Unhinged. TMMC takes Zelda 1's movement, combat, and even level design philosophy and adapts it into a fast-paced hack-and-slash arcade game. The flow is excellent, but the game is insanely difficult, especially concerning castles 3 and 4 (screw the white ninjas). Strangely enough, the last castle is quite easy.

Solid sequel. SMB3 prioritizes short levels, and this makes for an enjoyably brisk pace. My only real issue is how troll-like some levels can be. The fortresses in particular are some of the strangest levels I've ever seen in a Mario game. A second playthrough is due, since I skipped from World 2 to 7, causing me to miss half of the game.

Deceptively fun. MN9 is more X than Classic Mega Man. I was iffy on the Dash-to-Kill idea at first, but it grew on me once I saw that it isn't a boon on pacing (it often makes the game faster). It's an Inti game, which means both its level and boss design can be demanding. Unfortunately, the game has occasional performance issues.

As said by many before, the lengthy battle animations and slow FF4-styled ATB bars kill this game. Increasing the animation speed and switching to FF6's ATB system would remedy this issue. Shame, because the art is great, the writing is enjoyable, and the voice acting is excellent.

Decent, though unoriginal. The game relies heavily on content from MM1 and 2. The Robot Master stages particularly hurt this game, since they rely on MM1's level design principles, which often includes a combination of boring and annoying. The Wily stages were fun though.

Banger sequel. Giving the player forms helps further diversify playstyles. Reducing Cyber Elf feed costs helps it feel properly utilized. The only issues I had were the Crystal Cave with all of those blind-spot spikes, and the game's "Late-Game Final Fantasy Syndrome" where you can get REALLY OP by the end.

A simple but fun experience. The controls are a little jank, but the game's level design seems to know this and doesn't get out of hand. The game feels like an expansion to SMB1, so it's quite basic. Thankfully, with game only having 12 levels, SML doesn't overstay its welcome.

Starts strong, but as time goes on, levels become more balanced towards players who didn't game over (aka have more weapons and items). Some levels feel like they only exist to drain resources. By the end, I didn't care anymore and used a trick + passcode to complete my run. Shame, because I otherwise really like the game.

It's a competent game, but it isn't for me. The combat loop is okay, and I don't find the trollish level design to be fun to learn. Combined with the fact that using a continue ruins your chance of a good ending, and you have a game I'm not to quick to invest my time into. Perhaps another day. Music slaps though.

It's okay. Hearing that MMW2 was the black sheep of the World games had me worried that it'd be really bad. However aside from the high-pitched sounds and some off-beat jank, it's hardly offensive, but also hardly remarkable. The game is really easy, and doesn't put up much of a fight.

Excellent game. MMW3 feels like the definitive take on Mega Man 3 NES's unfinished nature while incorporating the strengths of Mega Man 4 NES. The only real issues I have with this game are the frame drops, the brutal checkpoints, and the fact that this game loves making certain levels LONG.

Took the strengths of MMW3 and polished everything. The levels are harder and more engaging versions of 4 and 5 NES's content. The shop, Energy Balancer, alternate routes, secrets, and collectibles add wonders to this game's quality. The only downsides are again the frame drops, brutal checkpoints, and long levels.

Incredibly fun DLC. I don't get all of the Among Us references, but the weapons and powerups are very creative (and adorably funny). Tides of the Foscari still has the best experience, but this easily has the best content.

Making Zero better than X in some cases but also worse helps him feel balanced. The touch-ups to the level design really add to some of X1's more bland segments. Making certain Mavericks more aggressive is also a welcome change. Doubling some bosses for rematches helped break repetition (minus Sigma's dog).

Can't say I hated it. Surprisingly good replay value. I'm sure the remaster cleans up a lot of things I would have otherwise picked at, but outside of some mandatory grinding, jank, and occasionally vague sequences (which is helped by a hint system), the experience itself plays like a passable - albeit brisk - tribute to Zelda II.