Out of every great run 'n' gun on the Genesis, 'Gunstar Heroes' is the most accessible. The weapon pairing system works really good but a bad combination can actively hinder your progress. The infinite continues works well with the potential of harder co-op playthroughs and Seven Force is a boss battle so brilliantly designed, Treasure reused it in at least two other games.

This one leans a bit harder into the silly side of things but it's a largely fun and worthwhile sequel that really tests my grit in the fortress stages.

A beat 'em up about giant robots in which you can knock off arm and weapons attachments that you can then use for yourself. You can also smoosh human-sized enemies stupid enough to fire at you with their puny little rifles.

An 'Arkanoid' clone for the original Game Boy that had my eyes rolling into the back of my head within minutes.

You want to know why Capcom barely acknowledges the first 'Street Fighter' game? Aside from that fact that it's pretty awful? It's because when they were making the 'Alpha' series, no one in their QA team reminded them that Birdie was a pasty white guy and not a super dark-skinned black man and they're hoping no one will notice if they don't acknowledge it.

Incredibly low framerate, incredibly boring gameplay, incredibly shoddy level design, and a soundtrack so forgettable that you probably didn't know it had one.

We all have a finite amount of time on this Earth and I've played through this game three times now. Have I no self respect?

There's a difference between a mediocre game and a mediocre Mega Man game. 'Mighty No. 9' is the former. It gets a lot of crap for the shitshow development and it deserves some of that but honestly, it works better than you'd expect considering what lead up to its release. Everything is perfectly serviceable but for people who wanted the next big Mega Man game, this ain't it.

A masterfully written story wrote in blood that has you closely examine every minute detail to figure out who died and how. While you only get to experience the game for the first time once, I replayed this about a year and a half after my first playthrough and by then, had forgotten most of the finer details of the story.

A drastic tonal departure results in some of the franchise's most iconic imagery and characters. Most of what the franchise is today is because of the risks this game took. I hesitate to say it's one of the best games on the PS2 but it's certainly one of my favorites on the system.

The weakest bosses, the weakest arsenal, and the weakest stage design yet leaves me feeling bored senseless when playing this. With so many other games in the franchise, why would you ever consciously decide to play this one?

It'll make you laugh, it'll make you cry, it'll change your life and when all is said and done, it'll leave you begging for more. I'd argue that the anime is the better version of the story but that's comparing golden apples to golden oranges.

As silly as a crossover between 'Final Fantasy' and Disney should be but with a surprisingly strong foundation for future sequels to build off of. I cherish this game if for no other reason than just how genuine and simple it is. Look how baby-faced this game is. It knows nothing of Xenahort or Nobodys or time travel yet...

The rough edges have been sanded off of the first game and what we have now is one of the best 8-bit platformers ever made, despite the balancing issue caused by the existence of the Metal Blade weapon.

A competent follow-up to the 8-bit games that tries some new things and winds up landing most of them. Outside of 'Mega Man Soccer' though, I think this might be the weakest SNES game in the series. I mean, after 'Mega Man X' came out, this just seems lamer by comparison.

A proof of concept that's rough around the edges, especially where damage output/input is concerned. Better than other no-name action platformers on the NES but easily one of the weaker classic entries in the franchise.