For being a Treasure-developed Wario game this is really mediocre. I struggle to remember anything about it beyond a couple boss battles. I'm definitely on board for a mainline Wario game, but this wasn't it.

A neat action-platformer that flirts with RPG elements. The obtainable auto-helper characters are a fun but kind of superfluous addition. The whole game is pretty visually repetitive, even with level skips.

It's such a friendly, pick-up-and-play take on the roguelike. I love how many of its mechanics also work as tiny storytelling embellishments. Art is surprisingly lovely as well. Post-game dungeons are mostly just torture.

Such a cool take on the match-puzzle game, where you're exchanging small coins until each makes a thousand. Insanely high skill ceiling (and ruthless AI), but fun to play solo. Perky and silly magical-girl premise.

Highly-addictive puzzle-dungeon RPG with humorously pathetic story and characters. This is where Onion Games' gameplay, and not just writing, gets to shine. It made more sense as an iOS F2P game, though.

Though slightly clunky and very grind-y, it's the only game that really captures the Jump spirit with its vibrant sprite work, kinetic faux-Smash Bros combat, massive roster, and brilliant manga-themed customization.

I like the sumptuous, rococo approach to character design here. The cheeky tone is all over the place, which I guess is the hallmark of a "cult" title. I vastly prefer this one to the sequels, even just in gameplay terms.

The first few hours really are wonderful: the weighty movement, interlocking level designs, plaintive Symbolist environs, cryptic writing, shockingly good voice-acting... drops the ball hard towards the end, but it's a classic.

Having never gotten really into SFII when it was most relevant, coming back to it now feels comforting in its simplicity, straightforwardness, "honesty," etc. It's still a perfectly fun game to play, is what I'm saying.

Its painstakingly-shaded depictions of warfare and machinery are like zooming in on the details of a Brueghel or Bosch painting, so full of humor and pathos. Compared to its sequels, fairly grounded and 1CC-able.

Not a fan of the art direction at all. The super-detailed textures hurt legibility and contribute to getting the player stuck in geometry. The meaningless added collectibles amply miss the point of the original.

The psychedelic low-poly visuals and eclectic Shibuya-kei soundtrack are works of genius. The core gameplay is wonderful and performs almost without a hitch. One of the great games of its generation.

Pretty delightful take on the stage-based 3D platformer. Each monkey is its own mini-puzzle and you get a steady stream of new gadgets and powers to play with. Looks and sounds fantastic, thank you Soichi Terada.

The cel-shaded superhero theme and the Capcom roster do a lot for me. It's kind of a proto-MvC3, but wackier and not quite as lightning-quick. At high-level play it seems kind of repetitive, but I enjoy its straightforward mechanics.

Those vibrant solid-block textures do wonders for the dingy and water-damaged Venetian setting. The diegetic branching-paths system is fun to uncover as well. Not a big fan of the reused boss(es) at the end, but whatever.