Shoutout to Hashin Sho for being so fucked up that Capcom's approach to nerfing it was removing it entirely

It's been ages since I've replayed this one, but I still remember how dope the ending was

I would literally kill for a hack that disables the 3rd gear song though

The Fire shot is better than the Spread shot


That's it. That's my review. I loop this game on days I want to relax, so nothing I say would at all be unbiased; as you can probably infer from the other reviews this game has, "I play this to relax" is already a very strange take.

Original hardware doesn't have savestates, yo!

A very pleasant remake that has a lot of features I wish the series just kept.

I get it's more of the same, but the mechanics around DexNav had me a lot more invested in regularly catching pokemon and clearing each area out. I like that there's a constant incentive and sense of progression for catching, and that progress isn't all just frontloaded onto battles like it always used to be.

I also like that Contests were built upon from the original, and that Mega Evolutions are actually accessible in this game at a reasonable pace compared to X/Y. I dunno! I already liked Ruby and Sapphire, and I think this is a great way to experience that.

No idea why they chose to revert ALL of Emerald's changes, though. If it didn't, I'd go as far as to say this is the best game in the series.

This game gets so goddamn hard that I've taken almost an hour to beat just one stage before.

It's a puzzle game. That's a good thing.

10/10.

This game really blew me away by how immediately charming and fun it was. I just wish I knew what the hell anyone was saying.

It's a bit on the easy side, but it's just fun. You have your basic combos, a sweep kick, a chargeable projectile and a special move which varies between the two characters. Higher scores reward you with level-ups, which give you an extra hit point, and mayyyybe increase damage, I'm not sure. It's basic arcade fun, and I think the increased HP was more interesting than just giving the player an extra life or something.

What really kept me glued to this game wasn't its complexity, but just how fun it was to beat shit up; you were in no way limited to stopping in front of an enemy to finish it off, you could always just knock them into something else, keep them stuck to a corner while you wail on them, shove them into a stage hazard, or drop them into a pit. What this game lacks in complexity, it makes up for in combat freedom. And god, does it feel good. Co-op really tops it off, and the secret super moves that Co-op gives you are an EXTREMELY welcome addition!

This is actually one of my new favorite Super Nintendo games. You don't get to Shoryuken stuff in just any platformer.



Oh, and you can totally cheese half the game by just crouching before finishing your jab combo. It'll reset the chain and put you back on the first jab, so you'll never do the uppercut to knock them down. You just keep punching until the enemy in front of you dies. I'm not sure anyone played the game enough to know that, but... hey, it's a thing you can do! Reminds me of the exploits in Final Fight and Streets of Rage.

Jump attacks also are infinitely cancellable into themselves, so if you're next to an airborne opponent then the damage you can deal is directly proportionate to how fast you can mash. Crazy stuff.

I'm not usually an RPG guy. I loved this game so much, though; I couldn't put this one down, and when I caught myself replaying through a JRPG right after already having finished it, I'd thought I'd gone crazy.

I cannot believe how much this game does to innovate, especially at the time. The battle system is surprisingly intuitive, and levels never matter as long as you as a player are skilled. Which is always appreciated; you can find what works for you and stick with it.

The sheer amount of tricks, secrets, and alternate paths you can take in this game along with its relatively short length and non-linear chapter setup make it a lot more replayable than most RPGs, even today. Some chapters only take about 30 or so minutes to complete, which is blazingly fast... and while I can see that being a turn-off for some who might want a more involved story, I think it's great that you can just pick it up and play it. Helps that the music is incredible, and the stories are well-written! (for the most part)

The only reason this isn't a perfect score from me is because I thought the mecha chapter sucked. It didn't suck so much that I stopped playing the game, but.... man, if I picked that chapter FIRST, I wouldn't be here writing this review right now.

I prefer this version over the 2022 remake. While the sprites in the remake are nice and all, the animations being as long as they are seriously slow down the pace of the game. I LIKE that this game is fast, so that's a downgrade for me!

One of the best soundtracks on the Genesis by far.
I'm weird, and I like this more than Thunder Force IV. I would fight people on this.

Adding subtle platforming gimmicks to a shootemup is ingenious.

I honestly liked this game more than I did the first time, coming back to it after a few years.

If you step back and stop looking at it in the context of it being a Mega Man Zero/ZX entry, it.... actually does a lot of things that the original series would have. Specific, but unique weapons (through the numerous transformations you get), more powerful weaponry with more straightforward usages, a better sense of experimentation with the order you gain weaponry changing your chances in the stages themselves.... and MUCH less padding and getting lost between stages compared to the first game.


The story is still dumb as hell and rife with aimless exposition, with a bunch of brand new "who the fuck" characters being dropped on your lap out of nowhere... but I think as a game it's plenty enjoyable. The bosses are fun, and the forms are neat to mess around with. It's also a Mega Man game, so that means a great soundtrack is a given!

So it's alright. Not my favorite, but not really as bad as I felt it was the last time I gave it a shot.

This is the best Pac-Man clone I've ever played

About what you'd expect from a pack-in. Not a lot of meat to this, but it's enjoyable for what it is.

The LazerBlazer games feel like they have a significantly higher production value than the Blastris ones.
I dunno, I don't get how the animations run at a lower framerate when it's literally just blocks coming in from the side.