Played it for the first time few years ago, this was the first NES title I've ever beaten. Since back then I wasn't familiar with retro stuff older than Half-Life, I was expecting something way more primitive and arcadey from such an old game, but this one pleasantly surprised me.

Seeing how many people don't like this all that much, decided to replay it now, after experiencing some of the later Zeldas and other retro games, just to see if it's as good as I remember. Yes it is. Naturally more rough around the edges than the following titles, but still pretty damn exciting. And this music - one of the most iconic and my favourite soundtracks ever, Koji Kondo nailed it first try. It sounds amazing as an 8-bit chiptune and I love when different renditions of it are reused in the following games.

First of all, you just need to read the f-ing manual, it's really important for this game and you can easily google it, Link in the intro is holding a sign for a reason. It contains brief info about all the dungeons and an incomplete map with locations of the first 4, as well as the other points of interest marked as "?". With this, and also hints from the wise men you meet on your way you can figure out the entire First Quest on your own, unless you absolutely can't play whatever doesn't handhold you step by step. Explore dungeons entirely, make sure to not miss the key item in each, try pushing blocks to reveal hidden staircases, bomb walls only right in the center and you'll be fine. Secret caves in the overworld with no clues to them are likely optional or interchangable with some other caves.

Second Quest is a whole another story tho. It has a lot of random bullshit that you can't logically figure out, only bruteforce. This one was probably meant to be explored collectively and sharing info with your friends, or designed as a topic for magazine articles, but not for a reasonable solo playthrough. This time you might want to use an actual guide when needed, but I still wouldn't recommend always following it step by step, only when you stuck.

A side-scroller with magic spells and EXP grind. Can't say it really works as an RPG, since you don't need to worry about builds and stats, just get everything as you progress. Its nothing like other Zeldas gameplay and typical for the time high difficulty led it to be overhated, but it's actually a solid NES game. This genre is not exactly my thing so I wouldn't play it if it wasn't a part of Zelda franchise, but I still had a decent fun. The graphics is good for the time and the music slaps, although the overworld theme kinda annoyed me - teased my ears by the iconic beginning and then goes completely different. But that's rather my problem than an actual flaw.

Played the version supported by RA, a bit outdated by now. However, what I say should apply to the recent build as well.

When Resident Evil 2 was nearly done in 1997, devs were dissatisfied with it and decided to remake it from scratch. The game they released a year later was a lot different, while the original unreleased version is known today as Resident Evil 1.5. What is available online is a leaked 40% prototype and a fan made partial reconstruction based on it, the nearly done build never appeared anywhere.

The main idea was kept the same and the overall plot is similar, but the actual events and details were changed. The characters are mostly reused, but their roles, stories and intentions differ more or less. Most of the scenery was redesigned entirely, except for the final location, which has undergone changes but remained recognizable. It was really interesting to see what the game was originally supposed to be. I really liked the OG environment and find these office looking rooms and halls even more creepy than the final version ones. Not sure why they decided to scrap all that.

If you like Resident Evil 2 and enjoy finding out about cut and unused content in games - this prototype is worth checking out. But if you're looking for something fun to play - I'd say wait a little. Guys did a good job making the prototype somewhat playable, but it's still too incomplete to make sense as a game. The engine is buggy, many features and gameplay parts are missing - e.g. rooms that lead to nowhere and serve no purpose, no saves and no item boxes. Not enough restrictions so you can go wherever, trigger events in a wrong order or just skip them completely. The cutscenes look junky, background masks are missing so you and the enemies are shown over walls and other obstacles. I believe it will be turned into something decent, more or less faithful to the original depending on the amount of source material available, but for now it's more of a demo.

Didn't play the remakes yet, but even as is it's good. Whatever could be considered as a flaw in the NEStroid was fixed there. Yes, it still doesn't have a map, but if you think where you are going you'll be fine, the world is not that big and I have never found myself lost or stuck. Recommend the GBC palette over SGB, looks nicer to me.

Now I know the origin of this kind of Egyptian setting from the Smash Brawl story mode. Maybe the worst Mario platformer, but not that bad of a game actually, especially for early GB.

Whenever I play the NES versions, I surely prefer them over the remakes for their distinct look and feel. And I don't have any nostalgia bias, played both for the first time only last year.

Whenever I play All-Stars, I like it more than the originals and nothing I can do about it. I just love the graphics and how everything is reworked.

The games may lose their uniqueness a bit in this remake, yet it still a great way to experience them. Especially for modern gamers who would appreciate the saves and unlimited continues.

Besides, All-Stars brought The Lost Levels worldwide, which is often misunderstood and underrated IMO.

What a banger can fit on such an ancient handheld. For obvious reasons the game looks and feels more simplistic than ALttP, but the world, the NPCs and the interactions with them are so much more interesting in LA. The dream island setting is so charming and a nice change between the classic Triforce/Zelda themed titles, also appreciated the references to other franchises.
The dungeons became less challenging, yet still really well designed and fun. Constantly changing items in two slots was a bit annoying sometimes, but that's understandable, considering that the Game Boy only has two face buttons. Some people don't like that you sometimes need to unequip your sword, but it actually adds flexibility - many puzzles would've been impossible if one of the buttons was strictly dedicated for the sword.
Easily my favourite game for the OG Game Boy.

I like this goof and glad he got his own series. This game is a solid start of it - pretty short and easy, yet fun platformer. Loved the multiple endings.

Back when the game was just released people hated it for the darker tone and having less stuff than San Andreas. Years later, after people played enough of their new cheerful GTA with all kinds of stuff, they eventually noticed how good IV is and started overhyping it. But my opinion didn't change - loved this banger back in 2010 when I played it for the first time, and still love it today.

Technically GTA IV is a step back in terms of size of the map, number of vehicles, weapons, customization options and other features compared to SA, but when it comes to quality and details - this is an entirely new level. Rockstar managed to create a game immersive like never before, with an open world that actually feels alive, with super realistic ragdoll and vehicle physics that to this day can't be topped by any other game of that genre. And they focused on refining those core mechanics, leaving secondary features for the following games.
Many things GTA IV did better than the successor, for example gunplay feels a lot more satisfying - all firearms look cool, sound punchy and have actual recoil. Melee combat, although isn't used often, is more complex and fun. Simplified car physics in V was a deliberate choice, but I'm not a fan of it, realistic driving with actual weight and momentum in IV is much more exciting IMO.

A New York parody setting, Liberty City, is a great fit for the first game on a new engine. It doesn't need to be an entire state with countryside and appropriate vehicles to move around, that kind of urbanistic vibe is cool on its own. The story is dark and impactful, one of the best in the franchise and my personal favourite. And the protagonist is so well written and charismatic - at first glance seems like pretty average guy, but the more you follow the plot the more you like him.

While GTA V feels like an action packed Hollywood movie, GTA IV is closer to a criminal drama with more meaningful story. Can't say that one is better than another, but as much as I enjoyed GTA V, I still like IV more and can't recommend it enough to everyone.

The only thing I hate about this game is the shitty PC port - poorly optimized, buggy and prone to crashing. Also, playing with keyboard+mouse completely disables recoil, not sure if it's a bug or they did this on purpose. Use Fusion Fix for a much better experience, and DXVK in case of performance issues.

This game is fire. Metal Gear 1 was more simplistic, while this game is basically Metal Gear Solid in 2D. Great story, which isn't common for older games, fun gameplay with cool little details and unexpected uses for items, and the soundtrack slaps, especially the intro theme. It's a shame it wasn't released worldwide untill MGS3 came out.

If you emulate the original MSX version, use the Turbo-R mode and patched ROM with Turbo Fix. Otherwise the game will run either too slow or too fast.

Same thing as the regular PS1 release, but with analog stick support and Extreme Battle mode.

Analog stick support is kinda lame, because it just translates your stick movement to digital and doesn't let you adjust the speed with it.

Extreme battle is a lot of fun and really challenging on LV 3. You start in the lab and head to the precinct to do an objective there - basically the opposite direction from the original game. Unlike The 4th Survivor and Saturn Battle Mode, this one is less of a mini game and closer to actual Resident Evil gameplay, where you need to search the environment, look for supplies and specific quest items. Also you can save there. Cool way to create more gameplay out of the same assets.

Kunio-kun at home, literally. Only 3 enemies on stage at a time and the combat is not as smooth as the arcade version, but they managed to port all the moves, and expanded the game with extra stages to make it a better fit for a home console.
The combat does feel a lot more clunky tho - front punches aren't really effective, so you really need to abuse jump kicks and dash punches a lot.

The bike chase part is extra cool, and the stage 4 was an interesting way to extend the gameplay. Some find it annoying, but I enjoyed it, even made a text map.

There are 3 difficulty levels you can choose, and although usually I don't mind the challenge, in this game level 1 makes the most sense. On 2 and 3 combat gets even more broken, so you have to spam the same moves even more. Also, the final maze becomes ridiculously hard - making it longer and more twisted would be one thing, but outright spamming bosses from the previous stages is just stupid and not fun. I spent a lot of time to beat the game on levels 1 and 2 without using save states or guides, but had it enough on level 3. Watched the playthrough on YouTube - multiple rooms with 3 to 6 bosses in one run + the final boss appears 3 times - it's just not worth it.

Overall it's a flawed, but decent port, considering the platform. The arcade version is clearly better, but this one is different enough to have its own value.

The game seemed to me too easy until I tried to find all the rainbow drops. Not only you required to discover the hidden room and figure out the way to access it, most of the times the needed friend and ability just aren't there. You have to finish the level, find them on a different one, bring them undamaged, perform some kind of difficult trick and do all over again if you fail. I don't mind a challenge, but sometimes it's just too much backtracking and gets rather annoying. Also, I hate when difficulties and true endings are locked behind 100% completion. But that's probably just my problem than a game's flaw. Other than that - great game, loved the soundtrack and the new friend feature. Although there are less copy abilities than in Kirby's Adventure, trying them out with different friends was fun. Still enjoyed the previous game more tho.

There are many NES games which are good, but require some tolerance and patience from a modern gamer to appreciate. SMB3 is not one of them - it feels like a refined modern experience, without archaic bullshit. The challenge is there, but it feels rather fair and steady, not caused by unreasonable design choices.

The soundtrack and visuals are great even before considering the hardware limitations. I used to prefer the All-Stars remake, but after playing through the original I appreciated its distinct vibe more, rather than Super Mario World feel that I always can get just by playing the actual Super Mario World. The only thing it would really benefit from - saves via battery or passwords, so you don't need to keep your console overnight if you can't beat it in one sitting.

The third part of the famous puzzle VN about a defense attorney. Isn't realistic at all, but damn good regardless.

Nothing new in terms of graphics and gameplay, more of PW:AA - Justice For All. Not that it needs any innovations, it's a VN after all.
The story - fantastic, easily the best of the trilogy. Perfect conclusion to everything that happened in the previous games. The new prosecutor is so cool, my favourite character in the series.
The music is solid, better than AA2 IMO, but doesn't beat the first game. The original theme is just too iconic.

Long story short - must play, can't recommend it enough. But start from the first game.