Rating these is always hard because technically I think the overall rating of the game is lower than the highest rating I'd give an individual game in the collection. Most of the games in the collection are either ones that you'd play once and never again, or just ignore completely.

To be fair though this one is a lot better looking and highly polished than many of these type of games, which is expected since it's from Nintendo.

I guess if you absolutely love board and card games this is a great way to have them all available at once while saving space and set-up time, although you lose out on a lot of the satisfaction a physical game can bring.

I'm pretty lukewarm on most of these games, so an average rating of 2.5 seems right.

Sorry to be a negative nancy but I just don't get the point of this. Exercise games are a great way to merge gaming and exercise, but this isn't a game. It's an animation of a rabbit skipping rope.

If your form of exercise is miming jump roping, why wouldn't you do it while watching your favourite show instead of...this?

You could argue that the counter makes it worth it, but it's so sensitive that I often made it go up by accident just by slightly moving my arms, so chances are the counter in the game isn't even accurate to the amount of jumps you've actually done.

I wanted to relive some of the old Yu-Gi-Oh days, but this one was TOO old. There's absolutely no real synergy you can make between decks with such a limited pool. A huge amount of the packs are full of weak vanilla monsters. The game is just stack your deck full of heavy hitters and OP trap and spell cards.

There's no story to follow, you just end up dueling the same opponents over and over. Granted they do have little unlockables that happen when you reach certain milestones, but overall it's way too repetitive.

The mechanics of the actual duels also feel unpolished. For example in the battle phase "attack" isn't the default option, meaning you need an extra cursor move or two for every attack. For spells or traps that can be activated at any time you'll get a prompt for every damn action, and you can't do something like hold down B to stop it showing up. It's just full of these little things that add up and make the game a bit of a slog. Other oddities in the duel mechanics being stuff like when you use a card like tribute to the doomed, which destroys any monsters on the field, the select cursor defaults to your own monster instead of the opponents for some crazy reason.

There's no pack list anywhere in-game, so you'll never know how many cards you've already got in a pack.

Oh and I hope you don't plan on editing your deck much. The filter options in this game are abysmal.

Just meh. A few duels are nice to get the feeling of old school YGO back, but playing the game longterm feels way too much like a waste of time. I gave it some extra points for the neat way the game adds extra stuff at times to give some level of progression, but there's too many flaws to justify giving it any higher.

I managed to get the to the end of the Marik pyramid, which I guess counts as the "story" in the game. I know there's a bunch of extra stuff, like unlockable characters, but there's no way I'm wasting more time on this.

(Review was made in 2019 and may not reflect the current state of the game)
Mario Kart Tour implements a lot of features that make the game work for a mobile game. The points-based system rather than a straight up race adds a whole new layer to the game, making every little action feel important. The way that different courses have different favoured characters/karts/gliders means that no one combination is ever the best, and unlike the actual MK games, you'll find yourself making use of the wide variety the game gives you.

Unfortunately, and it's a big one, the game is awful from a gacha standpoint. The amount of premium currency you get as a f2p is some of the worst I've ever seen in a gacha game, and they have a subscription based service which gives you not only extra unlockables, but even unique karts and gliders.

The game has a coin shop which is pretty neat and allows players to buy what they want when it shows up, rather than relying on RNG. Unfortunately the gold-pass unique items and even the spotlight items will not be included.

The way that banners are done in this game is also very greedy. Each banner has a total of 100 items inside, which includes the spotlight items, and one other random ultra rare item of each type (character, kart, glider), meaning that you might not even be able to pull the item you want. While each tour is 2 weeks long, the banners only lasts only 7 days, and then it swaps out for a "new" banner, which is the exact same banner, but with the spotlight character changed, meaning all your pulls from the last pipe are reset.

Controls are awkward, as you can imagine with a mobile racing game with a ton of drifting and item usage.

There was so much potential for at least a fun mobile game here, but instead they chose to go for the worst option for a f2p game, locking things behind a paywall and making it as unfriendly as possible for anyone not willing to whale on it.

Despite its problems, this game is way better than it has any right to be. The stages are nice and varied, and fun to explore.

Controls felt responsive and fluid, but when it came to grabbing onto ledges, which is a big part of not having to replay the last 5 minutes again due to falling down the huge "mountain" you just climbed, it felt 50/50 if Buzz would actually grab hold or not.

Lots of fun boss fights though, using mostly game-specific characters like "Buggy Buzz".

Genuinely surprised how good this game was for a movie licensed game, especially in the PS1 era.

Couldn't stand this game. It's basically the exact same 5 minute battle done over and over again, and it wasn't even fun the first time. It's like a card game where you only have 1 hand, so you just keep doing the exact same motions. Except most card games are faster, as this one requires you to do arbitrary tasks like moving an icon in a certain shape every move.

Slow, boring, repetitive, ugly, unrewarding. Definitely a contender for one of my least favourite games this gen.

Croc is absolutely full of loveable charm, from its colourful visuals, music, character designs and sound effects.

Unfortunately it suffers from having a rather terrible tank control scheme. For a platformer it makes playing the entire game somewhat of a chore at times, and often too slow.

However what survived quite well was the actual platforming. I almost never felt like I missed a jump due to the fault of the game, which is quite impressive for such an early 3D platformer.

Level variety and enemies don't differ too much unfortunately. It kind of feels like playing the same levels, just with a different theme for each world.

The last world on the other hand turns a lot of this on its head (or at least the last normal world - there is a secret world that I never bothered to unlock because I didn't think it was worth it). On one hand there is so much more variety in this world, from brand new, interesting enemy types, new types of platforming sections and puzzles. On the other hand this is where the not-quite-perfect but accept platforming goes to hell. The amount of tiny, moving platforms, at different levels, with no real sense of distance made some of these levels a huge pain.

Some existing IPs absolutely bombed with their first 3D game, while Croc showed promise. Tighten up the controls a little bit and it could have been great. I haven't yet played the 2nd game, but based on this one alone, I think the series died too early and with some improved technology it could have been something special.

This is peak 2D Mario. It's colourful, vibrant, the music is catchy, the controls are tight, the difficulty is perfect. It's just an all around stellar 2D platforming experience.

The amount of secret exits really promote re-playability, and the world map feels a lot more involved, opening up and becoming more alive as you find more exits.

My only real complaint is that water levels still suck. Other than that this game is amazing.

An okay f2p platform fighter. Kind of wish most of the unlockables weren't locked behind paid currency.

Nice variety in character designs, but not much else stands out. I mostly just play it when I'm waiting for a download patch for the game I actually wanted to play.

A direct improvement over the original in every way, and for fans outside of Japan who got the American version of Mario Bros 2, a great return to form.

Mario Bros 1 may have been revolutionary, but this was the game that put Mario on the path as the star platformer imo.

The controls are so much tighter, there's way more variety in level themes and gimmicks, more power ups, more boss variety. It's pretty amazing that this was even made on the same console as the original.

There's still some flaws though. The airship being used for every boss level got old, especially as it featured one of my least favourite mechanics with those blue spinning things. Note block bouncing also felt unpredictable. And the last world relied far too much on reusing the same mini-boss fight and levels.

Overall though it's a great platformer that has truly stood the test of time.

One of the most unique Mario games, which isn't a surprise if you know the history behind it. As a result it does offer a ton of neat mechanics like riding on enemies to traverse the level.

The ability to play as 4 characters, each with unique attributes, is also a neat touch that even later games in the series wouldn't implement for quite a while.

Despite the fact this is the game some countries got because the real Mario Bros 2 was too hard, this game isn't really a cakewalk either. It offers a decent challenge.

It's still not an amazing game, but it's different, fun, and for a NES game aged quite well.

I absolutely loved this game, but it did a few annoying things that just makes me struggle to give it a perfect score. Things like breakable weapons and not being able to climb properly due to rain may be realistic and immersive, but they're also a pain in the ass from a gameplay standpoint. It especially sucks with the weapons because on one hand I love the idea that you can find and use so many different ones, but the fact they break so fast means you can never be too happy when you find a rare, powerful weapon because you know it'll only take down a few enemies before it breaks.

Motion controls during some shrines (which thankfully were very rare) also hindered some enjoyment.

Most everything else was great. I haven't had that much fun exploring a world in a game in a long time. Even after beating the last boss I still had a ton of optional content left to do, and that's not even mentioning DLC. Unfortunately I'll admit that I didn't go as far as I wanted with that because I wanted to start tackling other games in my backlog instead, but if I'd bought the game around release date so I could more freely take my time with it, there's easily over 100 hours of fun to be had.

One of the Switch's best.

I know it's an absolute classic, but playing it in the modern day is just a bit of a struggle. The controls don't feel tight enough for a platformer, and the way that they try to extend gameplay by making you restart games on gameovers in this era feels like too much of a time waster these days (luckily most modern releases of the game does have save states, but you may feel like that's cheating).

There's still some fun to be had here, and the music is always great.

Regardless of my low-ish score, the game is a 10/10 for history purposes.

Favourite game of all time. I even enjoy the blocky, lego visuals. I think it works perfectly. Also my favourite video game soundtrack of all time.

Story is still as convoluted as ever. Exploring Disney worlds is fun and all, but the game definitely tries to make itself out to be far deeper than it really is.