Oh please, won't you put me at ease?
I try inside, my feelings to hide
How will I know this is real?
Usually I end up,
Foolishly I end up
Giving all the love I own
And to my dismay, to you;
Was just another day.
You won't even fall.
Personal Ratings



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Gone Gold

Received 5+ likes on a review while featured on the front page

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Participated in the 2023 Game of the Year Event


Liked 50+ reviews / lists

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Gained 100+ total review likes

Well Written

Gained 10+ likes on a single review


Gained 15+ followers

GOTY '22

Participated in the 2022 Game of the Year Event


Gained 10+ total review likes

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Played 500+ games

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Become mutual friends with at least 3 others


Gained 3+ followers


Played 250+ games


Played 100+ games

Favorite Games

Nights Into Dreams...
Nights Into Dreams...
Donkey Kong Jungle Beat
Donkey Kong Jungle Beat
Silhouette Mirage
Silhouette Mirage


Total Games Played


Played in 2024


Games Backloggd

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The Magical Quest Starring Mickey Mouse
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Recently Reviewed See More

Of two minds on this game. The base game, is very bland and honestly not good at all. The music is great, but the pixel art while appealing lacks any readability. It's very difficult to react to certain options because the resolution is so low everything ends up looking the same. Not that it actually ends up mattering much, because it has that same smash problem where there's very little reason to use most moves. See, in every smash game the value of each hit is attributed post hoc. It has to be, that's what percent does. But also, due to the nature of the games general structure (or lack thereof) of di and on hit situations, technically you could die at 0 anyway. It's kind of a "watch what happens" type deal. How this intersects with move choice is that functionally, you just have to have a hitbox out. There's a large mechanical overlap in moveset that just happens because there's a palpable unwillingness to add any sort of extra properties to moves. A characters forward air can fill the role of their entire moveset, with maybe one gap. And it feeds into itself because being in the air in a platform fighter grants a kind of versatility that's unquestionable.

In short, the games just kind of boring and weird. Almost every move launches at the same angle. The weak hitstun and tumble states are the same in this game, which means that if you get clipped by any move you're stuck in like a bunch of dead transitional frames and it can be impossible to get away from someone who's rapidly attacking. They knew they messed up because combo di in this game is insane. It's the opposite of slap city, where combo di in that game doesn't really matter most of the time, but survival di does. Well in roa, you aren't surviving anything. Characters fall like bricks, and di'ing into the corner isn't particularly good.

But, this game has mods. And that's actually enough to make me want to play it. I like this games modding scene, it's basically platform fighter Mugen! And really, that's a lot of fun. So I like this one

Nintendo's last true arcade title. Not like, literally a game made for arcades, but in terms of design. It's no secret that I basically don't like anything Nintendo has put out in almost 20 years at this point. The easiest answer for why is that their new titles are very safe, chaste, inbred games with few new ideas. This isn't to say their new stuff is strictly bad, far from it. There's still a competency somewhere there. It's kind of like the best playing garbage ever though. What defines modern Nintendo games is mainly the lack of any sort of design that approximates 'something.' What I mean is that it's all self-referential to what 'games' collectively are, and what Nintendo games used to be, rather than just simply being fun games with an identity that isn't so tautological. I ponder over this because DKJB has a lot of those 'square-hole' style ideas that went on to plague more modern entries; Being a sort of precursor to Mario Galaxy, by staff and design motivations. Yet this is one of the only modern Nintendo games where the design isn't frustratingly patronizing.

Arcade game design had you fit very dense encounter variety back to back into your games. The nature necessitated it. Time was literally money, but it was also a good way of keeping a game fresh in the eyes of venue frequenters. There were all kinds of flashy games, which due to primitive tech, had to come up with unique ways of executing a usually simple idea. Back then, there weren't many standards in place, so a game more naturally became what it wanted to be. Putting it super succinctly so we aren't here all day: Back then arcade games were inherently more engaging because the concept had to be front and center, and that 'flashiness' was delivered through gameplay density. Donkey Kong Jungle Beat is a sidescrolling score attack game with a lot of ideas. From callbacks to the original Donkey Kong game with the logo font; To the barrel graze jingle, this game's explicitly introspective on the nature of arcade games. I see that even in how it controls. Just 3 inputs, Left, Right, and the 'Clap', which can be triggered by tapping the side of the bongos too. The somatosensory element of the controls are complemented by the frantic nature of the game as well. It can be very difficult to keep most combos going, and when DK grabs hold of enemies he beats the ever living daylights out of them. I'm pretty sure it was so violent it forced the ESRB to make E10+ because they didn't want this game to be rated T.

There's even an arcade game it actually closely resembles, in spirit and operation. Mach Breakers: Numan Athletics 2. A game about a superhuman decathlon. Mach Breakers also only has 3 inputs, insane mashing that really makes you FEEL the action of your characters, and above all extremely arcadey. I draw this comparison because there's even more DKJB could be paying homage to, that I may not be fully aware of because it's not exclusionary in that way. It's not some reference that exists solely for it's own value. It's kind of a more natural one, that I'm sure began during development as a coincidence and then they leaned into it as a genuine inspiration. I haven't even gone into the scoring system yet, which I find very interesting and well designed. Everytime DK does a unique action, such as backflipping, wall jumping, swinging, sliding up onto a ledge, etc; It adds to a combo trick meter. The combo stays going as long as you're in the air, unless you get hit. The combo counter acts as a multiplier for each individual instance of a banana you collect. Which bunches being their own multiple of 3. Additionally, when you grab many stray bananas at the same time using the clap motion it adds an additional amount by 1 per banana you caught. There's a lot they do with this. With all the unique enemy and banana layouts, it adds a lot of strategy to routing particular areas, without turning it into a chore necessarily. Because there's a lot of freeform stuff you can just try and do in the moment.

Not a whole lot of the game is up to scripted events. Even though you'd think there'd be a reason to add many of them because of the game's limited controls, the game uses them sparingly. Even when you grab a melon that was thrown at you as a projectile, there's still a chance it can miss when hit back because of poor positioning. But like, also, it has physics that do matter when being juggled by the claps soundwave. The game plays out mostly setpiece to setpiece, and the 'breaks' are still fraught with heavy mashing. It's a very involved game, but I love it for that.

A common thing you tend to see mid or higher level players of fighting games tend to say is: 'Emergent Mechanics.' To put it simply, emergent mechanics in a game are just multiple systems intersecting in a way seemingly organic. Something that wasn't explicitly hard coded in but arises from things interacting with eachother naturally. It's a common talking point because most modern fighting games tend to be designed in a way where tactics can't naturally emerge. It's a somewhat misleading term, the way people use it. Because mechanically, fighting games are inherently very emergent because they're games where 2 players move asynchronously and mechanical behavior varies based on many different contexts. But there's a bit of truth to it really.

What does this have to do with SF6? Basically everything! This is one of the most stressful and aggravating fighting games I've ever played. It somehow even managed to make me pull an LTG and get salty at shotos. The biggest problem this game has and most modern fighting games have is it's hitbox design. Almost everyone I know who's played this game butts heads with the Drive Rush system. The Drive gauge in general is awful, but I'll get into that in a bit. Drive Rush lets you spend 1/6th of your Drive gauge in neutral to dash forward and any button you press out of it is invariably plus on block because it adds a static, high amount of frame advantage to that button.

The first issue is that the game actually just drops inputs when this is performed. So sometimes you can react to it (which is actually extremely difficult because you have to be watching for a lot of different things all at once, because almost every action in this game will end up consuming your drive gauge, more on that later.) and get bodied anyway. Let's say you get past that hurdle, what now? Well, normally what you'd do is 'check' their drive rush with a quick button you can just throw out. Usually it'd be a jab, but cr.LKs are also good because historically they've been a bit disjointed and although they have less coverage it's safer because you're crouching... If you're fighting a shoto or dee jay or something though, they can just press cr.MP, and that manages to hit lows. Yeah, this crouching, or sometimes even standing punch aimed the midsection hits low kicks from afar. And you can even take 60% max health for trying to hit them with lows. It's not as simple as just positioning or timing better because there simply isn't any favorable hitbox interaction here that isn't reliant on something that's too committal. Like a special move with high priority or a parry. Which, they could just throw that anyway. It's not a raw reaction, but you basically just forced a 50/50 in neutral by pressing a button. This combined with them getting plus frames if you block it anyway, is a very common trend with modern fighting games. It's exactly like nago beyblade, or spark vanish// random super dash+ android barrier, or almost anything in dnf duel, or 66l, etc.

So many modern fighting games all do this exact thing where it's so polarizing to fight advancing attack options, that are plus in basically every context, and I'm honestly sick of it. When people say a game is less emergent, they're very slightly off the mark, but the aspect that's true is how you end up having to fight this. The solution becomes fighting the system more than fighting the opponent. I mentioned the Drive gauge earlier, and this is also what really upsets me. It costs meter to do almost anything, even block. Naturally you'd assume there's some natural push and pull happening here with how you spend your meter. It in a way forces you to take initiative at each turn if you can because it's very volatile what will happen. But this is exactly why this system sucks. If you get hit with a big combo and someone spends their entire gauge and enters exhaustion: Their meter is almost back full because level 3 cinematics take forever.

The ebb and flow in this game is really shallow in an aggravating way because it feels like both sides are contrived to be equally compromised. If you get someone into the corner, you have to actually worry about any number of things they could do that all require a specific solution. They can sweep, use an invincible special move, Drive Impact, Drive Rush, throw, jump, or really any number of things. Obviously the onus is on you to control these options with your own pressure. You'd think that because of the plus frames granted from Drive Rush, meaty buttons would be everything, but they can just perfect parry that. And then you can get blown up for it! Seems like reasonable counterplay but there arent many ways to stop someone from doing this outside of having a command grab. Historically this kind of mechanic has been difficult to implement in a healthy way because on defense it's more difficult than you'd think to have there be a window where you can exploit them for attempting to go for this. It's actually so difficult to do almost anything in this game even if you're way better than someone because the matchups are decided by the most esoteric things possible. The system forces this out because there's very little to the fundamental side of the game. That being hitboxes and such. You can 'check' spaces but every character does it the exact same way. You just counterpoke with your disjointed cr.MP and buffer drive rush within it. If it whiffs, they're not really punishing this. If it hits, you can just win the round. And if your character can't do this, then they're one of the worst characters in the game!

You could say this is one big 'skill issue' but it's not fun game design. I don't care about the single player at all. The music in this game is terrible. This game's visuals are terrible. I hate Kim and Lily's stupid 'The Pjs' ahh foreheads. I hate how every modern fighting game has to have the least intuitive, worst looking combo structures ever. This game makes me feel like there will never be a good fighting game that is also new.