While I think the game took some steps back from 3, I believe that the plot is much more meandry, few of the party explore the themes effectively, and the dungeon design is sloppy, I still enjoyed my time with this on the whole. I think Inaba is a fun setting, and I enjoyed the QoL features included here; most of them were probably introduced in Golden but hush! The big constant between both games though is the soundtrack being the best part. I'll be binge listening to this OST when I should be working instead for months to come.

Oh, and Marie is a terrible character.

A bit of a mess. I'm going to sing the same old tune here: speed sections are good, the rest is dire. Though I'd say Knuckles and Eggman have more highs than Rouge and Tails; gee I wonder why.

Live and Learn slaps though.

Probably one of my biggest guilty pleasures. It's as much a gigantic mess as it is an ambitious game which offers a unique experience at the forefront, like many others from that time of the decade.

Be sure to play it dubbed as the cutscenes are hilariously awkward that way.

Fine for what it was. There's a lot here that I miss from older games in the genre, but there wasn't enough for it to truly stand out either. Half the time, an idea it has, I can think of another game that executes it better. Final Fantasy VI is one such example.

On a side note, I thought the music was handled in a very misguided way; a prime example of this is when the battle theme is used during a stealth sequence.

Arguably better than most of the Sonic games. With some more refinement, this could've been an amazing series. What holds this back a little are a lack of clarity as to what particular mechanics do, and bosses can break rank streaks too easily.

Who know this is what they meant by the legendary "rough transition into 3D"? The Director's Cut can only save so much.

Would've been an 8 were it not for Tartarus. There's also some pacing issues in the story which are commonplace with these sorts of games, there are many scenes which reiterate the game for example, but I like to think these are eased somewhat by the game's character writing and the exploration of its themes.

You know, this one's really good. It improves everything I disliked from Episode 1, and you know what? There were times when it was better than 3 and Knuckles. Wow!

Just kidding, this only improves on Episode 1 by merely being competently made. It's dull and weirdly bloated despite the number of zones.

The ending of the game is a mixed bag: it's a miserable way to end a showy climax, but at least there was no more 4 after this.

Harmless fun with some really creative ideas. Both the new levels and the new kit let this game stand out from the games it's harkening back to while being enjoyable to experiment with.
This 4/5 is generous though, there are still Sonic problems which trace back to the 90s which should probably have been ironed out by now, and the ratio of old and new levels could've been more even. That being said though, I think this one is more consistent than 2 and doesn't stumble as much with its new features as CD did.

Yeah, this is really good. It has some of the series' imperfections, like the crushing object reliance in some levels, even though what they were able to accomplish in 1994 is extraordinary. Big props for the game doing a Super Metroid and being able to tell a solid story with minimal dialog.
Obviously, AIR is recommended here because of how you can have full freedom over personal aspects of the experience.

Praise be to the Spin Dash!
Another game which got me into programming. Despite being broader than Sonic 1, there are tell-tale signs that this was meant to be something grander even outside of religiously reading Cutting Room Floor pages. One of the most notable is how tracks delegated to the tacked-in multiplayer mode appear in the credits medley while some tracks which are actually used in the main game go neglected.
The game delivers when it's expanding on the fast-paced aspects of Sonic 1, whilst excluding the exploration aspects for the most part. Problems mainly start showing up with the bloated Metropolis area and the rushed Sky Chase and Wing Fortress.

Making a game out of the iffier parts of Sonic 1 makes for an acquired tasted overall. Thankfully, the taste appealed to me as there were ample ways of keeping up the fast pace even during exploration. A killer soundtrack also helps.
That being said, not having a chance to hit a time post again can cause excessive resets, and the slow nature of the last zone keep this from going any higher.

liked the streamlined approach to pokemon gameplay, hated kamado and melli

It's no secret that this game is inconsistent with two great areas, two not-so-great levels and two mixed bag levels. However, I think the series' gameplay loop inherently works well enough for even the rough-around-the-edges first entry to be easy to pick up and play without much hassle.