Not a mega asteroids fan but I saw this and it looked cool so I had to try it.

I may have actually played this on a computer or something because the ship transformation thing here is super familiar honestly (your ship can transform into defense, shoot, and speed almost like idk Deoxys lol).

I did not expect this game to have a level select also which kind of felt nice but also a bit strange for a pure asteroid experience but still pretty neat.

The knob at my arcade was so bad also lmao

I know I basically wrote a whole essay about this game, but this is the review where I just come back and say it, this is the best House of the Dead game (I have yet to play 3 but we’ll see I guess).

Every change made from 1 absolutely feels perfect.

I want you to imagine a document at Nintendo’s office that has “spray his ass” highlighted and underlined

This ain’t a Donkey Kong feeling game at all, essentially a weird take on a shoot-‘em-up design but in the Donkey Kong world (in the sense there are insects, a fire power up, the titular Donkey Kong who you spray here, and radishes)

Summary: blah

Very recently for a game jam I ended up thinking about this game and using it sort of as a base gameplay template, with that being said I came back to this game after years ago playing it briefly and being intrigued by the concept of it (obviously so much that I too inspiration lmao).

With that being said I think this is a “bad game” in a fun do-not-play-this-physically-at-an-arcade way in the sense that the sheer anxiety and panic this game thrusts you into doesn’t really train you, you’re basically feeding the machine a direct coin and unless you have prior knowledge of this game you’re probably gonna die soon. You’re essentially getting materials to take out a guy who one shots you, this in of itself isn’t entirely properly set up but the anxiety of so many smaller enemies showing up while you rush to have SOMETHING is pretty stressful (but fun because the deadline is to meet a giant evil space face that says “beware” out loud)

Summary: I bet a bunch of kids had nightmares because of this game lmao nice

This review contains spoilers

As an enormous compliment to this game as a roleplaying experience I will have to be honest and say my brain essentially works like how that damn final boss shows random places from throughout the game lol

This is why I change pfps like 30 times a month

Better than any 3D Mario game before or after it?

No, not even close.

Wii U-to-literally-right-now-era baby game design?

Yes

A genuine fun game that you can sit and chill with that’s unique enough to exist as a pre-Switch handheld game with secrets that at least appease what I would expect to find in a Mario game?

Yes

Summary: New Super Mario Bros. but what if Nintendo made a sequel that did not make me want to sell it within the first week of me acquiring it

As an individual born in the 21st century who for some reason started coding in C in middle school because for some reason I bought those kind of video game programming tutorial books, you could literally say I took modern hardware for granted back when I was tinkering with trying to make my game ideas in that (at the time seemingly) limited space.

It’s with this that I say wow yeah this game owns especially for the constraints that made it exist, you can not only see the outline of games like Galaga, 1942, etc. but the game is actually somewhat fun and strategic and is only just 7K bytes like, think about that lol

Hmmmmmm

Yeah so let me put a big sticker here on the front this was the first ever Square (Square in general) game I ever played and I vividly remembered being very hyped by it as an 8 year old. Kingdom hearts actually used to kind of be up there for Zelda with me like I’d literally be that one kid who’d be idk saying weird pretend stuff about keys and try and do the Organization XIII hoodie look lmao. So yeah I may be a bit nice with this one idk you be the judge.

I think it’s a bit important to put this right at the front because I’d say this game has been something I’ve found to be very cool for a large portion of my life (even if I did not finish this until today) and finally I sat down and finished this thing a year after I finished KH1 for the first time wow.

Now that I’ve finished CoM, I think I half find it to be something that very easily could’ve been so crazy if it was done differently but also it is a mess in its own ways (some unavoidable really).

For starters: I’ve at least sunk like 5-8 hours into every pre-KH3 KH game and man these handheld games just do the Disney worlds better lmao like the crossover charm does not overstay its welcome when the movie dump consists of 2 minutes of “here’s the deal, here’s how it ties with the main story now go do your thing” like dang the Disney worlds can actually be neat (I do not like Disney). Second and this may change when I finally finish KH2 next (and me getting very deep into 368/2 made me develop this opinion) wow I just like KH in these spinoff games where it’s like “this is a thing that’s happening to this character and they’re trying to exist in the situation” vs mainline games feeling like they gotta push the story every time there’s non-Disney dialogue because big franchise entry. The combination of memories being represented by the cards, some things being reconfigured because memory, our main cast going deeper into literally losing their dang memories (and these are supposed to be a goofy af kid, a duck, and an individual by the name of Goofy), the introduction of Nobodies just align well to the point I’d say this just worked more than KH1 from a writing perspective and as a standalone game even. I’m also gonna roast KH1 here (in a similar fashion to my review of it really) but wow all the worlds looking like rooms makes sense here for once lmao.

Okay so here’s the bad, this game’s existence is ambitious and brings KH’s action rpg combat to the GBA by having this card system instead of awkwardly trying to cram it into the system but you can tell it presses against the limits a lot. For starters deck building is a bit clunky, acquiring new cards is kind of a pain a little bit (this isn’t entirely an issue that made things hard but still just something I felt was awkward), and I think this concept also would’ve been a lot more interesting if like the character you played as didn’t have an already established weapon (that feels like the game really pushes you into anyways). If this sounds like I’m saying this shouldn’t have been a KH game, lol.

I wouldn’t dare say this game is better than KH1 (none of these bosses and the in-game mechanics come close to that game’s second to last final boss tbh) but it does some things way better and I feel like this was more of a good showcase for how the franchise’s concepts can work well when they’re not crammed into the awkward framework of plot->Disney movie recap->plot

Summary: I’ve indeed loved Yu-Gi-Oh for about 75% of my time on this planet

I only played this because the music owned, it pulled me in like some sort of magnet you’d see in a weird Star Trek episode that’d get Captain Kirk on his knees saying “oh god”

Anyways don’t show this to the toddlers who complain about MGS2’s control scheme

Diary of an individual who keeps going to the arcade to beat this game on arcade mode once (I for some reason feel the deep need to do this)

https://youtu.be/c7E3qaOdF68?feature=shared


https://youtube.com/watch?v=J5RjssMC-_I&feature=shared

(level 1 route review)

I’m not gonna lie this game has always been in that small subsection of games that I’ve booted up briefly when they dropped on something I can access them and then I don’t touch them forever. I tend to have a “follow my heart” approach when it comes to picking a game to just hang out with (this is a good and pretty annoying thing), well I did not expect to sit down and beat this game in one sitting lmao and my opinion of it drastically changed but I highly respect its design and appreciate it a lot more now honestly.

While having 3D graphics that made me initially question if I truly was a human being with the ability to perceive depth, over time the game’s on rails design and pattern signaling really helped pull it through even with the rather basic vector graphics. I think it says a lot also that this was an early 3D game where Nintendo was not only trying to welcome new players (it’s probably why it’s this easy lol) but also added detail with your allies being in the fight and wildly different boss patterns. A lot of these things were improved on in the sequel Star Fox 64 but here it feels like the glue that kept the vectorized cardboard together, I went from completely wanting to drop this game to being a fan that says enough.

I am taking a damn break from it cause I also have motion sickness now lmao

At the time of me writing this Silent Hill 1 is the only pure horror game I’ve beaten (I really don’t think RE4 would fit with this lol), so I sat down a bit and read/played this intending to finish it until I realized just how quickly the first hour of the original game passed and I’m here now.

I’m a big defender of compromises in design being used to work around a platform’s limitation but this novel’s existence completely strips Silent Hill of the one thing it had that WAS good in my opinion, legitimate atmosphere. The images in this game are stitches of extremely compressed cutscene images from the PS1 game or custom sprites added, if this wasn’t a commercial product and idk a fan project I’d think this was pretty neat but I keep imagining that someone had to buy this in a package and already you lose so much of the game it’s adapting within the first 20 minutes.

If they made all the assets for this game as a new adaptation I think I really wouldn’t be shelving this but it just is a factually lazy product, it isn’t hard to make a basic menu and text in front of images you dragged over to use it’s interesting if you actively work around the limitations.

Summary: Konami

Compared to my last review I’ve spent a decent amount of hours at one of the arcades in my area playing this game, I genuinely wanted to in a sense defeat how blunt I was in that but even just meeting the game on its terms and practicing I just get frustration more than anything.

While I can squint and see the outline of games like Tekken existing because of this if you think about this existing a year after Street Fighter II dropped and this was developed by the second biggest video game company at the time you add up something that feels gimmicky rather than what it is, innovative.

For starters, there is no cohesion between 2d fighting and the 3D space fundamentally. When you’re off the axis your opponent is on you are essentially caught in the stream of wherever you can move until the game eventually corrects itself. This one fundamental piece crumbles the house of cards this game is built off of, if I can die because my opponent can be in a space I cannot reasonably counter (or because the resources this game provide me do not teach me these mechanics), what good is the 3D space if I can’t utilize it besides being a way to sidestep the entire genre I’m playing?

It’s one thing to develop technology that changes everything (I imagine it was incredibly hard for them to even make the hit boxes as decent as they are here which rival even most 2D fighting games at the time), but it’s another thing if the game you’ve made just doesn’t feel good and the art of game design is making the compromise between fun and technical.

Summary: I wanna see how the other games improve upon this

Today I remembered having this game on my giant iPhone notepad of backlog games and I just decided to buy it and yeah good purchase lmao like legitimately this wouldn’t been really damn cool if it got sequels/spinoffs for the Wii/DS. A very nice combination of utilizing tangible 3D movement with a great puzzle framework to make something along the lines of Puzzle Swap, Tetris, etc.

Highly recommended if you want a fun puzzle game to occasionally open up and play some rounds in (if I ever play local multiplayer of this it’d be too sick fr)