Shovelware drivel. About as annoying as a 3D platformer could be. What's most frustrating is that if it had been modernized in more than just the graphics department it could've been a much more enjoyable experience.

I always make the mistake of assuming hit NES games are equivalent to modern indies that are short and don't waste my time, when really they're the opposite. Throw in some intense slowdown here and I'm just grinding to get through with it by the end...

I can appreciate what Metroid did for the time, and I had my fun, but I've gotta stop making this mistake...

This game thrives as the quintessential Romhack to play after Learn 2 Kaizo. It truly takes the training wheels off without sending you down a dirt hill.

The level design is great! Romhacks like this kind of thrive off of not being very sightread-able, but once you know how to get past each obstacle it really falls on you to perform. In other words, there's not many cheap deaths, and even the ones that are aren't really too bad. Kaizo blocks are part of the culture, of course.

This hack is what's convinced me that SMW has a way better physics engine than MM2. The amount of control you have is insane.

I want to start by saying that this hack is great at doing what it's supposed to do: Serving as a training grounds for those who are new to SMW kaizo hacks. Levels are split between one screen challenges that teach you a new trick or concept, and levels that test your skills by having the player put it all together.

I've wanted to get into SMW hacks ever since Mario Maker 2 started losing its luster for me. The biggest barriers of entry for me were the difference in physics and the tricks I'd have to learn. This hack was great for getting me used to both, but I can't help but feel like it's not catered well enough to SMW hack newbies.

This feeling generally stems from poor explanation of how to perform tricks. Two examples:

Jumping off falling spikes
The phrasing from the speaker box in this level is straight up misleading. While it does refer back to the midair thwomp, which you must spin jump off of, the text for the spike reads "jump off of it in midair," which I interpreted as landing on the spike and doing a regular jump.

Spring Midair
I had to look up a video for this one. It's a hard enough trick as is, but again the instructions are not clear. They read as if you are supposed to jump while already facing left, turn right and throw, when the input is more of a quick left->right->throw after you've jumped.

These are nitpicky things, and ultimately anyone looking to get into SMW kaizo is probably smart enough to look up some video tutorials or bold enough to just grind it out til they get it, but it's worth bringing up considering this is supposed to be the noob introduction to this sort of stuff.

I will say that after beating this I feel a lot more confident in my adjustment to SMW physics and mechanics. Something I thought would never happen after hundreds of hours in MM2. Excited to try my hand at some "real" kaizo hacks. :)


Pushmo is a wonderfully intuitive and very clever take on block-pushing puzzle games. Instead of pushing things around on a 2D grid, Pushmo has you pushing and pulling sometimes oddly shaped tiles along the Z-axis, crafting protrusions for your character to jump on in order to save children trapped in the puzzles.

Similar to my experience with Snakebird, I found the middle portion of the game to be the most rewarding. The beginning is very tutorial heavy, and while I'm sure they're nice for someone who's never held a 3DS they were a little obvious to me. Conversely, later levels had my brain fried. What was once a relaxing puzzler turned into a feeling of going into a math exam not having studied.

My two main problems with Pushmo stem from the design of the puzzles themselves. Namely the later ones.

Firstly, levels are designed with a lot of distractions. The game even flat out tells you this shortly after extra mechanics are introduced: Don't fall for useless gadgets! While obfuscation is basically required for a puzzle game, I can't help but feel a little annoyed when I've been wasting time trying to make something work that doesn't even relate to the solution.

Secondly, while Pushmo has a very forgiving rewind-time feature, it often isn't enough to save you from hitting the reset button because you left one block in the wrong place 5 minutes ago. Again, doing things over is kind of a staple of games like this, but with how slow and relaxed Pushmo is, it is a bit annoying to have to start from scratch for one unfixable mistake.

Overall though, this game is great. Most of my complaints can be chalked up to the fact that I don't play many puzzle games, and may or may not be an idiot in general. What I will say is that the middle portion of this game was perfect for me. There's something special about the journey and discovery of solving what seemed like a monumental puzzle all on my own - and half of them are arranged as wonderful pixel art to boot! Even the ones that frustrated me ended with a feeling of accomplishment. Though that may be a Pavlovian reaction to that catchy ass level-clear jingle at this point...

Cute little creative music software. More of a toy than a true music making program, but that's where the joy of this comes from. Hard to give what I can best describe as a digital toybox attention nowadays, but worth checking out for 20 minutes just to see what kind of abstract tunes you can make.

2014

My tendency to write reviews immediately upon beating a game is going to bite me in the ass here. I can hardly think straight.

The world and story are fleshed out very impressively. I'd be lying if I said I had more answers than questions, but that feels like the whole point. I'm sure there's a forum that's been discussing the mysteries of this game since its inception.

And I have to touch on the humour. This game has an absolutely unreal sense of comedic timing. Considering it can be as dark and grim as it is goofy, it's impressive how well it seamlessly blends those two sides together.

I still can't think straight. My heart is filled with pain but to say that I'm thankful this game exists would be an understatement. If you plan on playing it try going in as spoiler-free as you can. You'll thank yourself... and maybe hate yourself too...

While the main appeal of this game is the sense of adventure and wonderfully charming atmosphere, I have to give massive props to how fun it is just to move around in this game. Makes the exploring so much more fun when you can chain ragdoll speed into shield slides.

Super great experience!

It's pokemon... no doubt I was gonna enjoy it...

I probably had some more in depth thoughts at one point but they leaked out of my memory.

Short, cute and goofy! Hard to be upset at a game as short as this. The writing is funny, and it achieves what it set out to do.

Minor nitpicks include 70 FOV being the default and lack of sound design aside from music and ocean ambience, but I can look past that easily for such a charming lil game.

Tend to only review games that I can beat, which leaves me with a lot of single player games on my profile. While Splatoon 3 does have a wonderful story mode to beat, the online multiplayer is what has me rethinking whether I should leave reviews to exclusively single player campaigns.

If I had the time I'd write a proper review of everything I could about this game, but I am far too busy queuing up for another Anarchy Battle. All that really needs to be said is that this game is as amazing of an all-around package as one could hope for.

Said I wouldn't go anywhere near this blue guy again, but here I am finishing what's considered one of the worst entries in the series at 1:30 in the morning.

It's... not bad? The isometric view really works against it, but aside from some platforms that are hard to judge the position of, it's actually decent at achieving what it's meant to.

Collecting the little weirdo birds - while not thrilling - has at least some tension considering you have to catch them if you get hit, a la Yoshi's Island. Levels aren't too long, and aside from a few confusing layouts they're designed to be easily re-traversed for when you realize you lost one of those bird-freaks god knows when.

The low points were definitely the boss fights. Most are laughably easy, and those that aren't are just annoying thanks to the isometric camera.

Didn't get the true ending and probably never will. This is the kind of game you beat and think, "man, that sure was a game." No real reason to revisit considering you can just listen to the Rusty Ruins theme on YouTube.

Anyways to wrap this up I started feeling extremely nauseous about halfway through playing this. Had to take like 30 minutes to dry-heave over my toilet and I'm still not feeling quite right. Despite all that this whole experience (toilet included) was much more enjoyable than Generations.

I tend to favour the term "underappreciated" over "underrated" when describing games, and I think Flywrench falls into that category. No doubt that the people who play it think it's great, but the problem is that not enough people seem to appreciate this wonderfully tight package.

It's tough to sell someone on a game most succinctly described as "Flappy Bird meets precision platforming," but I think this game really deserves a place among the likes of Celeste and Super Meat Boy. It's rare to find a precision game of this quality even in 2022.

What I think tends to shoo your typical platforming masochists away from Flywrench is the fact that it's not a traditional platforming engine in the slightest. But at its core it shares much of that design philosophy. Levels are clear in objective but hard in execution, restarts are quick and seamless, and reaching the end of a level can be such a hit of dopamine you might need to take a breather.

While the difficulty spike on the last set of levels is a little much, I can't even fault it for that. Once you've learned all the mechanics Flywrench takes off the training wheels and really lets loose. It's something that I wish more games would do in fact. Often times you're introduced to mechanic after mechanic only for the game to end before they all come together. I'm looking at you, Slime-San.

One could also argue that the game is a bit short - I beat all 170 levels in about 2 hours of gameplay - but even that can't be too much of a negative considering the extra modes, challenges and achievements available to the most hardcore players. There's even Steam Workshop support for extra levels, though I can't speak to the quality of those.

I often find myself wishing for more platformers with a focus on precision, but this game proves that you can tweak the formula and still end up with something that captures that same magic.

Told myself I'd beat a Sonic game this year. When I asked for a good all-around entry people seemed to agree that Generations fit the bill. But if this is some of the best the franchise has to offer then it's just not for me.

I feel like I need to lead with the pros... The art direction is to die for. Everything from the character design to the mid-level set pieces to the music are just awesome. This game has style, no one can deny that. But like a $300 pair of Vans filled with shit, the style isn't enough to make me want to wear the shoe.

I feel like I'm going crazy when I play this game. Sonic is a series about going fast, right? But don't go fast in the wrong place, or you'll hit a wall - or worse, a spike. Don't go fast at the wrong angle, or you'll launch off into the abyss. Don't outrun the boss too much, or you won't be able to see their attack in your field of view.

I could list off a load of gripes. Like how new gimmicks seem to be added at random. Or how boss fights are extremely unkind to play blind. But I just can't look past the fact that a game all about the feeling of going fast punishes you for doing exactly that.

Moment-to-Moment Gameplay: Fantastic! Great twist on the regular formula. Fun to sneak around and throw balls at the back of Teddiursa's head. It's unfortunate then that this is constantly interrupted by the...

Story: Dumb and repetitive! There's a million characters and I only remember like two of their names. You do the same shit over and over until the last hour where you do different shit over and over.

Boss Fights: Cool, but a little same-y. Wish there was more variety and more fights in general.

Difficulty: It's a Pokemon game... My team was like 15 levels below the final guys I was fighting.

Post-Game: Wouldn't know yet. Not all that inclined at the moment, but I have to imagine that this is where I can finally enjoy the moment-to-moment gameplay in peace.

Nitpick: Why would the button that opens the map not close it? Stupid! Dumb!

Overall: Worth playing if you're a pokemon fan, and even if you're not you might enjoy it more than the regular titles. I appreciate the step in the right direction in terms of doing something new, but it leaves a lot to be desired.