not just Planet Gradius, but the
world as a whole. That’s actually it for the story!

Graphics
I have a bit of a mixed review with the Graphics. While they are impressive indeed, I don’t think that they have much of an upgrade compared to the Gradius and Slaamander. Especially with the latter! The latter was more colorful with the sprites and backgrounds, and LifeForce also added a fresh coat of paint to the original, even if some things had to be recolored. This one feels more like an upgrade of Gradius I which ironically is, and I think it really has to do with the limits of the time.

Gameplay
I actually addressed how this game works with the above, so I’ll just skip to my opinions on the stages themselves:

~

Artificial Sun (Phonenix)
The first stage of the game. This one is like Latis in Salamander to which that the place is all on fire, but this one work akin to the vertical scrolling stages in the original Gradius. This one has a bunch of suns with dragons coming out of them shooting out rocks with some enemies here and there. This one takes a bit long but it’s not too hard, either. The boss is just a giant Pheonix that shoots in blue wind (or whatever they are, I don’t know), and fire out of its mouth.

Alien (Big Eye)
Just like the first stage, this stage is not that bad, and it feels more like a beginner stage than anything. It reminds me of an expanded version of the second stage in the first Gradius, and in terms of the boss, you shoot the big eye when it’s open. Do be careful though cause after opening and closing his eyes, he will shoot a boulder out.

Crystal (Crystal Core)
Now we have our first Crystal stage. This one is pretty short and simple with a bunch of crystals coming from the right to the left. Depending on how well played you know the right path, this one should be fairly simple especially since most of the crystals can be destroyed by your shots. I will say though that there’s some difficulty in terms of how weird the crystals move and such. But then again, it could be due to hardware limits at the time. (Even though it’s not smooth on later ports)

The Crystal Core is honestly a great core and I’m glad that they referenced it in future Gradius games. It’s one of my all time favorite cores in the series because it’s normal in terms of how easy and hard it is. It falls in between both of them.

Volcano (Death Mark II)
This and the stage after this one are just repeats of the original Gradius stages. More specifically, the first and fourth stages. And honestly, I cannot find a single difference other than the fact that the layouts are different than each other. While the boss is from Salamander, not all hope is lost in terms of reusing bosses and assets. The Death Mark II gotten a huge upgrade! (even though the design of the ship looks the same). Instead of moving pathetically slow shooting the occasional enemy, this one is more erratic and shoots multiple missiles instead of one single easily defeated enemy, and upon breaking the small barrier, he actually shoots a LASER... Playing this game and going back to Salamander, I couldn’t stand the fact that Death Mark I doesn't even shoot a laser when I break the front of the ship. They have done justice to the change with Mark II, and I rather have this more than the Mark I

Revenge of Moai (Jumping Moai ︱ Big Moai)
This stage resembles the Moai stage from Gradius I, but with a new twist: the Moai turn red and shoot more aggressively. The boss, an aggressive Moai, leaps across the screen but can be quickly defeated by staying near its mouth, similar to the others. Upon its defeat, you encounter a three-headed Moai beast with heads on the top, bottom, and right. Each head releases five mini Moais that emit tiny rings. Simply target the heads to conquer this boss. Alternatively, you might allow the boss to self-destruct if you struggle to hit the top large Moai head, whichever strategy you prefer.

High Speed Maze (Big Core Mark II)
The first high speed stage! At this stage there’s barely any enemies, but the challenge comes from the speed, and the barriers that close in on you if you’re too slow. Sticking more to the right at the cost of having an extremely reduced reaction time will be the choice to go. After this, the Big Core Mark II comes in. This is a refreshed upgrade of the stupid Big Core Mark I from the original Gradius where instead of moving up and down with a tiny pea shooter as a weapon, this one does... the same thing, but there’s more lasers. At least the lasers combined look like a ship which is kinda cute.

Boss Rush/Parade (Big Core Mark I, Golem, Tetran, Gaw, Intruder, Covered Core)
Now we finally have our first true Boss Parade. Where it includes most of Gradius I and salamander’s bosses into the game for a comeback, along with changes made to make them harder.

~

Big Core Mark I
I hate taking about this ship with a burning passion. This is the most overused Gradius core ever and just seeing it makes my head hurt. And within the changes he’s received from Gradius II, all that’s different is that he is faster, the barriers break into pieces that count as projectiles, and that’s about. Just blast him and get to the next enemy.

Golem
The Golem from Salamander works the same just as you’d expect it to: Wait until he opens his eye while dodging his hands, and shoot until it’s dead. The change with this one is that he closes and opens his eyes, and I believe that the ends of the hands shoot projectiles.

Tetran
Tetran has all of the hands fully extended out of the ship instead of gradually coming out during the boss, and what’s new to this boss is that the barriers also break into projectiles with the arms of the ship going in and out to spray more bullets at you. Eventually, it’ll just be stuck out spinning around the ship and it’s just the matter of using the same start as last time: get the options directly into the core and shoot until it’s dead.

Gaw
I’d say that this is one of the biggest changes from the original boss to the newer boss in this game. While it works like Death Mark I in terms of shooting out enemies (or the eyes of Gaw), these shoots out multiple and eventually it will start shooting a bunch of lasers. This one is erratic and itsit'srd to keep up with the boss itself.

Intruder
Finally for the returning bosses, this one is the intruder from Salamander which hs shoots out blasts of fire towards the player. This time, if you shoot him enough, hell scream and then split into three which is pretty much does the same as if they weren’t separate from each other.

Covered Core
And to end it off, we have another new core that’s the hardest of them all. This one constantly shoots missiles from the top and the bottom, and the barriers thankfully don’t break into projectiles. This one is difficult because you’re going to have to be moving all of the time and the missiles don’t always stay from the core into where it’s going.

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Gofer Ship Interior (Demos, Crab, Gofer)
And now we finally shoot the opening to Gofer’s ship and finally into the mechanical base of Gradius II. This one works similar to the original but closer to the end of the stage, there’s moving blocks that attempt to close in on you (similar to the high speed stage) that you mostly have to stay to the right of the screen for which like usual, it’s dangerous due to hazards that that you can easily ram yourself into due to it showing off the screen. For the second in the series (I count the 4th boss stage in Salamander), there’s a wall core that you must shoot with the barriers shooting projectiles when broken and enemies coming out of the turrets from the top and the bottom. Breaking the wall core summons our first true walker: or the Crab in this game. This is a large enemy that’s indestructible that walks left and right and serves as the ultimate test of movement due to you being forced to move every time it moves, and what’s worse is that you have enemies coming from the left and right to make this even more rigorous.

And then we finally have Gofer, which thankfully, he doesn’t look like an egg. I still don’t know why they have designed him so poorly in that game, I swear... But he’s practically the same thing but in his original incarnation: He just says dialogue, you shoot the things that are connecting to him (or wait like a chad) and he’ll be dead. Now you finished the game with credits to congratulate you for the second time! Now you can continue this loop, or just call it quits and kill yourself until you get to the ranking screen.

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Soundtrack
This has got to be one of the biggest upgrades in terms of everything that the original Gradius and Salamander had started off with, ngl. With the Konami’s Yamaha YM2151, the soundtrack is able to sound a lot more richer and action-packed, something that is carried over for the rest of the series. Like, can we talk about Burning Heat ? The music for Gradius has gotten an intense overhaul that adds more to the experience of the stages, making them a lot more lively with each entry. Another important one to talk about is The Old Stone Age where it starts off as normal, but two loops in, it starts to become faster to go with the aggressiveness of the Moai heads. For this one, it starts off with one loop (don’t know why), but in-game, it’s two. Even the boss music from Gradius and Salamander have gotten upgrades to sound a lot more intense than the originals. And it makes sense! They are now harder than what they’re used to (except for good ol Big Core Mk I) and the upgrades reflect this new revised versions.
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Other Thoughts
As I conclude my reflections on Gradius II, I must acknowledge an oversight I've been conscious of throughout: my discussions of the bosses lacked strategies for defeating them. While this aspect I plan to delve into in my next Gradius review, I shall start taking into consideration the best ways to defeat the bosses. But then again, why would I do that if the start to most of the bosses remain the same? This is something that I'll do my best to revise as time goes on.

I did not expect to enjoy this game a lot as it's very simple as it is the first of the series and with replayability with the different classes. The turn base combat is as simple as it gets and it comes to be the beginning of what the series would turn to today of innovating on new ideas. That being said despite the game being (mostly) easy the game has its annoyances with random encounters which I now remember how annoying they can be sometimes. Dungeons are short but they have a lot of dead ends if you don't know where you are going which results in it feeling longer than it should combined with the random encounters. The plot is very silly with the villains end goal which really comes to show how the series' various convoluted plots were ingrained in the series beginnings

I don't really have a shit-ton to say about Pikmin 4, it's just more of the strategic and satisfying goodness that these games are known for. The stages and their designs are all pretty good (except for the last one that I just didn't enjoy for whatever reason) and the return of caves was really well done as well. Night missions weren't that fun but you're only required to do four to beat the game, so they aren't egregious either. Oatchi makes things a little bit too easy, to the point where I didn't ever really find myself getting off of his back unless I absolutely had to, but I don't think this ease makes the game much worse, if anything it makes it more accesible for people getting into the series which is absolutely fine by me. Dandori battles and challenges are really fun and can actually get really challenging towards the end of the game which is great. My biggest complaint here would be the story and characters, they just aren't nearly as interesting as the other games in the series. None of the rescue crew have distinct personalities that make them stand out like Olimar, Louie, or any of the characters from 3 do which is slightly disappointing see how much I love all those characters' writing. And the plot reason for the game happening being to save Olimar and other castaways stuck on the planet is fine enough, but there's not a sense of urgency seeing as they're all still alive just as Pikmin-people hybrids that seem to be doing just fine. Overall these aren't big complaints and the game is still really good despite them, I just wish they were a little better. Overall though, Pikmin 4 is a fine addition to this legendary and underrated series and one that I'm happy has done decently well for itself. Here's to a future with many more great Pikmin games and this series finally getting the love it deserves!

This is the second part of a two-part review for Monster Hunter: world, except this one will be for Iceborne. I strongly encourage you to read the first part here. Iceborne is an equally long game as World, but I don’t have as much to cover this time, so it should be shorter. This DLC has been hyped up for me way before I got into Monster Hunter, so I went in with moderate expectations, but considering my issues with the base game, I wasn’t expecting anything mind-blowing. Needless to say, it was a fantastic experience with a few snags, let’s get right into it.

Iceborne is a substantial DLC right away because it fundamentally changes how each weapon is played and what they can do. Longswords for example, get the Iai slash and Iai spirit slash. Iai spirit slash becomes an essential tool since landing it will allow your meter to naturally charge overtime, giving you more room to disengage from the monster without fully compromising your ability to perform your Spirit Slash combo. Iai Spirit Slash on the other hand is a higher skilled foresight slash that rewards you with tremendous damage, large part-break damage, and is visually striking. However, the issue with this particular move is the timing is far too tight at times, and it has a lot of factors that make it unreliable and random which severely hinders any sort of benefit it could provide on paper. I’m not an expert when it comes to how this move works, however, I recommend watching this video by Peppo, a former speedrunner about Iai Spirit Slash. It was incredibly informal, and was personally the decision for me to never use this move despite the theoretical potential and advantage it provides. With that said, the simple inclusion of Iai Slash makes Longsword much more forgiving to play despite already being rather easy. Other weapons I can’t comment on as much, however a lot of them usually tie into another mechanic introduced into Iceborne, which is the Clutch Claw.

Clutch Claw is a rather divisive mechanic overall. In concept, it allows you to latch onto a monster from a relatively close distance, once you are latched onto a monster you have a few options. You can “tenderize” that part of the monster, which allows for more damage to be dealt in that specific area. Tenderizing takes two strikes to tenderize with light weapons, while heavy weapons only take one. This would be a fantastic mechanic because it’d allow the hunters a much faster means of defeating monsters while also rewarding monster knowledge by tenderizing weak points to deal even more damage. The issue with this mechanic for Iceborne specifically are the monsters themselves, or rather their bloated health pools. Monsters in Iceborne require you tenderize them to deal adequate damage for them to go down at a reasonable pace, which bogs down many fights to “clutch claw and tenderize as soon as possible”. It heavily restricts the approach one can take fighting monsters in Iceborne, that’s not to mention how inaccurate The Clutch Claw also is. Aiming the clutch claw requires you to aim a reticle at the part you wish to clutch onto, if you aim successfully, then there’s no issue, but that’s the problem, the aiming is terrible. Monsters are incredibly fast and always moving, so having the time to carefully aim and clutch onto a monster is a nightmare, on top of its short range, you really need to put yourself in danger to do it. At least if you latch onto the wrong part, you can jump to other parts of the monster, but this can waste time and has incredibly odd input buffering issues from personal experience, but this may have been my own issue entirely by quickly hitting the buttons, it was annoying all the same.

Clutch Claw’s second important use is wall banging with the slinger. In World, the slinger was mostly used for environmental interaction and getting the monster’s attention while also being able to interrupt their attacks if timed right. Wall banging is not only better in every conceivable way to these options, but once again brings up a balancing issue, except in reverse to tenderizing. If you can clutch onto a monster’s face while they’re not enraged you can use up all of your slinger ammo to make them go sprinting into a wall, which will deal tremendous part break damage and have them topple over, giving you a gigantic opening. You can also adjust where the monster is facing to ensure they run into some obstacle or wall for the topple, which is useful. Wall banging pretty much trivializes any fight before Iceborne, and in Iceborne itself, it can be equally trivializing with the right coordination, guaranteeing a topple is already strong, but wall banging itself can deal immense damage to a monster as well. While I think the challenge of the monsters you fight in Iceborne can make up the difference here, wall banging at first is an incredibly satisfying and fun mechanic, but it’s far too easy and rewarding for something that only requires some slinger ammo and the monster not being enraged. Let’s not forget to mention that tenderizing the monster will drop slinger ammo for you if you use a light weapon, the game is giving you the resources to repeat this process over and over. That’s the fundamental problem with Iceborne to me, they design these monsters around both of these concepts, to tenderize, and to wall bang,, so to make up for that, they made monsters have so much health and resistance, if you decide not to use these methods, I’d argue your chances of succeeding later become vastly lower. Not to mention it can slow down certain fights to an absolute crawl, because you need to use the clutch claw, but if the monster is moving around a lot, and you’re just getting unlucky and knocked off a lot, you’re just kind of screwed. Granted you can still fight the monster normally, but with their health, and that lovely time limit adding pressure to be a bit faster, it’s a combination I did not enjoy very much initially, but you do get used to the new flow Iceborne presents, though I feel it dumbs down gameplay a lot and can be a crutch.

I think I’ve addressed some negatives, let’s get into some positives! The monster roster for Iceborne is nothing short of utterly amazing! While I definitely had my favorites from World like Nergigante, Teostra, and Odagaron to name a few, Iceborne quickly introduced me to some of my all-time favorite monsters ever in both design and fights. Nargacuga’s blinding speed yet incredibly fair openings, Brachydios being a knuckle duster with explosive AoE’s, and Barioth’s blinding speed and aggression that can be stopped cold by shattering his wings. There were very few fights in Iceborne I didn’t enjoy or at least tolerated compared to base World, it gave the game much needed variety outside of World’s roster which felt very dinosaur and dragon loaded. Iceborne certainly doesn’t shy away from adding more of these types of monsters, but was pleasantly surprised to see more diverse design inclusions like Banbaro. One thing I could have done without are all the new variants of old monsters. In concept, I think the idea is good, but in Iceborne, they didn’t feel substantial enough at all to warrant including in my eyes. There are exceptions of course like Coral Pukei-Pukei, and Frostfang Barioth to name a few, but others like Ebony Odagaron and Nightshade Paolumu felt more like padding than worthwhile variants worth being in the DLC. That’s a negligent issue in the grand scheme of things, but still an issue regardless, still an amazing roster of monsters I was very pleased with.

Iceborne also has us exploring a new region: The Hoarfrost Reach. Hoarfrost Reach is a beautiful landscape covered in snow, but wasn’t too large or difficult to navigate, on top of being rather flat compared to the likes of the Ancient Forest, I was immediately a fan of this new area. One thing I was not a fan of constantly having to consume hot drinks to ensure my stamina wasn’t lowered by the cold. Thematically speaking, it’s incredibly cohesive and makes sense, mechanically? It’s bothersome to keep up with, but considering it’s not that often you need to refresh your immunity, it’s ignorable, but something I noticed compared to Elder’s Recess where you only needed to consume Cold Drinks for specific sections, not the entire map. We also get an entire new hub for this DLC, Seliana, wow. Seliana in stark comparison to Astera, was remarkably designed, much flatter, much easier to traverse, and had an unbelievably cozy and immersive feel. I loved everything Seliana had to offer in both layout and new activities such as the generator which just made certain items an absolute breeze to get without farming expeditions anymore. Seliana also had a much better and inviting Gathering Hub, with hot springs, more convenient layout, and again just really cozy. It has much better music, you get your own room you can customize and do side quests to obtain more decoration options which is an awesome inclusion that’ll give the game far more playtime and longevity for people who enjoy that. I personally only dabbled with it, but I was thoroughly impressed with how much you could do with it. As soon as I reached, I never went back to Astera, it’s just too bothersome and badly designed to navigate. I appreciate its verticality and scope, but Seliana is just more inviting and non-intrusive, it wins by a landslide.

Progression with Iceborne also felt far better than base world. A plethora of new monsters means more gear than ever to craft, and most of them are once again useful in their own right and look good to boot, with the added bonus of not having an armor set that can essentially carry you throughout the game like the Defender Gear. With that said, the last armor set in the game one could arguably obtain is far too versatile with how it’s designed, every single weapon or playstyle can be supported by it, and it’s due to this armor set that Iceborne’s endgame grinding is always the same, which is a huge detriment. Had the game allowed for any and all armor combinations to, in theory, be viable, it would have made building and using them long-term far more satisfying and valuable, but instead, what awaits you is a far superior armor set everyone uses, with zero reason not to, no negatives, no drawbacks, nothing, the only caveat being how you obtain it, but we’ll get there. Besides that one issue, the plethora of new options is great, and I very much enjoyed the progression in Iceborne more than the base world. I personally built far more weapons and armor in this expansion than my entire time in Base World because the monsters and difficulty increase every mission warranted it enough to feel important to do.

Iceborne unfortunately retreads the same issues the base world does with cutscenes, missions, and characters. None of it mattered to me, it’s all simply, once again, a means to justify why you’re fighting specific monsters, it works, but is completely unimportant overall. I once again found myself wanting to skip these cutscenes in favor of fighting large monsters. Characters are as one-dimensional as ever, but we do get a break from the Handler in this expansion for a little while, which was nice, but nothing significant. It’s honestly a tragedy these negatives still exist, as you also need to watch the cutscene first before others can join your hunt, which was equally annoying in base World, this same issue persists here. For as much as Iceborne improved upon base world, this was not one of those areas, and it’s a shame too because this DLC truly felt like it was really trying to right every wrong, but I guess it can’t all be perfect.

Let’s get into my largest criticism for Iceborne, the endgame, or more specifically, the endgame monsters you will be fighting. Now, it’d be hard for me to talk about this since it’s riddled with spoilers. I was inspired by one of my friends and inspirations, @DetectiveFail to use pastebin to discuss spoilers. So for the last section of this review, I highly suggest reading it here if you want my thoughts on it. For those who don’t, or wish not to, I will still give a brief summary here. Essentially, a lot of the final Monsters you fight in World boil down to DPS checks that don’t necessarily cater to skill, but more so how good your build is, and forces you to grind for something good enough to overcome the challenge. Monster Hunter already made it difficult at times to win due to the time limit implemented in hunts, and here that problem is exacerbated further. If your damage isn’t good enough, then you will simply wipe, that’s all there is to it. Not to mention the difficulty spike in the last two monsters especially is far too high, and I personally struggled to defeat them for several hours, to days. It was certainly rewarding and a huge accomplishment, but also an obstacle that will ensure I will never aim to complete this DLC ever again because the entire grind was rather unpleasant and not very fun. Instead it was incredibly frustrating and felt like the odds were always against me to win, this is ironically in the same spirit as Monster Hunter aims for, to feel an insurmountable challenge against giant monsters you can and will overcome. But here it feels legitimately impossible, and many have told me from talking about the final boss in Iceborne that they never came close to beating it.

This has been a very long review in the making, I appreciate everyone’s patience and support as I got this finished. I’m happy to say it is now finished, and ready to review some other great games I’ve been playing while working on this. Overall, I did love Iceborne, it was nothing but an improvement from the base game with tons of implementations, monsters, and ideas I felt were mostly good, others I can’t necessarily say I’d be sad if they never returned. While I do take many issues with the game and its expansion, I got to say it’s still a remarkable game. I’ve always wanted to get into this series, and I’m glad I did with this one! I can easily recommend it to others for the immersive monster behavior and designs, the soundtrack, and the fun combat that hits a few snags along the way. Thank you all for reading my review of Iceborne! Next time, we’ll be mixing drinks and changing lives! Until next time.