It feels weird to call an entry in an iconic franchise a "hidden gem" but that's exactly what Kirby's Block Ball is.

This game is incredibly well presented, and adds so much to the Breakout formula. It is so much more than just a "Breakout-clone" despite that always being the label it is described as. Copy abilities add unique strategies to each level, minigames are interspersed during levels just like a regular Kirby game, and there are also bosses, which are surprisingly fun and well designed. The soundtrack is also a banger. Tell me the boss theme isn't the hypest shit you've ever heard

This game is just fun! Not great by any means, but fun! It's way more polished and enjoyable than Kirby's Pinball Land and a solid early spin-off for Kirby. Same disclaimer comes with the Dark Matter trilogy though: Don't expect to unlock the true final boss. Screw that.

With the new addition of private lobbies, I'm raising my rating for this game up a point. It's actually kind of insane that we now have a new F-Zero game with an actual non-99-player multiplayer mode, and it's still free to play! At this point, I think it's safe to call F-Zero 99 a full-fledged game, all its own, and that's so damn exciting.

If you weren't interested in this game when it first came out, you should know that this game is a lot more beginner-friendly than you may expect. And if you were interested in this game for a bit but fell out, the addition of private lobbies makes this the perfect time to revisit the game. Play this freaking game, people

Now this is more like it!

Compared to the previous Donkey Kong Land game, this one does a much better job at recreating both the feel and the quality of the SNES DKC games. The physics are improved, the level design is more polished, the save system works like the original game, the NPC Kongs are back... this is essentially a portable version of DKC2! And it kinda works!

With that said, this is still a Game Boy game. Just like the first DKL game, the small screen size is the dealbreaker here. It's especially awful in vertically-scrolling levels, like the ones that require climbing ropes or using Squawks. You just KNOW that if you move upwards a second too hastily you're gonna bash your head into a fucking wasp enemy you had no way of seeing. And good freaking luck beating the King Zing boss. Additionally, the absence of the SNES's extra buttons is felt. The team throw is sadly absent, and the animal buddies' special moves require pressing the select button for some reason. I had to search up a walkthrough to even find out the animal buddies' special moves were in this game at all.

Compared to the first DKL game, this is much more like a straight port of the SNES game than its own thing. It's so similar (and directly inferior) to DKC2 that there's no real reason to play this game today for any reason other than curiosity. So unlike DKL1, this doesn't even have that "diehard fans might get something out of it" appeal going for it. But deciding between DKL1 and DKL2 is essentially deciding between a game that's a unique experience but utter shit, and a game that's solid but something you've seen before. I'd personally take the latter game any day. Unnecessary to play today, but for what it is, it's perfectly adequate.

Until now I don't think I've ever seen a "first game" in a franchise that's this confident in what it wants to be. It's actually kinda crazy. The central concept is super fun but the game's presentation and personality is what really ties the package together. The wacky visuals and characters are super unique, and the way the microgames synchronize with the music is so clever and refined that you'd think this was the 10th game in the series. It's crazy to think that there are so many more games in this series because the concept already feels fully formed with this game. I'm now an instant fan.

My biggest problem with this game is that it's kinda frustrating when a microgame is really unclear about what to do, so you just kind of have to sit there, fumble aimlessly, take the L, and hope you manage to figure out what to do the next time that microgame pops up. This problem is probably just an inherent result of the game's central concept, but I still do hope the later games are a little better in this regard. I beat the game and I still haven't figured out the goal of some of these microgames.

Also, why hasn't Nintendo made this into a mobile game??? WarioWare feels like a precursor to mobile games, in a good way. Nothing feels better than getting a good streak of microgames going. It's weird that Nintendo has passed on this opportunity because it would fit like a glove.

One of the greatest technological achievements on the SNES. You'd think the idea of making a game on the SNES with NSMB DS sprites and pre-rendered models (including custom-made models) would make for a visual mess, but the visuals are actually quite appealing and mostly stylistically consistent, and the game runs well in most circumstances. It really makes me wish an official SNES Mario game actually looked like this; it would've been groundbreaking in the 90s. Giving the ugliest and most boring mainline Mario game this new visual style makes the game so much more enjoyable, and unlike the original Mario Land I was actually able to bring myself to complete it in one sitting. Hell, it even made me realize that the level design in Mario Land is actually not half bad. Also, wall jumps are here too for some reason. That's pretty nifty.

It pains me to give this a mediocre score, but it's still pretty clear that there's a lot of work to be done. The physics were completely redone from the original game, but they still don't feel right. It's consistent enough, but it just isn't very satisfying to move around, nor is it fit for precise platforming (namely level 3-2, which also sucked in the original). Mario's animations look stilted, and there's a clear lack of polish with enemy and object hitboxes. I somehow died by jumping over the goal post. And the remastered soundtrack also could've been a lot better. It's surprisingly lackluster and loses most of the charm of the original music. It's also... still Super Mario Land, meaning it's done in like half an hour and doesn't offer much you haven't seen elsewhere.

This is a great proof of concept, and it has the potential to become great in general if it's given further attention and improvements. I'd love to see Mario Land 2 remade in this style.

Exactly what I wished the Genesis games were. Finally a game that doesn't actively punish you for daring to go fast. Kinetic level design that displays a perfect understanding of the game's physics and movement mechanics and is also filled with tons of great set pieces and variety makes this by far one of the best 2D platformers I've ever played. Just kinda wish more than a quarter of the zones were actually new.

Yes, you CAN give multiplayer games 5 stars too. No one will hurt you.

The animations are so adorable. Just imagine how cool it would be if this game was actually fucking possible

Damn, no one's made an in-depth review for this yet? Guess I'll be the first one.

What a fantastic ROM hack. It's completely built from the ground up. The levels, enemies, bosses, visuals, and even music are all completely original to this mod. It's essentially a new game that just happens to be in the Mario World engine. The gist is that there's four worlds and each of them is based on a different season.

The level design takes full advantage of the concept with great mechanics that are implemented creatively. In my opinion, the levels show a degree of variety, depth, craft, and care that rivals Mario's official games. I'd even say that the level design is superior to the game it's a mod of (but that's a low bar imo). Plus, this is probably the only 2D Mario game with good boss fights!

This could also potentially be the single most visually appealing thing ever made on the SNES. And that's saying something in a world where Yoshi's Island, DKC2, and [insert JRPG I've never played] exist. Since the game is focused on each of the seasons, there's naturally a ton of great atmosphere and environmental design to go around. The visuals are thoroughly gorgeous, stylistically consistent, and have a great understanding of the aesthetic appeal of each season. The custom enemy sprites are fantastic too; the designs are super expressive and fit right in with Mario World's style (pogging Boo!!!). This is all enhanced by an original soundtrack, which is fantastic and some of the best music to be made on the SNES.

On the topic of presentation, I must also give props to the worldbuilding. I love the implication that each world takes place on the same island and the levels are on the exact same locations, just at a different time of year. The level order always goes plains > shore > underwater > forest > cave > ghost house > castle, and they're always placed on the same points on the world map. Also, Mario wearing a season-specific outfit if you complete that specific world is some good stuff. Great attention to detail.

You could tell the person who made this mod loves DKC. The influences are so clear especially in the musical style, emphasis on natural environments, and the HUD. Some levels even feel like deliberate callbacks to certain levels from those games. The difficulty level also generally matches DKC, which is great since it's not too often you see a Mario hack that's challenging but not absurd. I really think this mod would be best described as a DKC game in the Mario World engine, and it takes the best of both worlds in that regard.

For criticism, while I appreciate the high but manageable difficulty, it can be unfair at times with enemy placements. I also feel that several of the mechanics used for the levels are too obtuse, specific, or precise which leads to a lot of frustration and difficulty spikes; anything that involves spin jumping comes to mind. Despite my praise for the music, there just isn't enough music, so many themes get repeated a lot in places where they don't fit. The linearity and lack of story make the game just feel like a level pack, although that is redeemed by the overarching theme. I also do find it funny how the game pokes fun at its own lack of story, like how when you beat the game they literally say that you beat Bowser "for some reason". That's cute.

Also, many of my existing problems with Mario World carry over, especially because this game is so much more difficult than Mario World. Like, the fact that you go straight from fire to small if you take damage was already an annoyance in World, but in this game it's total bullshit. I'm also not a fan of Mario's momentum in the World engine, and there's still only the same two power-ups that were in World: fire and cape (though the cape was retextured to be the raccoon leaf which is a nice touch, and it was nerfed so you can't skip the entire level with zero effort anymore). And it doesn't even have Yoshi either. But hey, the collectibles are actually collectibles in this game! Take that, Mario World!

But seriously, if you're on a Mario Wonder high and want more fantastic and original 2D Mario levels, do not hesitate to play this mod. You've got right here a challenging but well-designed and completely original Mario game with great visuals, music, and atmosphere. In many aspects it's better than the game it's a mod of, and could very potentially be the best Mario fangame ever made.

Okay fine you won me over in the end... still shouldn't have ported all the tracks from the phone app, but 48 new tracks is 48 new tracks, regardless of production value

There's something so ironic about the fact that this game was made to prove that the original Donkey Kong Country wasn't just acclaimed for its visuals, but also for its gameplay, so they stripped down the visuals and let the gameplay shine. Because, like, the gameplay of Donkey Kong Land sucks while Country is still great.

It's impressive that they managed to at least somewhat replicate the style and feel of DKC, and there's a ton of variety with the level themes, enemies, and objects. But the momentum is off, the hitboxes are even worse, and the limited camera view makes the game practically unplayable. But the level design might be the worst offender.

The second level in the entire game is a freaking ice level. There's a level in world 3 that focuses on a type of platform that only moves up, down, left, or right, and it only changes direction whenever you jump on it, or whenever it hits a wall. You have to dodge enemies (usually by jumping on them) and navigate labyrinths while staying on this platform. It's just as horrible as it sounds. Who even thought of that? Two levels after that, a barrel cannon launched me directly into an off-camera enemy and I took damage. You can't make this shit up lmfao

To end this on a positive, this game has a shockingly great soundtrack. It's mostly completely original, and fits right next to any other DKC soundtrack despite being 8-bit. It's so underrated and I just thought I'd share some of the best songs for those of you DKC fans who want more music to enjoy.

Ruins - https://www.youtube.com/watch?v=EqyyFV9XF2g
Kremlantis - https://www.youtube.com/watch?v=MFU2fxy35t8
Cave - https://www.youtube.com/watch?v=5QSNUsLDhls
Airship - https://www.youtube.com/watch?v=LDCbX4xdWjQ
Construction Site - https://www.youtube.com/watch?v=X9HMIWB8aes
Boss - https://www.youtube.com/watch?v=rDoDZxoQvfM

Ugh.

The core gameplay is really enjoyable. The graphics have aged well and the music is solid. The world is super charming and filled with personality and witty writing. But at practically every turn, this game is completely frustrating and unfun.

You are essentially forced to search up a walkthrough every 30 minutes, and that's not an exaggeration, because of the game's sheer crypticness. Every new segment of the game (both in the dungeons and during the process of unlocking the dungeons), seems to have like three more roadblocks where the game gives you absolutely zero information on how to proceed, despite literally having a hint system. Why do people consider this game good? Are people just so familiar with this game that they know everything by heart, and thus overlook the fact that there's zero way to know what to do or where to go on a first playthrough? Ocarina and Link to the Past also have their fair share of "what the fuck do I do" and "how the fuck was I supposed to know that" moments, but never have I felt those moments made up the entire damn game

And don't even get me started on the unskippable text.

This compass has a new feature! That's so important, we'll tell you this in every single dungeon! Wow, this looks pretty heavy! We'll tell you this every time you brush up against a heavy object! Link checked the chest! HAHA isn't that just so funny??? By the way, this compass has a new feature!

Personally, my idea of what games I would call a "masterpiece" is simple: Have stellar game design, but also make the player feel something. Mario games all too often qualify for the former, but fail at the latter. They're great platformers, but not individually memorable experiences.

There are, in my opinion, three exceptions. Galaxy 1 absorbs me in its melancholy atmosphere and cinematic presentation. Odyssey makes me feel like I'm going on a huge adventure never knowing what's gonna happen next. And now, Wonder makes me feel an emotion that not many games manage to elicit, all things considered: Pure unadulterated JOY. It really wouldn't be a stretch to call this the most joyful video game ever made.

I went into this knowing this would be the best 2D Mario by a wide margin (not that that's a high bar), but I was not prepared for just how much I would enjoy this game. The game takes clear inspiration from platformers of the past but manages to craft something totally new out of it. It's endlessly creative but manages to almost never cross the line into pure gimmickry. And then there's the simply unrivaled level of personality, a carefree happiness that persists throughout the whole game. From the moment the wonder effect in the second level happened (not gonna spoil it), I was smitten. An instant classic and one of the best sidescrollers ever made.



PS. I will fight anyone who says this is the "best 2D Mario since the SNES". Get over yourselves

I'll be the first to say it: This is the worst mainline Mario game.

This is the only Mario game where the physics just feel... wrong. I have problems with the physics of some other games in the series, but this is the one game where nothing about the physics clicks. Add onto that wonky hitboxes, ugly visuals, and relatively monotonous level design, and you've just got a nothing game.

There's a certain arcade-y charm with games that are so short they can be beaten in one sitting, but I'd much sooner recommend SMB1 for its gameplay and Kirby's Dream Land for its variety. Mario Land 1 is by far the most obsolete and unpolished Mario game of the bunch, and it just makes me all the more impressed that Mario Land 2 is such a gargantuan improvement in pretty much every aspect. I do have to say, though, that this game's biggest strength is its music. Undoubtedly one of the best classic 8-bit soundtracks in general.

Despite how much I disliked my experience with this game, I'm still happy I've finally played it, as that means I've beaten every mainline Mario game pre-Wonder! Can't wait to start Wonder today.

Sigh...
I really did think for a second that I might've been too harsh on this game, considering I had only ever played it in single-player and the main appeal of any Mario Kart game is its multiplayer. I had the opportunity to play this game in multiplayer through Switch online... and it is just as unfun as it is in single-player.

The battle mode is virtually unplayable. Without a map, the entire match just consists of searching for where the heck your opponent even is. Additionally, the red shell is the only useful item in this mode. The winner is just whoever gets the most red shells. Thoroughly brainless. And since item boxes don't regenerate in this game, what happens if you run out of item boxes before the match ends? I don't wanna find out.

As for the multiplayer racing modes, they are functional, but they just suffer from the same problems that plague single-player mode: the same unappealing visuals, slippery controls, camera that nauseatingly spins whenever you get hit, nonexistent item balancing, bland worst-in-the-series track design, CPU rubber banding, top 4 to qualify system, everything that makes this game... this game.

My friend and I found ourselves struggling against the game more than against each other. That's the game's fatal flaw. It's just too punishing for a party game, and too poorly aged for a racing game. Somehow, this game completely fails to achieve any of its goals. It's a shame because this game invented an entire genre, but there is absolutely zero reason to play this iteration today.

Viva la Mario Kart: Super Circuit