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Risk II is a very nostalgic game for me because it was among the first video games i've ever played.
It successfully captures the strategic depth and core rules/mechanics of the original board game. Basically, in this game you need to conquer the world.
The map is well-detailed, and the troop animations during battles add some flavour to the experience. The user interface is intuitive, allowing players to easily manage their armies and territories. The inclusion of detailed statistics and battle outcomes helps players refine their strategies and improve their gameplay.
The AI adapts to different strategies, however sometimes it gets easy to read as it has its own limits.
Overall, Risk II is a well-crafted strategy game that successfully translates the classic board game experience to the digital realm.

Not really much to say about this one, as it is essentially just Tetris and Dr. Mario, except they look nicer now. There is a new game mode that switches between the two games as you are playing them against another opponent, but it doesn’t really change anything around to the point where it feels like that much of a substantial addition. Not to mention, the music is butchered compared to the originals, to where it makes me wanna down a bottle of Dr. Mario’s pills, so that I won’t have to listen to it anymore from the fact that I’ll be dead.

Remakes #12 and 13

Any Nintendo fan, if you were to bring up the topic, would most likely talk your ear off about how great or bad Nintendo’s lineup of consoles has been from the NES all the way up to now, with the possibility that you may even get some people who will go out of their way to defend some of their more apparent blunders like the Wii U (it’s me, I’m one of those people). However, if there is one universal fact that most fans of Nintendo can agree on is that, out of all their consoles, the Virtual Boy was the absolute worst one of the bunch. For those that somehow don’t know, this was the placeholder console that was released in-between the SNES and the N64 around the mid-90s, and as you could probably tell by the name, this was meant to be a… ahem, REVOLUTIONARY system! It was gonna implement 3D and VR technology into console games, bringing capabilities that consoles like the SNES and Genesis could only DREAM of pulling off……………. or at least, it was, if it didn’t immediately crash and burn right out the starting gate.

Most of the games that were released for the thing barely took advantage of these capabilities whatsoever, which makes one question why you would even play these games in the first place, and given the fact that every single one of these games could only be played with this garbage red and black color scheme that would do a real number on your eyes, it becomes all too clear as to why this thing only lasted a year before being thrown away by Nintendo themselves. But hey, I will give the system credit, as not everything that it did was completely awful. For one thing, it gave everybody a clear idea on not how to make a video game system, and we did end up getting one or two decent games from the machine, such as with what I would consider the best game ever to be released on the platform, Virtual Boy Wario Land.

It only made sense that we were gonna be seeing more Wario Land games soon after the original game, considering how successful it was, but I never would’ve guessed that the next game in the series would be made exclusively for the Virtual Boy. Granted, that doesn’t make me wanna play it any less, but it definitely makes it hard to recommend to anyone given that fact alone, hence why I never played the game for the longest time until earlier this year when I decided to check it out. It wasn’t that hard for me to get into it, but HOO BOY, you think that staring at the red and black graphics were bad, then you should try what I did, and stare at a bunch of purple, blue, and red graphics that clash horribly with each other for hours at a time, so that was a lot of fun to go through. But anyway, obvious flaws aside, I actually ended up having a lot of fun with the game, and I would say it is really good. I wouldn’t say it is better then the original Wario Land, nor anywhere near as good as future games in the series, but it still manages to be a pretty solid platformer, and definitely the best game that was ever released on the Virtual Boy.

The story is pretty basic for a Mario spin-off like this, where while Wario is chilling inside of a cave in the Awazon region (yes, you read that correctly), he is disturbed by a gang of evil baddies who go on and take all of the treasure of the land for themselves, with Wario giving chase towards them, only to end up getting thrown down through the floor, so it is up to him to fight his way back up, get many treasures along the way, and maybe take down some bad guys as well. Again, pretty standard stuff going on here, but it is still charming and simple enough to where you can easily get invested in Wario’s plight, because not only can most of us relate to wanting to get millions of dollars through any means necessary, but you do wanna see him beat the fuck out of these creatures as well.

The graphics are… well, take a wild guess how they are, but even if we ignore the obvious elephant in the room, we got some really great sprite work going on here, with all the different levels, characters, enemies and so on looking pretty damn great, which makes the game that little more appealing to look at, the music is really good, having plenty of great tracks to hear in there such as this one, but I dunno, something about it doesn’t quite come close to what we had in the original game for me, and the gameplay/control is pretty standard for a Wario game, having everything that you would expect, with a few more bells and whistles attached as well, making for a pretty entertaining time all throughout.

The game is a 2D action platformer, where you take control of Wario once again, go through a set of fourteen different levels that’ll lead you all the way up through this tower, defeat plenty of enemies using your natural brute strength or whatever tools you have at your disposal, gather several different powerups, rare treasures, and LOTS of coins throughout your journey to get as rich as ever and for extra bonuses, and take on several bosses that can actually prove to be quite a challenge, not just because some of their gimmicks can take some time to getting used to, but you will also need to fight to see whatever is happening because of the goddamn screen. Once again, we have all heard this song and dance before, usually without any graphical nonsense holding it back, but it manages to make up for it in plenty of different ways, such as its overall tight design, its infectious energy, and having plenty of genuinely fun platforming challenges to see throughout.

If you had played the original Wario Land, then you pretty much know almost everything to expect out of this game: you run around, you bash these tiny fuckers around to take their money, you find MANY riches hiding around every corner, and you even find plenty of secret treasures along the way, which can change up the type of ending you get. That is pretty cool and all, with all of these elements blending together in beautiful, red-painted harmony, being very fun to play through, exploring around to get all of the treasures, solving the puzzles, finding these different hats that can help you out, even to the point of completely cheesing levels at some points, and even playing the minigames for the chance of getting more coins and extra lives. Most of it sticks pretty closely to the original game, but there is one thing that definitely does set it apart from that other game: the 3D aspect.

Given how this game was released on Virtual Boy, it definitely needed some sort of 3D or “VR” gimmick to make it stand out, and the way that this game does this is by introducing backgrounds, which you can jump to and from whenever you please using these arrow pads that you will find throughout many of the levels. It’s a very simple idea by today’s standards, but it is fun to explore both parts of each level to see what each might be hiding, encouraging even more exploration to see how you can go to and from that background, along with finding all of those hidden goodies. Not only that, but the game does also make sure to challenge you with this gimmick as well, with there being plenty of obstacles that can either sway to and from the background, or even send you to and from it as well whenever you aren’t quick on your feet. Hell, there are even plenty of enemies and bosses that take full advantage of this, leading you to pay close attention to who is gonna do what next, and what you should do from there, making for some somewhat tricky, yet still fun enemy encounters.

Unfortunately though, despite all of the good that is being done with this game, there are definitely some things that hold it back from being as good as the original Wario Land. For one thing, like I mentioned earlier, this game sticks WAY too closely to its roots, not introducing that many new gameplay mechanics, gimmicks, or enhancements on previous formulas whatsoever, with the only exception to this being with the 3D aspect, which can only really get you so far at the end of the day. Not to mention, the game is also pretty short, even shorter than the original game, where four of the 14 stages that I previously mentioned are just boss fights, and it doesn’t take too much time to clear out the other stages either, making the journey over much sooner then you would hope it would be.

And finally, the one last issue I have with it that probably triumphs over everything else…….. the fact that it was released on Virtual Boy. Now, don’t get me wrong, I don’t think that the game is any worse for being exclusive to the VB even to this day, but for a system that primarily advertised itself on being a 3D VR headset in the 90s, having a 2D platformer on it with VERY SLIGHT 3D elements just seems very… out of place. You could’ve probably made this game for the SNES, changed up the 3D element in some way, and ended up with a much more successful and widely beloved product at the end of the day, and yet, here we are. Not to mention, again, given how the game is always constantly black, red, or whatever color your emulator decides to be, it makes me never want to go back to play this again, and instead just watch it on YouTube instead, which is a huge shame, especially considering how wonderful this game really is beyond all that.

Overall, despite a lack of major change, its short length, and the platform it was released on, VB Wario Land is definitely a hidden gem from Nintendo’s library, and a pretty good followup to the original Wario Land as a whole, having very tight and fun platforming challenges to take on, lots of money for you to find in many different places with the powerups, and fun fights all throughout that, when you beat them, makes you feel like you really conquered something……. even if the something in question is the VB’s graphics. I would definitely recommend it for those who are big fans of the Wario Land games, as well as those who are just THAT curious enough to see what kind of titles the Virtual Boy has to offer, because, in my own personal opinion, there is no better option you can choose from other then this one. Not really sure what kind of joke I could end on with this review, so rather then trying to make one, I’m just gonna show you all what the final boss is like here, because he is absolutely terrifying. I would say that he probably scared a lot of kids back in the day, but in order to do that, that would imply that people actually bought this game and a Virtual Boy back in the day, and uh, ha ha………….. that didn’t happen.

Game #588

Just when you think "it can't get more complicated", this story will find a way to get more complicated.

Then Wake to Weep is a satisfying story finale for Penacony with some stunning setpieces - Dreamflux Reef is particularly pretty. It's about twice as long as the previous patch, but that's also because of the increasingly verbose explanations for everything related to the dream world, so if you're interested in all the additional worldbuilding, the storytelling of 2.2 might be right up your alley.

I wish Boothill would have gotten more screentime and relevance, considering the devs teased him playing a big role, but he's mostly a comic relief character here. Maybe he'll get his time to shine in the upcoming epilogue, since that should tie up some loose ends as well. With that out of the way, I still had a great time with the overall narrative and the twists and turns present in Then Wake to Weep, especially since a bunch of characters with overall less screentime in the previous two chapters got their spotlight here. The boss fight at the end was also a great way to wrap everything up and I loved the song that played during the final phase.

Despite some missed potential, it's a fitting end to Penacony with an interesting villain, and lured me in well enough to finish it within just a single day - but I can't say it sticks with me more than Aventurine's story in the previous patch, that one felt special.

playing tko with 8 friends is an incomparable experience

Finished this dlc for the second time today, and it's still peak.

Pretty sure I only had three deaths to bosses; one to Demon Prince and two to Midir. Actually did Lapp's quest for the first time, which was a fun look at a classic character and his armor was a nice reward. I summoned him for the Spear of the Church boss since it felt like his quest wouldn't be truly complete otherwise.

Slave Knight Gael was just as fun the second time, and effortlessly defended his spot at #2 on my "Best FromSoftware Bosses" list. I used the Great Corvian Scythe this time, which turned out to be a really fun choice. In the end I was out of Estus, one hit from death, and managed to close it out with some tightly timed attacks in between one of his combos.

Couldn't ask for a better conclusion to the series.

Very cute, bite-sized 2D Zelda game that strikes a balance from what came before and wasn’t as crusty as I anticipated, very Zelda 1- like in times especially with a thin plot and characters. I don’t have much knowledge of the original Link’s Awakening but the oracle titles separate themselves well in adding small twists on series conventions to give their own identity, especially since the duology wasn’t crafted by Nintendo themselves. The most surprising going through this and still Ages at this point is how much these games lean on adventuring and memorizing the terrain as a means of progression instead of a heavy hand guiding you most of the time. There’s still constraints on places and dungeon order but there isn’t much of a direct path spelling out what you need and have to do outside of what Din says after completing each dungeon; there’s more down time just roaming around and coming across puzzles almost organically and I feel that this is true across both titles, though I felt this a bit more with seasons with how streamlined and less puzzle-centric it is compared to my experience of Ages at this point.

The world design of Holodrum is small and very linear with obvious gated paths or obstacles requiring certain items preventing going forward, but it’s way more open than awakening and even most of the Zelda titles generally feels. Specifically anything revolving around the rod of seasons like puzzles or hidden paths do require added memorization of the world map and exploring the area. I like it more conceptually than in practice since the puzzle solving didn’t amount to much and weren’t as memorable as I expected; finding stumps were a touch annoying outside of using the map but nothing too trial and error-y like the time traveling mechanic with the Harp of Ages can end up being.

New items like the seeds, rings, roc’s cape and the magnetic glove add more weirdness to the journey. The former two add nice customization to combat encounters instead of mostly relying on the regular sword and shield tactic with a set amount of damage given and taken. The seeds have a decent variety of things going on outside of just combat, but the rings did feel somewhat underutilized and negligent outside of a small handful locked behind random chance in mini game challenges or from growing Gasha trees. The latter two were my outright favorites with how unique they are among returning items and the slight satisfaction they brought to some puzzles and late game traversal.

Dungeon wise there isn’t much to talk about as the theming for most are very similar to one another aesthetically and mechanically. I genuinely couldn’t tell you much about 70% of them outside of some shared frustrations with falling down pits. The sword and shield maze is no contest the strongest in its labyrinthine layout that involves many of the items and upgrades gained in the adventure and translating them into pretty meaty and layered puzzles and challenges. Given the developers had to put together 16 dungeons with 8 in each of these games, the results still serve their purpose fine and I liked how some of the dungeons utilized their dungeon specific items in cool ways like anything involving the magnetic glove to zip around and over gaps, but the diminishing returns is pretty obvious with how messy, repetitive and low challenge they fare, surprising in the more combat focused version.

Even though I left not feeling pretty high on this, I appreciate what Capcom did here as someone dying for more 2D Zelda games that Nintendo doesn’t want to do anymore. A remake akin to Link’s Awakening would be great in ironing out the smaller annoyances of menuing and the dizzying sound effects and music, and just bringing this game and its sibling off the dusty game boy color. Revamping how the linked secrets work would be interesting since most of them relied on simple codes rather than interesting discoveries, but the references to the first game played out of the two are cool. Between the two at this point, I’d probably say Ages is a bit more my speed compared to Seasons’ survival emphasis with so many enemy gauntlets and the more simple puzzles than what I’ve seen in Ages so far, but expect something on that soon.

As some of you might have picked up on, I’ve been in a Mega Man mood recently. Ever since beating and reviewing Mega Man World 4, I’ve been thinking a lot more about classic Mega Man and have been starting to get back into the series after not having played it for a while. And while I’ve really been wanting to finish Mega Man 11, I also thought it’d be fun to look back on some of the earlier Game Boy Mega Man titles that I hadn’t beaten yet. So what better Game Boy game to start with than with the first one? Mega Man: Dr. Wily’s Revenge (which, if I may add, has a much better name than the rest of the Game Boy games going forward) is a game that definitely took me by surprise with how good it ended up being, especially for being Minakuchi Engineering’s first attempt at a Mega Man World game. Like the other Game Boy Mega Man games, this game remixes enemies and gimmicks from Mega Man 1 (and sorrrta 2? But we’ll get to that later). While I love the first 2 NES Mega Man games, they can be pretty tough to come back to due to some pretty deplorable design decisions that can make playing these games pretty tedious at times. However, I was pleasantly surprised with how much Dr. Wily’s Revenge fine-tuned the elements of these two games, to the point where I kind of prefer it over Mega Man 1 and 2, even if Dr. Wily’s Revenge comes with its own fair share of bullshit. Overall, it was a nice time if anything, so let’s dive right into the review and talk about why I think Mega Man: Dr. Wily’s Revenge is a pretty neat game.

Whenever I talk about classic Mega Man, I like to start with the level design, as it’s an incredibly important part in making any platformer (but especially classic Mega Man) play so well. I won’t go too in-depth on how Dr. Wily’s Revenge tries to shake things up from its NES counterparts, as a lot of what I said in my Mega Man World 4 review applies here as well. Dr. Wily’s Revenge still uses entirely new gimmicks to make the game feel like a fresh experience, and even when it doesn’t, it still uses its pre-existing ideas in creative ways. While Dr. Wily’s Revenge doesn’t use nearly as many entirely new gimmicks and enemies as, say, Mega Man World 4, it more than makes up for it by fine-tuning the elements of Mega Man 1 and 2 to an insane degree. I was genuinely surprised with how much I enjoyed the first four levels of Dr. Wily’s Revenge, and I think part of that came from the fact that they removed a lot of what made Mega Man 1 and 2 tedious, so that they could fine-tune and focus on the elements that made those two games so fun. For example, you no longer have to deal with the terrible, awful, no good carrier platforms in Ice Man’s stage, nor do you have to deal with the pretty redundant yoku block sections there either. Instead, that stage takes you down to an ice cave where you hop on falling icicles to reach higher areas, which is genuinely quite creative and leagues better than Ice Man’s stage in the NES version. Fire Man’s stage also contains falling flame enemies that you have to jump past at the right time, which I prefer over the way they fell in the NES version. I also appreciate the way this game uses Mega Man 2 elements in its Mega Man 1 stages, like the section with the cloud enemies in Elec Man’s stage, which feels fitting for the stage itself and is quite fun. Plus, the flame throwing enemies can finally find their home in an actual fire themed stage! It’s just really nice to see how these older stages utilize newer gimmicks in a way that still feels fitting for the stage itself, and it’s something I wish the Mega Man World games did more often. So, if you couldn’t already tell from the many praises I’ve sung about these first four stages, I think they’ve aged really well and are still pretty fun to play. My only real gripe with these stages are their short length, which I don’t entirely mind, as this is still a Game Boy Mega Man game. However, because of this, some of the stage gimmicks or enemies can end up feeling underutilized at times, mainly the ones in Ice Man’s stage. This isn’t really a massive issue as these stages are still fun, but I’d still like to see these ideas expanded upon someday. But simply put, these stages are surprisingly well designed and fun to charge through. Even if you don’t ever intend on finishing or playing Dr. Wily’s Revenge, I’d still recommend at least checking out the Robot Master stages. They’re definitely the best part of the game in my opinion.

Now that we’ve talked about the stages, let’s discuss the Robot Masters waiting for you inside them. And spoiler alert, they’re not very good. I’ve said this in my Mega Man World 4 review, but I’m not too big a fan of the way the NES Mega Man games handled their Robot Masters. They either don’t have much of a discernible pattern to decipher and can be way too hard to dodge because of it, or are way too easy to the point where the stage may as well just hand you the weapon on a silver platter. Mega Man 1’s Robot Masters are particularly egregioius with this. If you don’t know their patterns, they’re going to be some of the most erratic and unfair bosses you’ve ever had to deal with, but are insanely easy to cheese if you do. Thankfully, Dr. Wily’s Revenge actually opted to change Mega Man 1’s Robot Master patterns, having them play differently to their NES counterparts. While this seems like a good opportunity to iron out the kinks of the old fights, these new fights just kind of just come with new problems instead. And my main problem with all 4 of these Robot Master fights is that they’re WAY too easy to completely cheese. All of them (barring Ice Man, but his fight doesn’t change much to begin with) can be completely invalidated if you’re able to figure out how to do so, which in itself, isn’t hard to figure out in the first place! Like, take Elec Man. He’ll move away from you when he starts the battle. When you shoot, he jumps towards your location. So if you just keep shooting to where he doesn’t get too close, he’ll never shoot his Elec Beam at you, so you’ve basically figured out how to do Elec Man’s fight damage-free, every time. You don’t even have to move! What about Fire Man? This one’s a bit better because instead of only needing to use one button, you need two. He’ll run towards you, shoot out a flame for you to jump over, and then shoot out another one once you attack. But, do you see what I mean? When most of the Robot Masters in the game are so easy to trivialize, you don’t really feel rewarded at the end of the stage. Like, they may as well not even be in the game at all. And sure, you could argue that most Robot Masters are like this, as they become a lot easier once you actually know their pattern. But it’s not just about figuring out their pattern. It’s about reflexes as well. Sure, you can memorize how they move and what they shoot out, but you have to be the one to be able to respond to these movements and actually pull it off. When you know a Robot Master’s pattern, it’s not a guaranteed win, so when you pull off a fight without taking damage or even just without dying, you feel rewarded because your skill and your reflexes were able to get you that far. You should not be able to automatically win once you know the patterns of the Robot Masters. They should still feel challenging to the player, even after you’ve figured out how they move, because they stand between you and those glorious special weapons, and you should feel rewarded for rightfully earning these new tools. Unfortunately, because of these unwhelming fights, Dr. Wily’s Revenge doesn’t really do a good job of making you feel that way.

While we’re on the topic of the game’s special weapon roster, it’s kiiind of a mixed bag??? But not really in the way you’d expect it to be. It’s kinda weird, so bear with me here. At the start of the game, you of course have four robot masters to choose from, and thus, are able to get four special weapons, plus a pretty good utility item in Carry. This is the really good half of DWR’s weapon roster, and the five special weapons you’ll be using throughout most of the game. Mega Man 1 has a surprisingly great weapon roster, and the four weapons they brought to this game still manage to be fantastic, even in these new stages. They see plenty of uses across the game, feel balanced, and are really fun to use when you do so. Upon beating your fourth Robot Master, you also get the utility weapon Carry, alongside their usual weapon. This is essentially this game’s answer to Items 1-3 from Mega Man 2. Functionally, it’s very similar to Item 1, but it spawns directly below you, which is a nice piece of utility for when you need a 2nd jump or need to save yourself from falling into spikes or a pit (Keep this last part in mind, as it will be important later). So, this weapon roster’s looking fantastic already, but what about the other half of the weapons? Well, after beating the first Wily stage, you gain access to half of the weapons from Mega Man 2, as well as Enker’s special weapon, the Mirror Buster. And this is where the weapon roster of Dr. Wily’s Revenge starts to become a mixed bag for me. And it’s weird, because it’s not even like any of these weapons are that bad. Mirror Buster is a pretty solid weapon that reflects projectiles back at foes, even if it is a little situational. The Mega Man 2 weapons are actually pretty decent here too, hell, Bubble Lead even got buffed, which is always nice to see. So, what’s wrong with this half of the weapons? Well, it’s the fact that you don’t get to use them very often, AKA, you don’t get to use them until the very last stage. I know it’s common for Game Boy Mega Man games to save the Mega Man Killer weapons until the last stage, which makes sense, as they typically tend to be quite good. But when HALF of your weapon roster is only available for the final stage in the game, that’s when your weapon roster starts to feel a bit awkward. Dr. Wily’s Revenge doesn’t have a bad weapon roster or anything, but I really wish so much of it didn’t have to be saved for the very end of the game. But while we’re on the topic of this game’s endgame, let’s talk about it, because it’s definitely the longest part of the game, and probably the part I take the most issue with.

Dr. Wily’s Revenge’s endgame is… well, it’s not great. While it’s not anything absolutely atrocious (it’s certainly better than Mega Man 2’s endgame), this is where the cracks of this game really start to show. You start off in Dr. Wily’s Castle, and I have two main issues with this stage in particular, one of which being its length. I know that Dr. Wily stages are meant to feel like gauntlets to fully test out your skill and weapon roster, but this single stage alone is almost as long as the four Robot Master stages combined. The jump in length from any of the Robot Master stages to this one is insane, and is not at all helped by the two mole sections in this stage. I do not like these enemies or any of the sections they happen to inhabit. They weren’t fun in Mega Man 2, they weren’t fun in Mega Man 10, and they aren’t fun here. That’s because these sections always have you slowwwwly inching to the end of the room, while spamming some sort of special weapon (Fire Storm in this case) to try and get through the blockade of boring burrowing bastards. They’re not particularly challenging, they’re not rewarding in the slightest, and only ever serve to increase the length of this already long stage. My other main problem with Wily’s Castle is the leap of faith drops present throughout this stage. I briefly touched upon this when discussing Mega Man World 4’s level design, but I didn’t go into too much detail because these instances were few and far between. But in this stage, if you’re about to drop down into a section, you better know what’s below you, because if you don’t, chances are you'll be taking a faceful of spikes and you’ll have to do a chunk of the stage all over again. The game sort of attempts to mitigate this with the aforementioned Carry item. Like I said earlier, you can summon a platform directly below you when you use this item, which could potentially save you from an imminent spike death. The only problem is, you’d need to know beforehand to have this weapon equipped before dropping into an area, so if you don’t have Carry equipped or ready to be selected, you’re not safe from a potential spike death. Plus, why have these falling sections in the first place? Why not just use more of that room space to create more fun and unique ways to challenge the enemies as opposed to just another section where you drop onto an enemy or onto spikes? Thankfully, the castle stage still manages to be relatively well designed barring those sections, as the rest of the stage has some fun enemy and gimmick usage, plus the weapons are incredibly useful here. But compared to the first four stages, it definitely feels like a big drop in quality. So after you get through Wily’s Castle, you’ve got a choice of four teleporters. You enter them, and now you’re face-to-face with… four of the bosses in Mega Man 2? They don’t get their own stage, which is kind of disappointing, and you instead have to fight them here. There’s not much to talk about with these fights as they’re relatively unchanged from how they were in Mega Man 2, and while they’re a lot better than the first four Robot Master fights, they still don’t feel all that great to fight. But once you’ve defeated them and gained their weapon, you can finally face off against the game’s special boss, Enker. And yeah, this fight sucks too. But unlike Ballade, where his fight just had a lot of problems that were built up over time, this fight just has one thing ruining it, and that’s that Enker’s staff has a HUGE hitbox! So, the gist of this fight is that you’re supposed to react to Enker’s movements across the screen, like whether he’ll run straight towards you, jump to the edge of the screen, etc. However, even if you predict Enker’s movements correctly, you’re punished for it because you’re still gonna get hit by his big ass staff as he’s charging up his attack anyways! If not for that, I wouldn’t mind this fight, but as it stands, it just turns into another awkward “win the damage race” fight, just like with Ballade.

Once you’ve defeated Enker and gained the remaining half of your weapon roster, you still have one more stage left to go. Wily escapes from his castle and the camera pans up to show a giant floating fortress in the sky, also known as the Wily Star. I really don’t have much to say about this stage, mainly just because it’s pretty easy. It’s a bit better than Wily’s Castle, due to there not being too many cheap deaths and none of those mole sections (thank God), but it’s just kind of forgettable, and still really long too. Because of that, I really don’t have much to say about this stage, so once you’ve gotten past everything there and collected that extra life before the final boss, it’s time to face off against Wily. His first form shoots out the sawblade enemies from Cut Man’s stage towards you, while his second form requires that you reflect his shots with the Mirror Buster while dodging a claw that occasionally tries to attack you. One thing that kind of sucks about this phase in particular is that you respawn in the boss room, so if you happen to die too many times on Wily’s 2nd phase and run out of Mirror Buster ammo, you’re basically forced to get game over here. However, you shouldn’t have to worry too much about that, as like Wily Star, both of these Wily phases are pretty easy if you know what you’re doing. Once you get in the groove of things, you should be able to take out Wily pretty easily, and once you do so, that’s the end of Mega Man: Dr. Wily’s Revenge.

It was pretty fun being able to finally check out the game that started the Mega Man World saga. While Dr. Wily’s Revenge definitely has a lot of problems, like its endgame, weird handling of weapons, and underwhelming bosses, I still had a fun enough time with it, and I feel like it aged surprisingly well despite these flaws. You could definitely see Minakuchi Engineering’s design philosophy with the Mega Man World games start to blossom here, and while this game admittedly isn’t anything too special in terms of Mega Man games, I could still tell that it had a lot of passion and love put into it. I’m definitely looking forward to seeing how Minakuchi Engineering handles the rest of the Mega Man World games from here and… huh? Minakuchi Engineering didn’t make Mega Man World 2? Instead it was done by a developer team who didn’t know anything about Mega Man??? Well, that’s certainly going to be an interesting one to talk about. For now, I’ll leave the review at this. Dr. Wily’s Revenge was definitely an interesting game for me to play and check out. I’d still recommend Mega Man World 5 and even World 4 if you really wanted to play a Mega Man Game Boy game, but after which, come take a look at this one, even if only to see where Game Boy Mega Man got its initial jumpstart. (6/10)

Super pretty, impressive visuals, but as I am already agreeing with every other review, this game sucks to play.

replayed on richter hard mode and I'm only realising now how cool this one is honestly. good variety in its areas and tbh idk if there's a single other video game that makes controlling 2 characters at once so intuitive and seemless. michiru yamane also collaborated with yuzo koshiro for the music this time so naturally the soundtrack is one of the series' best too. artstyle still sucks but jonathan and charlotte are such a good lesbian couple im willing to look past it

Alright fellas we got the whole Twitter starter pack squad over there. The MC's strongest soldier, the guy who's inexplicably racist at times, asshole who just insults everybody equally, the dog pfp who's just as bad as the rest but gets zero traction... they really burying the stars... actually that really is the plot they couldn't be more blatant about it. Bury me like one of your french girls! To be honest, I thought collapsing buildings would be a bigger part of my life as a kid.

Our scooby-gang kpop edition, by a stroke of luck that one of these Twitter folks would probably come up with in a fanfic, are the only ones to make the cut after a terrible accident on set. Too busy singing their hearts out they couldnt escape on time, and being addicted to drama they immediately go at it within the ruins of the studio, checking twitter at times and being reminded why they want to die everyday. In that regard the game displays things accurately, as much as the minimalist (= amateur) translation can portray. Sometimes you get rapport events where everytime the character gets a flashback cg they look unrecognizable. These guys have alt accounts irl frfr.

Due to said translation, it can feel as if you're a contestant in Who Wants to Be a Millionaire once you're hit with any type of choices. You want to comfort someone and suddenly you're badmouthing their mother. I know Do-yoon really feeling like the betrayer when that happens +_+ he doesn't have that masters degree in rizzology!

Characters ordered by who I'd bark for: Inha, Juyong, Do-yoon Gyu-hyuk, Hyesung, Seil. I should have been buried with them ong

"Why do birds poop white?" son, they poop fire and ice, haven't you played Kirby 64: The Crystal Shards? I feel seen... Oh, it's the box art. Please look away, Kirby-san! This game is suffering from compulsive peak disorder and I'm the one diagnosing shit around these parts. A splendiferous last hurrah to many cultural remnants of the pink ball, like the little stars, the enemies, and a gimmick that gives you a shitload of ability combos that I actively seek out. Ado also comes back as a freind but that's her deadname don't use it 🤣 (she got one name for every clothing set). We will watch her shortlived career with great interest.

Like every old fart (anybody born before me) probably anticipated after the numerous jocular intermissions plaguing the series since its first entry, there are jocular cutscenes here, too! They are very delightful. I swear, jocular doesn't seem like a real word. In these cutscenes, we meet our allies: Bandana Waddle Dee (he's the only liddle dee that matters. Bro is him), King Dedede??! Yep what a turncoat, and the last is Ado who I have already mentioned. She serves a hearty meal of tomato once in a while, she's clearly doing her best. Waddle Dee, meanwhile, uses his suspiciously different colored feets to step on the gas of various machinery he does not have a license for. While they were all intended to be playable, it is finally King Dedede that you get to clobber dat dere enemies with.

I forgot Ribbon, anyways, look at those enemies. Kirby takes it one step further and can take them hostage, forcing them to kill their own family (swag) "Um i'm a biblical angel of death 🤓" stfu dioxygen I'm coming with the "Swiss Army" ability! <-- clueless. I will be taking Sephiroth hostage see how you parry this 😂 in true Kirby's Dream Land 2 fashion, the one combo I've used almost all game is the aforementioned Needle Needle ability. Press B to win! But I did replay afterwards to test out what I didn't get to test. Some of those are peculiar ngl, instead of using his cellphone to call a warp star, which he has never had to do before, he should have called Kirby reddit to give him even weirder abilities.

I cant believe Whispy Woods got kids bruh 😭 when did he find the time to settle down? I guess letting him walk in DL3 is letting him cook 🗣️ I guess Ripple Field went from the rainbow islands to a whole new planet? I do like the map design and environment of this game! One of the best in the N64 some might say. Despite the non-linearity of the path, it was easily navigable. Underwater sections have been known to be breathtaking at times too. The concept of room guarders is pretty weird, what are they guarding? Still, they became staples, there is no place for critic. One complaint I might have about this game is that I keep getting pit deaths! My name is not helping me at all, platforming be damned these Neo Star falling logs can muster a mean fall. The picnic shit at the end of levels is funny though. Look at my boy all sad and sobbing because he jumped on grass

super fun and short singleplayer movement shooter. makes u feel like a total badass in the process of shredding waves

Played this game purely because it's a Treasure title. To be fair it is a solid platformer. It's kinda like a Ronald McDonald Mega Man game, but not as intuitive. Enemies take way too may "Magic blasts" to kill. It's like if you're playing Mega Man and you had every single enemy took about 15 buster pellets to kill. It gets old really fast and ruins the pacing of the game.

One of the most "Treasure" things about this game are the visuals. This one of the best and most colorful looking games on the Genesis, and not just in artstyle but also design. I love how whacky and fever dream-y all the worlds and enemy designs are in this game. There's also some uhhhh "questionable" enemy designs that you could call a product of it's time. Crazy how McDonalds back it though.

There are some really cool setpieces in the game that were easily the best parts. But the final levels and the final boss were just awful that it left a bad taste in my mouth.

If anything, this is just a showcase for Treasure to prove how visually pleasing they always make their games. Otherwise from a gameplay standpoint, it's a pretty barebone platformer.