Makes the best official Smash game more accessible for a younger audience not used to small rosters; has fun options, ranging from essential to niche; has well-designed new characters who are unique but designed within 64's framework, and makes full use of the N64's small library by being a near-comprehensive console crossover.

1986

I'd say this is the best official Smash game. The movement, barebones as it is, feels good, and moves have a nice oomph. Only complaint is the stage lineup. A small amount of characters is fine, and almost every stage is well-designed, but it's way too small - though I will give the stages props for being more aesthetically diverse than later Smash games. A lot of this game is carried by its cartoony tone - bring it back and stop doing that epic orchestra shit!

One of the platform fighting greats. Fun and well-thought-out, prioritising good gameplay over massive content or presteige marketing. Not as good as Ludosity's later work on Nickelodeon All-Star Brawl, but it is neck and neck. My biggest criticism is that it has side specials instead of allowing you to do neutral specials out of a dash like NASB1 does.

A clever little game that needs a bit more workshopping. Great fundamentals that build off of Sonic physics perfectly, making a game that is certainly chaotic, and a wonderful graphical style that screams 90s, but the level layouts and gimmicks can be a bit confusing in a bad way - most 2D Sonic games have some pretty tedious and cryptic stage gimmicks, but this one is probably the worst about it.

It's all downhill from here. Random tripping, slow gameplay, a depressing story mode with not a single sense of fun, the beginning of Smash's stray into people-pleasing rosters, and an aesthetic that seems to be catering to edgy teens embarassed about liking Pikachu while all their friends like Kratos instead of embracing its inherent silliness. Oh dios mio. Some fun moveset and stage designs, and a great soundtrack, but when the game surrounding them is so bad, does it matter?

I'd say my relationship with Bubsy is less love-to-hate and more hate-to-love. These games are ROOOUUUGGGHHH, not good at all, but I think there's some interesting ideas in the franchise and Bubsy himself is a very strong character who does deserve 9 lives' worth of second chances. CEOTFK is probably the best of the original 90s batch, Bubsy himself is fun to control but is unfortunately stuck in stages and with a camera not designed for speed. I don't mind the fall damage actually, it works well with the glide, but with such a short camera it's not that good. Is a decently fun time if you go into it expecting a Cat Mario-style rage game, but even then, you'd be better off playing well, Cat Mario. The playable-cartoon aspect is a good idea but maybe not executed the best, with the graphics being too 3-dimensional to really make it clear -
I'd say games like Cuphead or even Pizza Tower managed to pull off what Bubsy was going for quite well in recent years, hopefully whoever is trusted with the Bubsy IP next can look at games like those and strive for a similar quality.

Everybody knows this is a slog to play, I don't need to repeat that, but it does have a lot of creative ideas and cool visuals that I'd love to see replicated in more compotent productions. I really respect what it was going for and its place in gaming history, even if I'd very much not want to play it. If I was rating this game based only on aesthetics and ideas, it would be about a 5-star. Really that goes for the Bubsy franchise as a whole.

I'm at a severe crossroads with this game. The gameplay is BAD - Yoshi's complex moveset doesn't adapt well to simple easy baby time difficulty like the series would take after Island, buuut there is so much visual merit to the art and music, experimental but unashamedly cutesy and sweet. I'd say my thoughts on it are similar to my thoughts on PaRappa the Rapper and EarthBound, where it is creatively genius but a slog to play, but I'm a bit more forgiving on those games given rhythm and RPG games aren't directly gameplay genres like platformers are, if that makes sense.

Everything just came together with this one, both technically and creatively. Easily peak Nintendo.

Drill Dozer is clunky and slow - this is not a negative! It's fun to stomp around in this machine of destruction for that exact reason - the gameplay loop is really addictive, you collect semi-permanent power-ups throughout each level, and then lose them in the next, it's a loop I'd love to see in more games, and the game utilises backtracking very well, with the mystery of an inaccessible area, that you can go back to and demolish before you forget about it. A lot of fun ideas and set pieces are done with the drill too, I really like the jelly blocks and lifts. The graphics and character designs are fun and vibrant - there's a bit of Powerpuff Girls/Teenage Robot vibe to it, even if drawn a lot more smoothly instead of in the sharp UPA style.

Why is it missing a whole star then? Well, it's a 2000s platformer, and with that naturally comes two things: the first is genre swaps, and god damn the flying/underwater stages are the worst in this game. Might be the worst underwater levels ever, and you occasionally get some bizarre mini-game-kinda-not-really thing like opening a safe that just drags it down. The other platforming burden of the time this game is infected by is tutorials. This is a game-length tutorial, even in the final levels they're teaching you what to do instead of just trusting you to figure things out.

A perfect retro gameplay loop, beautiful in its simplicity. You'd think a game like this would feel cheap and unfair, given how much of it relies on reacting to the coincidental aligning of the platforms and cement, but it really never feels like the cement machines are cheating you out.

One of my all-time favourite games. It's very expressive, very fast, and very silly, all fitting the Nickelodeon brand, but it manages to be mostly fair with some great, unique ideas. The graphical style pops out really well, looking like vibrant toys instead of real characters, a perfect fit for this premise; the movesets aren't overcomplicated and instead hide obscured nuance - there's a lot of secret things you can do with characters' tools that you have to figure out yourself; the gameplay is completely its own, you can see a lot of cues from Smash 64 (the best Smash game) but it's ultimately unlike anything I've played before or since (including its own highly disapointing sequel). I have no complaints in the areas where it matters, except maybe RPS. RPS sucks.

It's fun enough in a vacuum, I love the slime system, but a severe downgrade from the first game, completely losing everything that made it such a standout title.

There's a few good things to say about Super Smash Bros. Ultimate, but almost all of them are either in places that ultimately do not matter for a game of its genre, or a holdover from one of it's much better predecessors on the N64 and GameCube.

Some very quesitonable game design and priority choices nullify all of the good aspects. I don't know if you're familiar with Super Mario Bros. Crossover by Exploding Rabbit, it was a novelty game from the early internet where you could break Mario levels in 2 as characters like Mega Man or Bill Rizer, but that's the vibe I get from some of the new characters, where they feel like a direct port from their source material without much care put into severing the unneeded non-diegetic game mechanics. The game bizarrely has around 7 frames of input lag, I've heard this is because of the lighting system, which is kinda weird because the game doesn't even look very pretty compared to the Wii U game. A lot of non-risky moves in this game possess immense power, while simple and quick moves aren't as quick as they should be, the risk-reward balance is completely out of tune.

The roster size is impressive, (even if not necesarilly good from a balancing perspective) but seems to lack a cohesive vision: if it's a celebration of gaming history, why is Banjo there? if it's a celebration of Nintendo, why is Kazuya there? If it's a celebration of the fans, why is Byleth there? What are they going for beyond "we want to sell plastic Amiibos?". In general a lot of the marketing behind this game gives me bad vibes, I'm really put off by the fact that individual Smash characters get more marketing than some entire Nintendo games, Super Mario Wonder didn't get a CGI trailer and that's a "mainline" instalment in Nintendo's biggest IP, Smash gets CGI trailers for every new character. I can't imagine being a developer for a B-list Nintendo title and seeing a single Smash DLC get more hype than the game I worked on.