The segmented Metroidvania-style stages are exchanged for individual segments with hidden items you'll need other forms or abilities to collect. The story feels like a collection of Saturday morning cartoon episodes and there are small breaks in between where you're asked to return to previous stages for something, offering a chance to revisit old stages with new upgrades. Probably my favorite game in the series.

A separate game than the arcade version, 'Shadow Dancer' brings the arcade 'Shinobi' experience to the home console and even gives you a dog to use in your quest to not lose your mind at how many ninjas appear out of nowhere in the later stages. That one cave level was genuinely kind of creepy.

An easy to play, difficult to master arcade experience about shooting bad guys with shuriken, rescuing kids, and wondering who the hell was stupid enough to design that Mandara boss that way.

2013

A tech demo for sure but a girthy one that plays well enough to be enjoy without shame. The combat is basic and never really evolves, Knack has a tendency to die way to early, and the story is some basic Saturday morning cartoon nonsense. The chest system is actually kinda cool though.

Functional for the most part, 'Pocket Bike Racer' is a bog standard racer that has a few race varieties that'll have you driving each map to complete different objectives like building up gadget energy to hit foes and being the first to cross through enough cone slaloms. The problem is that outside of the standard gadget races, I never had any real trouble coming in first.

While I did play the original back in the day, this replay was of 'Before the Sequel Plus' which imported the 'After' sprites and remade one of the choppier cutscenes using those sprites. There are no pitfalls and special stages only offer lives as prizes but by the end of my playthrough, I was gratefully to have the added safety net. It looks great, it plays great, it's still impressive for a game designed by one kid.

Faster paced than 'Revenge of Shinobi' with more development in its movement and traversal, 'Shinobi III' is a solid action game for the Genesis with great music and one hell of a difficulty spike in the last two levels that test everything you've learned.

This was my favorite game from the 'Genesis 6-pak' I grew up with and why wouldn't it be? It's got the same great composer that 'Streets of Rage' had only this one has some great gameplay to compliment the soundtrack. It may play slower than it's more popular sequel but don't sleep on this one, it's real damn good too.

There's an invisible bar on each side of the screen that you can't attack through but you can be attacked through, the magic all feels underpowered unless Tyris spends half the game maxing hers out, Gilius is the only character that seems to have any range to his attacks, and the endgame is littered with enemies that can hack anywhere from one bar to three bars of health from you before you can even react. Oh, and there's two extra stages compared to the arcade version which exist to pad out a stunningly short game.

I hated 'Golden Axe' as a kid and as an adult, I still hate it. Even the arcade version looks like ass. At least they did better with 'The Revenge of Death Adder' I suppose.

The concept that originally spawned Sonic the Hedgehog is reborn as a stretchy-armed star kid headbutting thugs out of his galaxy while wandering through some of the most vivid graphics the Genesis ever saw. The soundtrack is absolutely exquisite, that difficulty curve is smooth like butter, and the controls are tighter than my pants after an all-you-can-eat buffet.

I've lived for years under the assumption that this is the best game on the Sega Genesis. I've yet to be proven wrong.

A physics-based puzzle game on the Sega Genesis... Wild.

The physics work for the most part but there are times where the interactions between objects go all wonky and everything falls apart. That and being underwater with an item feels TERRIBLE. There's a healthy amount of stages and the soundtrack is super underrated so this game gets a recommendation from me.

Some of the stages are too gimmicky for their own good, some weapons suffer the same issue, and Zero continues to struggle at keeping up with his projectile-based coworkers. At the same time however, it's the most competent game in the series since 'X4' and the 2.5D design forms some stages is a nice touch. Additionally, it also brings some sense of finality to the endless fight against Sigma.

'Mega Man X8' is a mixed bag but even the weakest prize from that bag is still leagues better than most of what we've gotten from the past three games.

Yikes, yikes, yikes...

The games looks terrible, everyone feels slower than ever, the auto-targeting neutralizes half the challenge of playing with X and Axl and, oh yea, you can't play as X until you've rescued half the Reploids! They're not in as many terrible places as the previous game but they do offer up upgrade chips which only serve to make X feel even more underpowered than he already does until a new game plus kicks in... assuming you'd even get that far. Some of the music is still good so at least that's something?

I grew up playing this so I'm used to its bullshit but there's no denying that this feels like a bigger rush job than 'Mega Man X6' did...

SOMEHOW.

Hastily pieced together for release months after the supposed end of the series, the game is balls-to-the-wall hard because its level design is all over the place and the nightmare system which adds further hinderances only worsens the experience. The disc I have is so scratched up that for years, the nightmare effects would permanently layer on top of one another and I thought it was normal because that's just how sloppily the game is designed. Some of Zero's weapons can actually get him killed if activated in the wrong place and while the Reploid rescue system from 'X5' is built upon, some of them are left so out of the way or directly next to danger, almost guaranteeing their loss. The music is really good though and brings the game up half a star but yea, you could've let this cook for another couple of months and it only would've come out burnt; there's no fixing a lot of these issues without completely rebuilding its foundation.

Originally designed as the end of the X series, 'X5' now hides new armors behind a full set requirement, X and Zero can be used whenever desired, and the music is as good as ever. Unfortunately, bosses become punishment sponges towards the end of the game, some stage gimmicks actively hurt the overall experience of some levels, I never fully grasped how the upgrade system was supposed to work, and if you can find it, the Ultimate Armor breaks the game in half. The story is good and there's a great sense of finality in it but this is kind of a messy sequel surrounding a solid core experience.