I remember trying Space channel 5 Part 1 and thinking it was a good time, but nothig that mindblowing in my head..... the I tried the sequel out of curiosity.

Legit one of the best Rhythm experience you can have: SEGA at it strongest delivering a title that works perfectly as a great rhythm game, a musical, and a Michael Jackson coreography (Yes he is in the game)

It evolves on the first game in every single aspect: the premise is one of the most hilarious things in a videogame, that is able to keep you entertained and even going incredibly hard especially in the final act with an bombastic epic ending.
Music and presentation are so varied and have an energy so pompous and crazy that you can’t help but laugh for the whole experience.
While the first game I feel was kinda okay interms of the gameplay, Part 2 adds the option to HEY between the CHU CHU CHU and DOWN DOWN DOWN, something simple that adds a lot of spice to a gameplay that can otherwise feel a bit too repetitive.

Absolutely incredible rhythm game, one of the best: play it especially for Ulala and Space Michael (he has a bigger role here compared to the first game). I suggest this to literally everyone!

Pilotwings 64 is.... a charming tech demo.

It is clear that most of its aspect have been built to represent the revolutions of the Nintendo 64, since it was one of the main launch titles.
And despite being a launch titles, it has a lot of charm to it: it introduced its own quirky cast of characters, with different stats, behicle designs and voice lines, and the stages you explore are really cute (the stage with the Mount Rushmore with a Wario face cracks me up).

And there is some variety in the modes: it's weird there are not actual planes, but the different vehicles and the extra modes can be solid experiences: of all of them I feel the Rockets are the most fun, while Glyders and Copters can be a bit of a slug depending on the specific mission.... though Cannonballs, SKy diving and the "Hopping" minigame adds the extra charm that the game needed.

It's a cute game but... honestly nothing to write home about it.

This collection legit made me love Klonoa. I never tried the series before but now the Wahoo Boy can join my list of "Favorite Silly Dreamwalker Scrinklos" (the list also includes Rayman, Nights, Kirby, Kat from Gravity Rush and I guess Dom fro Inception?? I dunno)

I gotta admit: I feel as a collection is kinda lacking, at least compared to other types of similar bundles: it lacks a lot of extra features you can look for in stuff like the Megaman collections, so Concept arts, galleries, or other little extra things that are always appreciated (even the title screen lacks a theme, like come one that was the easiest thing)

But aside from that the game featuers are incredible: two amazing platformers that offer an amazing environments full of oniric characters, a gameplay that combines floatier 2D platforming with a unique 3D puzzle solving, and stories that... will honestly leave you speechless on multiple occasions.

Admittely I feel Klonoa 1's charming aesthetics and stronger story moments are not as well represented and I kinda wish there was an option to play the original version...

But aside from that this collection is important: it revives and gives justice to one of the most underrated mascots in the videogame pantheon, and just trying it out may help this little guy come back more in the future.

Klonoa is great, I highly recommend it!

Eheheh Konkey Dong is so good.

Imagine how surprising would have been to see this title in the 90s: you see the weird Ape that was beaten by Mario in the Arcade, imagining that there was not a lot going on for him, and then seeing it return with a world on his own.
And not just any world: one of the most stunning and vibrant environments you have ever seen in a videogame, with and atmosphere and immersive to this day.

Rare put an incredible amount of effort on revitalazing DK: this title emanates a huge amount of love, from everything that tries to accomplish: from the fact that the devs tried to study real life animal to better convey the animations, to the end credits showcasing all of their quirky enemies, to the concept of Cranky Kong alone, to the incredible soundtrackm to the fact that they literally created a second character just to not showcase a Heart Bar..... seriously it is insane how much they cared for the world they were creating.

And the love doesn't stop there: the gameplay is still fantastic, conveying a sense of speed and power that in my opinion surpasses the moment options of 2D Mario games, and offer an experience that can be enjoyed differently depending on your skill level: the amount of secrets and paths you can take depends on you: jump on time on different enemies to discover an alternate route above the trees, keep a barrel around to break a wall, protects Winky to later jump into a cannon above the stage... the way DKC is able to embrace and tie together both it's great gameplay and the environments it presents to the player is one of its greatest aspects, and its able to make you gro attached to this silly island of monkeys, beavers and crocodiles.

I will say it's not my favorite DK game, I feel it has some things that makes it a bit worse compared to other titles: some of the levels I feel can be too punishing (or I may just not be good at them, I especially suck at the cart levels), and the bosses are really not memorable..... the only stand out may be K. Rool, even though I feel his first appearence is overshadowed by his battles in later games.

But aside from that DKC is a series that should be xeperienced by everyone: while the first title is not the best the franchise has to offer, I can't deny that its charms and passion can be felt to this day.

One of the most appreciated N64 classics, I remember being a little disappointed by it when I first tried with the 3DS remake... I am not sure why, I remember it not feeling it that much, I suppose.

Replaying it after years, more specifically on the Nintendo Switch Online, mad eme revaluate it a lot.
Despite the years, this title is able to capture an amazing feeling of action, with a fast-shooting adrenalinic gameplay and stages that offer always new challenges and cool gimmicks (my favorite being Titania with the Landmaster and the cool bossfight, Sector X creepy atmosphere and Venom with the great endgame encounter and the MONKE temple). I admite I don't really like the way you control the Arwing in the open stages, like Corneria's boss or the stages where you battle Star Wolf... I feel the controllers thare are never been my favorite, and I always found them really janky.


But for anything else I feel it's great to this day: the way the story open different paths depending on your failures / decisions is incredible and offer an incredible amount of replayability, that even makes you want to go back to levels that you already beaten over and ove again (something that I cannot say for other titles that offer these similar split pathways), and this is helped for the always fresh gimmicks and cool environments showcased (though none of the stages are winners, I particularly despise Solar's whole gimmick of "just take damage").

The writing and voice acting is also iconic and incredibly cheesy, but able to be enjoyable from start to finish.
People always argue that Slippy is an annoying brat, but... I like that aspect about him: I like that the game puts you literal allies as obstacles, that you have to help and protect in order to keep them around and possibly even unlock new stages.
Falco, Slippy and Peppy not only add a lot of charm to the story, but they also forces you to not go completely berserk and shoot every single object on screen: it adds a lot of carefulness to the stages, since you want to keep and manage your resources for the rest of the run.

Overall Star Fox 64, as probably stated by many already, is an iconic title that is able to be enjoyed even today, a title that deserves its reputation as one of the greatest N64 titles (even though it's not among my personal favorites)

Takamaru is the often forgotten cousin of other Nintendo characters born in 1986, like Link, Samus and Pit.

He didn't really have a lot going for him after tits debut, except for a guest star role in Samurai Warriors 3 on the Wii (Which was kinda random but also really cool) and some cameos in Nintendo Land, Smash and whatnot.... and it's kind of a shame because his game has a lot of things going on in its favor.

Murasame Castle is like the more violent cousin of the OG Legend of Zelda: it brings its openworldly level structure, its combat and it's controls and movements and turns it into a quicker and more tense action game, a mix of arcade like score systems and hack and slash combat and reaction times. FOr how fast and reactive it is, you feel like a god while controlling Takamaru..... to bad the enemies are gods as well, and they will target you with the intentions of murdering you.

The game is brutal, especially one on later levels, as enemies and traps are located in really unfair ways, with patterns that are often misleading and able to end your run in a couple of seconds. This, paired with the more dispersive level design, can lead to some incredibly frustrating sessions. Even the bosses can turn into a bullet hell if the specific general is accompanied by ninjas and other hazards.

Overall I really like this one: it's a really tough, but enduring title that combines the brutality of NES Ninja Gaiden with the exploration of a Zelda game. Really cool classic, a interesting one to revisit.

You know that jungle level in Yoshi's Island where you touch those Fuzzy enemies and Yoshi goes on an acid trip? My headcanon is that Yoshi story is Yoshi's brain visionduring that moment.

Yoshi's Story staight up just confuses me.
Let's take everything people liked about Super Mario World 2 and turn it into a... weird arcade like experience, who combines elements of titles of classic platformers with features of games like Pacman or Star fox, all in the form of a story that keeps up in the form of a fairy tale.

You got a set of levels with different paths, where the objective is NOT to reach a finish line, but to go around and eats a bunch of fruits to proceed. Once you do that yoshi goes YYYYYYIIIIIHHHH and you proceed on the next world.
The speed and way you collect all the fruits will influence "Yoshi's Mood???" so basically your final score.

If you die, the yoshi you are controlling will be captured by the international police and you gotta choose another one to continue the adventure.
On paper this feels like a cool idea, and the first levels sells you the idea of this vast maze-like structure really well... but I feel the rest of the adventure doesn't reach the same highs, and leads to a level design that feels much more dispersive, with not a lot of things going on. A also kind find the movement a bit too clumsy (except in the water, funnily enough), and some of the few tougher platforming sessions the game puts you in can be a bit annoying to handle because of it.

Every "chapters" of the story is a world that you will visit once per run. The progression of the levels is similar to Star fox 64, so on paper this pushes you to go for multiple playthroughs.... but also it means that you will miss out on most part of the story and may not enjoy what the game has to offer: You chose to go for the second sky level instead of the first one? Too bad, you don't get to fight the cool genie; went for the second option in the sea world? Too bad for you, here's the Jellifish level, one of the worst in the game... and you don't get to meet the cool pirate shyguys. Add to this the fact that almost half of the leves are locked behind the Heart collectibles, and you get a title that the majority of players will not be able to experience to its fullest.

Like, I think in my first run I only fought two bosses, being the final boss and the Cloud that you literally gotta eat alive.

I also kinda... dislike how the game looks! FOllowing the timeless presentation of SMW2, the devs tried to recapture the same pastel magic in 3D... and I feel the transition didn't age as well as it's predecessor, leading to weird models for most of the enemies (especially the Snorkel Snake, what kind of minimalistic weirdo is that?)
It's not bad for the time, but I vastly prefer the artstyle of the rest of the series.

Overall Yoshi's Story is not a terrible game, it's just.... weird, at least for me. I get why people may like it, it does some interesting things with a formula that I think has not been replicated again.... but also I wish it could have done some things better: maybe a more compact level design or the ability to come back and replay skipped levels at your pace could have helped me appreciate more of this classic.

Also why the heck does this game has TWO stages in Smash Bros?

Legit the first ever game I have ever have memory played. While I am pretty sure I trued other titles before this, Donkey Kong was the first one where I went "I like this one! HE monke!"... so much so that when I saw him in games like Mario Kart, I thought Mario was not the protagonist and it looked weird.

Eheheh funny that this is where it all started for me, because King of Swing is a weird one: it takes the Donkey Kong world in a moment in time where the series didn't really knew what it was, and turns into a... Clu Clu Land sequel? (Bubbles from Clu CLu Land is even playable)

First of, the best thing: the artstyle: in an era where most of the Dk characters and villains got removed off the scene, King of Swings brings back every major character with an incredible pixel-art, that makes everyone shine with personality and charm... even K. Rool, which looks fantastic in 2D. Even classic enemies are all here after being shafted in titles like Jungle Beat, and they are adapted pretty well to fit the new gameplay formula.

The graphics and music is also really memorable, and accompany really well the level themes: its start with classic jungle levels, but you are soon sent to travel pirate ports, menacing ice castles, mazes of giant cactus, and THE INSIDE OF A TORNADO IN THE DESERT.

Now the gameplay is.... divisive for sure: it's a puzzle platformer, where you use the side buttons of the GBA to control, DK's hands and climb dozens and dozens of platforms. While the idea is weird, especially for a DK title, this formula is used really well: every level has a cool gimmick that is introduced and evolved fairly well for most of the adventure. Once you will see yourself holding a platform with hone hand while throwing a rock or a bomb with the other, then using a similar movement to pull leers, then chasing Kritters that climb and move exactly like you. Even the bosses uses specific interesting gimmicks (except the first one that is a literal nothing) that plays really well and makes for really cool encounters.

The moveset can be clunky for a lot of people, and especially the final levels can require you too much, but overall I will suggest this short but sweet DK spinoff to all the fans of the series.... or at least look for the sprite work, it's really great!

2017

Man, I wanted to like ARMS so much more: it hs an incredible presentation, amaing soundtrack and fantastic character designs. I think Nintendo wanted to sell it as "Splatoon's Switch cousin IP", since it was a cool IP at launch and it add free bonus content released over the upcoming months.

It was a cool idea to begin a new series..... too bad Nintendo dropped the ball on it too quickly.

THe gameplay is interesting and considering I am a big fan of Punch Out Wii, I really liked it and each character had a cool enough gimmick to make them stand out, even though there is not the same amount of gameplay variety compared to other fighting games.

And tdespite the incredible roster, the game really misses a story mode that ties everyone together, or at least gives more depth to this charming world.
I think one of the reasons Splatoon got so successful is the fact that it combined a cool gmeplay and online matches with an interesting setting and a story full of secrets and enthrilling lore. Here we got the great gameplay and online.... but in terms of the story there is not a lot going on: each character got a comment and artwork after finishing the arcade mode, you got some story about Dr. Coyle, Max Brass and Hedlok, and some cool arts to collect.... but honestly I kinda wish for so much more. I kinda wish the planned manga of ARMS was able to be released, because with what we got I don't think I am able to completely immerse myself into this new cool IP.

I remember trying this game thanks to the nintendo switch online, who made the title free for like a week.... and I personally felt that 1 week was just enough to enjoy all of the content ARMS had to offer..... which is kind of a shame.
It's not a bad game, if you are a fan of Punch out (or Wii sports Boxing) giving it a shot will be worthy..... but man I wish there was more to it.... Hoping for an ARMS 2!

Fire emblem fates had had an interesting approach to its story and marketing: the story puts your avatar in the literal middle of a war, as you gotta decide if you wanted to ally with your former family or the people that raised you.... and to sell that the different campaigns got sold as different titles. COnsidering each camapgin felt like incomplete experiences on their own, this felt kinda scummy honestly... but at least the different campaigns tried to make something different from each other.

Of all of them, I feel Birthright accomplished its gimmicks..... the worst: it's a really easy game, designed for the new fans of the series or for people that want a "more relaxing experience"... the issue is that the developers made this experience even too relaxing... so relaxing that you will probably fall asleep while playing it.
The maps have extremely easy gimmicks, but they are also large and mostly slow to navigate around. THe possibility to grind are endless and turns your units into unbeatable beasts even on higher difficulties.... even if you stop grind the game doesn't pull a lot of challenges.
The more japanese inspired settings and units is unique for the series and lead to really cool classes and weapons, but also the game doesn't really use the whole setting the best it can (like, there are literal factions tlike the fire clan that is said to be a big ally, but you only see Rinkah as the one representative).

And the story is..... probably the most boring story ever made for a Fire Emblem game. All the characters are written pretty unidimentional, to the point where the whole conflict just feels like a sterotypical "good vs evil" story, where the only surprising things are weird design choices regarding some "twists the game puts on you wiht either zero buildup or no logic" (ex. what happens to Kaze if you don't speak to him enough times, or what Elise ends up in the story)

Overall probably the only reason I finished this one is because apparently I needed to buy it and finish it in order to get Revelation.... if it wasn't for that, I am sorry, I would have not kept up with Birthright... at least Conquest was a more enjoyable ride.

Fire emblem fates had had an interesting approach to its story and marketing: the story puts your avatar in the literal middle of a war, as you gotta decide if you wanted to ally with your former family or the people that raised you.... and to sell that the different campaigns got sold as different titles. COnsidering each camapgin felt like incomplete experiences on their own, this felt kinda scummy honestly... but at least the different campaigns tried to make something different from each other.

Of all of them, I feel Conquest accomplished its gimmicks the best: it's a really tough game, closer (according to the devs) to the more classic FE titles, with more brutal enemies and really fewer chances of grinding. The balance between the units is wider and using specific units on the long run can be incredibly detrimental (I love you Odin but my god you suck as a unit).

In the regard the maps are interesting though: all of them present specific gimmicks that will put your strategies to the test, with unique environments and honestly really solid level design (the best in the Fates trilogy for me). That makes it the most replayable of the three, as the gameplay loops shared by the other 3DS titles makes it for an enjoyable time...... if you skip the cutscenes.

Fates is renowed for the missed potential of its story, but in all honestly I feel Conquest gives anough interesting stuff with its writing to justify the more cringy moments of the narrative: it makes for a more interesting premise on paper (working for your crazy dada while planning to spit the least possible bloodshed), it has a bit more tension and what it does with characters like Takumi is really cool.
But yeah you got to ignore a lot of weird decisions and a scripts that needed to be rewritten more than once.

The story of Fates is its worst aspect for sure and this will hurt a lot of people's enjoyment. But I feel at least Conquest got the slightly more interesting end of the script and the level design at least turns it into a decent time.... still not the best the series has to offer sadly, but I can't say I didn't have fun with this one.

THere's is a reason this is one of the most beloved titles ever released. The creator of the metroid-vania genre is a game that is able to stand out the test of time, no matter the circumnstances.

Super Metroid was an ambitious title: it took the atmosphere and the Alien-inspiration of the previous games in the series and turns a new leaf on it, creating a new atmospheric planet full of secret and dangers, that makes for an incredible exploration and it's able to amaze even years later.

There are some flaws: Samus' movement can be seen as clunky at times, the controls are not as refined as later entries in the franchise and there are some instances where you feel entirely lost just because you didn't notice the small hole on the ground that suggest the use of a bomb to open the new passage.

But aside from it it's a blast from start to finish: the environment are xtremely memorable, the upgrades always add a new spin to the explorations, all the bosses are memorable and are able to play with the respective stages phenomenally.... and the story while easy, it's incredibly moving, and able to convey a lot of emotions without the need of dialogue or facial expressions. It so much makes you want to hug the baby intergalactic parasyte you are sent to save.
The animals are to me one of the most underrappreciated things about this title: they are able to add a lot to the world, while also providing one of the first memorable instances of a Good and Bad ending (Save the animals or not save them?)

Super Metroid is a classic: there is a reason it's talked and replayed to this day. Other titles of the series are able to evolve its gimmicks and gameplay, but the charm and fun the original metroidvania provides is not to be underappreciated!

Remmìembers when this game got incredibly negative review bombing from Twitter dudes because of it decided to censor/ remove some more controvertial imaginery? That was a weird time....

Btw I always respected the heck outta Skullgirls: it takes a formula that was really rare to see at the time of its original release (there weren't a lot of new tag-team fighters when it first showed up) and expands upon it by presenting an incredble artstyle that homages classic cartoons in an incredible way: every frame of animation is stunning, and can rival Juggernauts like Darkstalkers and KOF in terms of their presentation.

The presented world and characters, are also incredibly solid: able to combine the goofiness of a classic animated show with some darker tones and settings: it's a fun time that involves a really cool story and "lore" as well.

THe fighting game formula is also incredibly solid: this games feels lke a love letter to the versus series and other capcom titles, and you can feel it in the bombastic gameplay and engaging tag system, but that also doesn't shy away from giving interesting movesets to the characters.

THe only major issue with the game is the way smaller roster, which is an important aspect especially in a fighter based on tag teams: even if every character is treated with an incredible amount of care in their animations and balancing, there is not a lot to choose from with a roster of only 18.... luckily for use DLCs have been out for a while, and are able to offer some of the most requested newcomers from the community.

SKullgirls hascemented itself as a solid series for a reason: it's a great fighting game that combines a lot of things that made similar titles great, with an incredible presentation and memorable artsyle: it you are an MVC or a Darkstalkers fan, you cannot miss this.

(Also I main Beowulf and Cerebella, absolutely adore these 2)

Klonoa 2 took me by actual surprise.
Playing it by the Phantasy Reverie Collection, I tried it immediately after finishing Klonoa 1, which I thought was a cool neat title, with some major flaws.

I was expecting to see just some minor improvements from its sequel... and oh my god if I was wrong.
Klonoa 2 takes the formula of the first title and expands upon it creating one of the best 2D platformers I tried in recent years. An almost immaculate title that expands on the predecessor in every single way.

The gameplay is cozy, but not absent from surprisingly platforming challenges, that doesn't seem unfair or stright, able to make the floatier jumps endearing even to platformer veterans.
This includes skateboardng sections that while common in platoformers like this, are still really fun to navigate and repeat.

There is a lot more enemy variety, that leads to Klonoa having an incredibily varied and interesting pool of abilities, and environmental puzzles that are always fun to try to solve. Even the bosses are incredibly memorable for how they use the environment and overall abilities of our protagonist to create some really memorable encounters.

The first game was able to convey the feeling of a dream-like world solidly enough.... but oh my god the sequel did it so much better: there is not a single environment or level in this game that feels not creative: you start off with a stormy coast, to then go for a more classic forest course... only to jump into a circus, haunted house, the middle of CIVIL WAR, underground factories, floating island that reminds me so much of Laputa, giant undersea deserts, and probably one of my favorite levels I have ever seen in a platformer: the Maze of Memories. Some of the most creative realized environments I have seen in a dream-like world, sold by the stellar presentation and the amazing music.

The story of the game is also incredibly charming: yeah I liked the overall plot of Klonoa 1, but man the stakes and characters introduced in the sequel lead to much more memorable interactions, showcasing a more confident but still adorable protagonist and more deeper characterization in characters like Lolo and Leorina (also the side characters are really fun, like Tat or Popka)

I can't stress out how much this gem took me by surprise: it's not the longest experience in the world, but every single minute of it is absolutely worth it.
A must play if you are a fan of platformers.

It is surprising how few games uses the Mexican culture as a major inspiration. WHich is a shame because if taken by professional hands, it can create a really amazing setting that will make your title stand out in the industry. Leave it to DrinkBox Studios to make a difference here!

I never played the first title, but I heard good things about Guacamelee, so I decided to try the sequel which I heard was a overall better experience.
And yeah it's a good title: it takes the concept and progression of a Metroidvania and mixes it with an amazing artstyle and a humurous writing (sometimes extremely based on outdated memes, as a certain room in the game will demostrate...)

Compared to other metroidvanias it's much more linear, but makes up for it with the implementation of tight platforming sections, that combines the surprisingly varied aerial movements to create tense but thrilling platforming sections. Sometimes these sections can require a bit too precision, but they still are able to make you crack up a smile.

The game also features a cool multiplayer option, full of various colorful caracters that are even abke to change the way you play the game.... the game can be easily enjoyed in both ways.

Gotta be honest this one didn't do anything to absolutely impress me compared to other indie games, but it is a really solid title that gives justice to a great culture by making a colorful world full of entising levels, nice boss fights, memorable characters and cool set pieces. I hope the devs will keep up their great work in the future.