Disappointing follow-up on X2. Levels feel like they're twice as long. Long boss death animations. Very vertical levels. Boss fights aren't as fun. Item progression is more strict. Not the worst game I've played, but it feels like it loves to waste your time.

I'm still getting acquainted with how much faster the X games are, but X2 is still so much better than the first game. I'm not sure if I'd put this on par with some of the better games in the Classic series (4-11, World 3-5, and MM&B put up a solid competition), but for a new series, going this hard by the second game is still huge.

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).

A guilty pleasure. TWoGR's pacing and progression is far better than TFoER. Sidequests open up at reasonable points to make rewards valuable. The sword beam isn't made redundant by projectile items. NPCs move around based on the status of certain objectives. Surprisingly, the story and worldbuilding are superior to TFoER.

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.

Superb. Unlike the other World games, MMW5 is completely original, while borrowing the strengths of MM6. Because of this, MMW5 has levels with exploration elements, bosses that are significantly better, and all around higher polish. This is not only the best MMW game, but one of the best in the series by a mile.

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.

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.

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.

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.

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.

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.

A superior sequel. The open-ended world structure combined with quick levels and unique themes makes this a fresh and fun experience. This game further affirms my belief that Mario games are much better when their stages are short. My only 2 gripes is that Mario feels a bit floaty, and every boss is too straightforward.

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.