A Hat in time is a good time
Often considered one of the best indies, the hype for this title is more than justified. It's an amazing 3D platformer, incredibly polished and able to offer a really nice experience from start to finish.

Hat Kid is one of the best controlling platforming heroes: the ability to keep going, jumping dashing around and maintaining a constant bubbly momentum makes the simple ability to run around so fluind and fun that it alone will sell you on the game.

But a Hat in Time doesn't stop there: the game presents such creative maps, so charming, wide and full of secrets that are able to compete with the Kingdoms of Mario Odyssey in terms of creativity and replayability. There is not a huge amount of world to explore, but what is there it's totally worth the hype: all immensely creative and able to always offer new gimmicks and challenges, that go toe to toe with the really funny and adorable tone of the game (except for a certain manor that.... if you know you know).

Not my favorite indie game or my favorite 3D platformer, but for sure a title that will stand the test of time both on the pantheon of indie titles, and in the great general gaming catalogue.

I never played portal 1 but I remember trying Portal 2 years ago, completing it and thinking it was a good time. Just the other day, I decided to give it back a shot and..... OMG I have no idea what I was missing.
When it comes to videogames that are considered "perfect" by the masses, most of the time that definition can feel kind of overused: most title that a lotta people consider perfect are not my perspnal cup of tea.

Not in this case: Portal 2 deserves all of the praises it gets.
It starts without wasting your time, presenting an experience that perfectly mixes creative puzzle solving with physics that feel revolutionary to this day.
Glados, Wjeatley and any other minor NPC have such and amazing writing that you will warm up to them in no time, and a stpry that is able to narrative of a dystopic dark reality while also being extremely goody and enjoyable. You want to stay tp see what these frealy machines will say to you, or how the facility that kept Chell slowly unwraps its own secrets.

It's an amazong game that doesn't stop there: other than the campaign you got a fantastic coop mode (the little I played of it was enough to male it feel fantastic) that links to the main story, and one of the best level creation ever made.
The game is not that long, mostly slowed dpwn by some pf the tougher pizzles, but every second of this experience is enjoyable and absplitely worth it.

Portal 2 is a masterpiece. Everyone should give a shot to this one.

Punch out feels like an impossible game if you think about it.

It's the NES port of an arcade title that had to be drastically changed to its bones, so much so that the cardridges at the time had to receive extra space,

It starred one of the most influencal boxers ever, while still be able to portray its playstyle and personality despite the limitations of the NES.

It was able to take what where basically kinda racist caricatures like Glass Joe or Pitson Hondo and able to give them so much charm that are remembered to this day by thousands of people.

And it was able to take a game about boxing and make it so much more: each match and rematch feels like a monster hunter fight, where little mac goes against giants that can crush him in 2 hits.... but it is also a ryhthm game where you gotta tap and dodge to the bit, a series of puzzles where you gotta understand the way to open the enemy, and an endurance atch, both intimidating but addicting and thrilling..... it's sometimes also a propaganda where Doc Louis screams ad a dying Mac to join the nintendo fan club while he gets murdered by mr. Sandman.

Recently replayed on the NSO, and how much it is able to do I feel makes it stand up even to this day. An absolute classic that is still remembered and beloved form more than one reason.

Remember when Mario Kart 8, one of the most successful videogames ever made, featured 2 circuits inspired by F-zero and people still considered some of the best racetracks they ever played?

There is a reason for that. F-zero is more than a racing game: it's an absolute masterful ride. It's like the most adrenaline inducing and blood pumping rollercoaster you even jumped on, a game so bombastic in everything it does that it will make you come back over and over again.

If you are new to the series it can result brutal and extremely unforgiving, but the presentation, the addictive gameplay, the hyperactive energy it has in its characters, soundtrack and extremely energetic moments makes you come back.

F-zero GX specifically was the result of an "alliance" between Nintendo, Bandai Namco and SEGA, and you can feel the flavors the third party companies put into the series and this gem, which presents the same enthrilling speed of a Sonic game and the same exagerated but also goofy energy of a Tekken game.

One of the best games from the Gamecube era. Nintendo should sue itself for not porting this masterpiece on modern consoles.

Like many, I heard of Banjo and its reputation thanks to Smash Bros speculations.
"A N64 classic, Rare at its best, Xbox bad, Nuts & Bolts has cars" and yada yada. You know the drill. SO I just gave it a shot thanks to the NSO.... so here it is what I think of it

As many already stated online, the biggest part of Banjo Kazooie is the presentation: from the first second, you can feel how much personality this game oozes: the walking N64 logo, the musical opening, the characters, the spiral mountain exploration, the quirky humor. Everything is just perfect and you can already tell why it is so beloved.
Compared to Mario 64, which in more instances present a world that feels empty, every part of Banjo's world feels alive and memorable.
And this personality makes a lot: the various levels are nothing you haven't seen already in a platformer: desert, woods, swamps, haunted houses, greenlands, beaches... but then you discover the changing of Seasons and stories in Click Clock Wood, the a**hole shark and the goofy pirate in Treasure trove cove, the delusional dad and the christmas theme in Freezy Peak, the disturbing Clanker literally swimming in dung.... the way they are presented and built makes you want to visit them over and over again, which works perfectly for the collective aspect of the title, that is not only necessary to progress, but also feels incentivated.

It's clear that the devs really cared for this world, so much so that they added so much extra details that on paper feels completely unnecessary, like the infamous quiz at the end of the game or the ability to literally turn on cheat codes (and the punishment for inputting too many)

The gameplay is also incredibly good: compared to Mario and other types of platforming heroes, Banjo just... waddles around at a slower pace, but this, combined with the various moves you unlock in later world, makes for a really varied set of skills, that feels natural and just enjoyable to perform.
One thing I particularly respected about the exploration of the levels is how you kinda have to.... manage the resources you get: in a game like Mario 64 or a Hat in time, you can breeze throught the world without a care in the world, getting every extra hearts you find and breezing through enemies with your best moves. Banjo on the other hand has to take care of his amount of eggs, feathers and especially life bar, since dying in a world means having to re-collect the musical notes from the start. This approach I feel is only a flaw in levels like the engine room in Rusty Bucket (which is a cheap way to die) or whenever you gotta grab some tiny objects underwater. Otherwise, I like the idea that I have to be careful about my health and powers: I can't just use all of my gold feathers on these vines, what if I need them later? Or I can't kill this honeyhive now, maybe I will need some health because that freaking bird in the tree keeps pecking me.

It is a sort of "survival-platformer" approach that I really liked, despite many people may prefer the more direct action of other platformers.

The flaws of the game for me: definitely the clunky camera, that while better than the one in Mario 64, still makes for some annoying moments in later platforming options.
Another thing: I am not a fan of the swimming controls, reason why Clanker's cavern and Rusty Bucket are my least favorite levels. I may not be ashamed to say that save-states helped me endure levels like CLick CLock Wood or Rusty Bay, that I feel otherwise would have been infuriating to traverse at times. Grunty's Lair can be also kinda dispersive to nacigate I feel, and in thar regar I may prefer how compact other hubworld like Peach's castle are.

Overall I just ended up going through Grunty's Quiz, save Tootie, and call it a day.... I wasn't really tempted to go into the final battle, since I needed like 10 extra notes and I didn't want go back on a level to collect them all again.
But then I said "ehe, just an extra run on Mad Monster Mansion! What can go wrong?"

And honestly I am glad I came back: first off, because it confirmed to me that replaying levels for collection is incredibly fun, but also because I was really surprised by that final boss. First, just the fact that I ended up with just enough puzzle pieces to complete Grunty's portrait made me smile hard, and reminded me of why collect-a-thons are so based.
Second, Grunty's confrontation has no reason to go this hard: it is simple in concept, but the way the witch shoots fireballs to predict you movement, dashes through the screen and makes you use all of your different abilities only to end up killed by a giant blue terminator jinjo.... I dunno I really liked that..
I didn't 100% the game so I didn't get the "Banjo Kazooie 2 secret footage", but the sole fact that the devs add that..... man it is so good.

So yeah, I heard a classic N64 game was good, tried the game and find out it was more than good.
It has some things that makes it jankier compared to more modern titles, but for the rest this is an immaculate experience.

Kazooie literally called Banjo sister "that ugly thing"... that is kinda messed up, girl.

Chrono Trigger is often considered one of the best games ever made, at least this is what I heard years ago. So I decided to give it a shot and... from the moment I noticed the characters going into a dance animation in the optional side roadof the festival, I knew I was in for a ride.

For a game from 1995, it's incredible how many things this masterpiece achieves: it's presentation is immaculate, able to convey a gorgeous spritework with incredible environments, set pieces and designs. A literal work of art that lives one to this day. Akira's Toriyama's characters are able to remain both simple and incredibly memorable, also because of the incredible characterization that makes you care for them so much (seriously stories and some bits about like Robo and Frog are just... tear-dropping).

The story is also impressivily realized: it's not easy to make a narrative based on time-travel can result so easy to follow, but also enthrilling and full of incredible settings and twists, ableto convey fun, fear and even sadder feelings.

Compared to other jrgps, Final Fantasy especially, it can result less deeper in mechanics, but the amount of combos between allies and the overall presentation makes it stand out even more.

I feel like that final section of the game, which is less linear, can drag a bit, especially because the requirements to get the "Best ending" can be kinda tedious to discover without a guide.

But overall Chrono Trigger is amazing. One of the best jrpgs of all time, and a title that deserves all the praises it gets!

Is it weird to say this is my favorite classic Megaman game?

I know it is notorious for being a messy rushed title hold together by a couple of coding strings and a bit of luck.... but I dunno I preferred it a lot more than the other classics.

It legit has some of the best OST, with themes of Blues, Snake Man, Spark Man, Hard Man, Top Man.....seriously I do love this soundtrack even more than most of the tracks from Megaman 2.

The leveles are cool and even if janky really fun to traverse.
The addition to the slide give so much more to megaman's movement.
And Rush is a such better companion than ITEM-1 and ITEM-2 from MM2.

The Wily fights can be annoying, especially with the subbosses, and Proto man boss fights can be either frutrating or just boring, with nothing in between... but I dunno I still find the experience really enduring.

I also love how it feels like an "endgame" for the trilogy: it brings back the bosses from 2, even if just as data, and it has a ending that showcases everyone, not just megaman and his siblings, but also every other robot master, with a music that is able to sound emotional even with the soundfont of the NES....

I get why people don't like it as the others, but I feel this is my fave.

One of the best memories I have with this game was playing it with my (at the time) 8 years old cousin, as he called Donkey Kong "GRAMPA" because to him he looked like our grandfather..... I dunno where he saw the similarities but I love that memory.

Country Returns is great: it's a awesome revival of the series after DK went in sort weird places throught his "bongos-junglebeat-kingofswing" phase. It takes the magical atmosphere of previous renditions of DK Island and adds a new twist to hit, creating incredibly memorable environments for a 2D platformers (especially the sunset levels: those are gorgeous).

As a game it's way tougher compared to your other platformers on the Wii, but it never feels unfair: it's a great balance between challenges that makes for really enduring and fun to revisit levels.

The secrets are as great as the ones from the first games, and the flow goes own for almost all of the worlds. Some specific levels I absolutely love have to do with swarms of spiders constantly chasing you into an endless tunnel, canyons full of unhinged fossils, and everything that has to do with Rambi, cause Rambi is the GOAT

The bosses are also really neat. They are nothing extremely memorable, but they are mostly fun in terms of designs and gimmicks.

My only gripe with this game is... the overall lack of older DK characters: Diddy and Cranky are back, but for the rest of the memorable cast, apparently Retro Studio didn't want to "steal" Rare's ideas so they came out with new villains and settings.

WHich is kinda fair, but also the results are not endearing: the Tikis are not really a memorable part of this game, especially compared to the Kremlins, and the rest of the allies are either completely absent or turned into item shops (Like Country returns did Squawks dirty, I loved that guy in DKC2)

Overall a great platformer, and the perfect title to make a lot of people return or jump into the franchise.. I just feel like it misses a lot of the charm and overall creativity of previous titles. Still a great time.

(BT TIki Tong's plan SUCKS: dude literally sacrificed all of his allies to create a pair of hands that breaks in 2 hits: dude is an idiot why is he allowed in the Nintendo theme park?

Despite being a Nintendo fan since forever, I just recently played the OG, that many still consider a title that holds up

And in a sense yeah, it still is kinda decent, definitely not a bad time.
But as a platformer especially considering what will come up later... the original SMB is weird.
If we have to compare it to something I wanna say that Super Mario Bros is like..... the Formula 1 car of Mario Games.... lemme explain.

Racing cars tend to go all out: they tend to reach victory as quickly as possible, while also try to make riskier moves to give it all... but once they try to turn around they feel slower than anyone else, meaning that changing direction is kinda stiff, since turning a high speed going car is tough and may take some time.

I know it is a weird comparison, but Mario in SMB feels really similar to me: he is fast and you feel tempted to go forward at higher speed. The game kinda makes you want to sprint forward with less hesitation, for different reasons: you can't go back on the left side of the screen so going forward is your only option: whenever you exit pipes, piranha plants step where you were, as an indirect signal to suggest you to go forward; running at higher speed means you can potentially find hidden passages like the infamous pipes in 1-2, that makes you literally jump worlds. Jumping Cheep cheeps and Lakitus can be completely skipped if you just keep on running,

The issue is that the moment you hesitate..... ehhhh mario feels like a car that is struggling stopping: it's not and immediate top but it's slippery and extremely janky. I feel that enemies like Hammer Bros and Bloopers are so hated mainly because they tend to stop your flow and more likely kills you because of the wackier way you turn around.

Most of the levels are also linear, with the only exception being the castles with labyrinth like paths (which kinda sucks, I can't believe these have been brought back in some instances of NSMB Wii), meaning that you barely get this feeling of turning a car on the highway, but it doesn't mean I felt it kinda too much. I ain't sure if this is because of the version present on the NSO, or the fact I grew up with later titles before jumping on SMB, but regardless I felt the jankier controls way harder.

Not to mention that the variety of the levels, while of course revolutionary at the time, today ust feel too samey. I swear I remmeber playing a level in world 7 and being pretty sure it was the same I found in world 2 or something. Having all levels not changing that much compared to other titles also bland the whole mushroom kingdom together, and you feel kinda like you saw everything the game has to offer around the fourth world or something.

Overall of course SMB is a mile stone that everyone should try at least once, its importance cannot be overstated and so on,... but I feel it didn't age as well as other people may claim. Sorryyy.

Played it on the NSO despite the lack of english translation

Heard surprisingly good things about this game in the past so I decided to check it out... and oh my god I get it.
This game feels unreal: it's a full on fighting game for the freaking famicom, and one can expect to be a janky attempt with poor content and weak realization....

Especially considering this came out only the years after Street Fighter 2, the results feels like a miracle: one can expect the gameplay to be stiff, both for the stiff controlls of the d-pad, both for the preformance of the famicom, and for the overalljankyness of older fighting games... and yet it is so fluid and intuitive and polished in its performance that it feels like playing an incredibly curated indie game from our time.

The fact that this has more polish and cure than some modern fighting game sin mind blowing to me: a total of 8 playable characters, the same amount as Street Fighter 2, but it adds to those over 20 different combatants that are challenged in the story mode, for a total of I think over 30 characters? This is the MVC2 of the NES.

All of the characters showcase the same skeleton, they are all pretty much Rayman-like doofuses, but each of them has its own identity and set of skills that make stem stand out and create a really creative pantheon of selectable fighters.
Personal favorites of mine are Honou, the fire dude that can flame wheel in different directions and Neo, a literal shoto with a shoryuken and a sort of hadoken.
Sukapon deez niuts is also really fun, although a bit on the slower side.

The presnetation is also immaculate, and able to rivel more modern fighters: thjust the fact that you got an immediate tutorial for every fighter as an option before selecting them already makes it a better fighting game that other arcades titles at the time, but the game doesn't stop there: you got multilayered gorgeous background and stages, an incredible soundtrack for the NES and even a story mode that combines the choice of the next challenge of a megaman title with the progression of a street fighter tournament... all including exclusive bosses shaped like ostriches and an ascension up to heaven and the moon, or something.

One of the biggest surprises in my "gaming career". Please give it a shot, it will surprise you

Majora's mask is one of those gems that everyone praise and everyone will consider the biggest videogame ever made. Over the years I tried to play it in different ways but I never been 100% into it
Most of the time I gaslighted myself by thinking "I don't get it" or "I am the problem and I don't play it correctly"

But I decided to give it a definitive shot and finally finish it thanks to the NSO
And after clearing all the dungeons, completing a lot of the side quests and beating the final boss without the Fierce Deity mask, I concluded that..... imo Majora Mask is not a game for everyone

The idea behind the game is phenomenal: a race against time against the literal end of the world, an end that only Link is able to escape thanks to a clever implementation of the Ocarina of Time, the only big artifact returning from the prequel. An incredible idea with a more than incredible realization in terms of its portrayal of Termina: the townsfolks you meet in this world are not regular NPCs, but real people, with deep backstories, realistic routines and actual emotions and reactions to the moon falling. You actually want to know and pass time with all of the friends and comrades you meet in Termina..... so it hurts even more when the final night approaches and all you can do is just..... go back, as they just run desperate, accept their fate, hide the truth to the kids, or straight up serving alcohol to their younger sister so she will not feel anything.......

I have never seen this vibe in a piece of media, let alone a nintendo game. To this day this defines Majora's mask, and it is enough of a reason why EVERYONE should try this title.
Of course this feeling can be alienating for a lot of people, specifically because Link gets treated like dirt by the townsfolks in the first 3-days cycle and what you have to do when you first arrive is not really clear.

I also like the idea of the villains of the game. Skull Kid is a tragic figure that you feel sorry for as you advance throught your mission. I also like how nobody points out about the freaking nightmarish moon, and you technically can't even notice it until it's too late, only hint of the impending doom is the music speeding up to raise your heartbeat.

What Majora's Mask accomplishes in terms of its atmosphere and message is immaculate.... but actually playing the game? Ehhhhhh I am not 100% into it sadly. The concept of the 3 day cycle and the fact that every npc has its own routine is incredible for a worldbuilding perspective, but in terms of completing a task or obtaining a specific item (especially if required to reach the end of the story) it means that the game leaves the player with small windows of time where either everything is done perfectly, or you have to restart the whole side mission again and again, a issue I find even by applying the Inverted Song of Time to slow down the cycle.

Need to search for your horse to reach the new dungeon? You gotta go to the ranch but to reach the ranch you need a power keg, that you can obtain only if you complete the task at the goron village, but also remember to buy it later at the goron in the bomb shop for 50 rupies (that you need to farm if you don't have a deposit), a task that takes half a day meaning that you don't have the chance to talk to Romani to fight the aliens, meaning that you need to restart to the first day so she doesn't get kidnapped. This lets you get Epona but now that you got the horse to proceed in the main task, you better don't do it otherwise you have to refight the aliens to have a chance to accompany Cremia to fight the evil Luigis so she can give you the mask to go buy milk, but keep in mind that the bar doesn't give you a glass so you gotta bring your own what kind of bar doesn't have glasses.... GASP.

THE FREAKING GIBDO in Ikana are the worst: I swear, do people like this annoying series of fetch quests? Some of them are just the most tedious "ok go back to this area to find the racist deku that sells Beans, than go to get the milk but they are only open at night so go dance with the scarecrow to make pass the time, then go find a fish that can be hard to find if you don't see it inside the shop.... and all of this to eventually have the chance to enter the Ikana castle where another freaking Power Keg is required so go back in town rebuy a power keg and come back to ikana and have a chance to proceed.

So yeah these types of quests feel kinda tedious. If these were optional I wouldn't mind those being so convoluted.... but considering that the game cannot be beaten without some of them makes their more vague progression a bit irritating to go through.

Of course the reward with the character interaction is memorable: Cremia sharing her troubles at the farm, or the reconciliation of father and daughter in Ikana canyon.... the bartender saying during the last day "everyone left but I will stay open to hope that a trusted customer will come..... and you came! Thank you!" Shed me to tears (like bro don't make me cry I just want some milk). All of these moments are incredible... the issue is that I had no fun in the middle sections to reach these moments, which I felt was just a series of task that can result tedious or kinda not intuitive. Add to that the presence of stricht schedules to accomplish your tasks and I feel this may not be an experience everyone will enjoy.

The dungeons are bangers though. All 4 of them are really fun to navigate and have a great sets of gimmicks. Only exception may be the Great Bay dungeon but mostly because I feel the swimming can be a bit clunky. Also screw that boss fish.

So yeah, Majora's Mask? A title that everyone should give a shot at least once in their life. An experience like no other..... even though its weirder gimmicks and time management shenanigans may not be everyones' cup of tea.

Only on paper, Dead Cells main formula feel like a certain slam dunk: a combination of the maze like levels of metroidvanias with the rouge-likes mechanics of titles like Spelunky or Hades.
It cn be hard to combine these two aspects in a balanced and fun experience... good thing that the devs knew what they were doing.

Dead Cells is an extremely well put together title: hard at times like a lot of rogue likes, but extremely good in terms of gameplay, variety and replayability. The really creative level variety and simple but solid platforming merges perfectly with and incredible presentation and soundtrack.

To this you add an incredible set of crossovers that adds gameplay formulas reminiscent to Hollowknight, Castlevania, Shovel Knight and many other beloved games.

I will admit that I feel like the game is not an automatic 10/10. Some of the biomes like the Rampants create levels maybe too linear, and the fact that most of the opened routes like the Dilapidated Arboretum being locked behind DLC can feel like the base game is much smaller than it actually is.

But aside from these weird design decision, Ded cells is incredible: one of the best Indie rogue-likes on the market.

When I first started playing Xenoblade 2, I gotta be honest and say that it left a bad taste in my mouth.
After how much Xenoblade 1 did for me, as an imcredible story about a young man trying to change the future, with a tone that fitted the context of the war the characters lived, xenoblade 2 shift in tone left me confused.

"Why does the story has some many more ANIME stereotypes? Why are those designs so bizzarre? Why does the battle voice lines feels louder and much more repetitive?"

I may sound too rude, but feel like I was not the only one to feel that way: tons of people complained about the different selections of questionable designs, the goofier tone and cutscenes that feels put there just to fill the list of "anime moment" (Seriously, cutscenes like the "bed scene" I feel didn't need to be there imo).

And not to mention other questionable design choices of the game: the incredibly slow tutorial that kinda fails as a tutorial, the unnecessarily gacha-like mechanic to obtain new blades, and the fact that your story can be just straight up blocked by a stupid spider web in the middle of the cave that forces you to go back and famr for fire passives or something (Seriously Chamber of Offering, what the heck is your problem????)


But despite all of these weird decisions..... this game is still incredible. I don't know how they do that, but Xenoblade games are ALWAYS able to make you feel so may moments that will melt your heart, no matter how light or silly the tone of the story may be.

The world is still imaginative, full of wonderful set pieces and fascinating to explore. Once you get the hang of it, the combat becomes addictive, as you discover the various blade combinantios and the depths of it all. THe music is always divine, with set pieces that will literally make you cry on multiple occasions, no matter how invested you are in the moment.

And speaking of the story: I actually don't mind it now! Sure it is more light-hearted compared to what the other xenoblade games present, but the general tone and the various party members started to grow on me with time. I don't really like all of the main cast, but I can safely confirm that fellas like Zeke or Morag are my favorite Xenoblade characters.

Overall, I still prefer the tone and assets that Xenoblade 1 presented. But I can assure you that Xenoblade 2, while different in tone, is still an amazing title, able to put you into a world and a story it will stuck with you for years. DON'T FORGET IT

Ghosts and Goblins is one of those series that was made entirely difficult at the time because they started on the Arcade, so making the game incredibly tough would have let people spend more coins on it.
Super ghosts and Goblins wasn't designed for arcade, but consoles, so you can imagine maybe Capcom added an option to change the diffcìiculty-NOPE THEY WENT HARDER.

The brutality of this title is insane and it can turn a normal session into a bad time.

THe issue is not the difficulty itself; tons of titles can result completely enjoyable while also rank up the difficulty: DK Country Returns, some of the classic megaman titles... even other games designs for the arcade, like Metal Slug 3, are able to be difficult while also providing a fun experience.

What makes Ghost and Goblins different is, in my opinion, the unfairness: most of its levels designs are full of surprises, in the forms of traps, bottomless pits, dangerous hazards and enemies with bizzarre patterns are everywhere, and even things like mimics hidden as treasure chests, and some upgrades are literally debuffs for Arthur moveset.

Ironically the levels can become so pranked with things that can oneshot you at any time that some of the bosses can feels easier.
I Played this one thanks to the Nintnendo Switch Online.... I grew irritated by some of these designs even with a option to Rewind, I can't imagine how it would have been for people that played it at the time.

The thing that absolutely kills this title for me.... is the fact that finishing the game.... doesn't finish the game! You beat up Astaroth, you rescue the princess and she goes "Thank you my hero, but I think I forgot my holy bracelet or something, PLEASE REDO THE WHOLE GAME with that one. Miss it or change weapon and you gotta go the whole game all over again".

I honestly gave up on the second run. Even with a rewind option I kinda felt like miserable.
I still have some respect for this title: it got some great spritework and atmosphere, and these types of brutal experiences are hard to find nowadays.... but also I am not really a fan of it. Still, it's worth a shot, even if short

Over the years, Yoshi has been accused of many things, including being a fraud that does tax evasion and runs from the law.

Of course, it's hard to imagine that: there is no way one of Nintendo's most adorable and silly mascots can be this stinky.... until you remember that he once sold you a literal tech demo at full price, didn't elaborated and left the room while taking your clothes... and now you can kinda see Yoshi committing tax fraud!

I rememeber trying this game with the DS of a friend, and being charmed by the really adorable environments, cute graphics and cute use of the touch screen to creat clouds.... admittely I was a dumb kid, but this didn't stop me to ask my friend to rent the game for a bit and going past the cute but really simple first level, wondering what else the game had to offer...... OH, that was it! Huh.... well that sucked a lot.

I guess the touch screen was innovative for the time or something, but this is such a nothing experience that I am even surprised that it was able to get released on the market. I guess it can be considered a "silly arcade experience", where you try to aim for an higher score in the different (not that different) modes the game has to offer, but honestly... there are mobile games with more content than this. It would have been totally fine as a side mode for a Mario Party or a Yoshi Island entry, but on its own..... yeah no, sorry.

If you are searching for 5 sorta charming minutes where you use clouds to move around Baby Mario and make Yoshi go up and down (since he moves on its own).... honestly don't bother. Sorry.