6 reviews liked by Jordome


A triumphant masterpiece of exploration, game progression, and atmosphere. It's easy to see why this birthed a genre (along with Symphony of the Night three full years later), but it's astounding how well it holds up. If, instead of releasing thirty years ago, Super Metroid had instead released this year, perhaps with better controls for weapon selection, dare I say it would still be one of the greatest games ever made.

Okay you might be asking who in their right mind would give an anime license warriors type game a perfect rating, even having it in their top 5 favorite games.

Simple: this game hits a perfect sweet spot for what it wants to be. Everything here just clicks together and scratches a very specific itch in my brain that no other warriors game came close to.

I love One Piece, but that is just a nice bonus here. It really is the gameplay, snappy presentation, and huge amount of content that keeps me glued to this game. Yes its dull, yes its repetitive... but that dopamine hit of defeating 400 enemies with one single attack just never gets old. Especially in couch coop where really all hell breaks loose.

I am fairly convinced that the greatness of this game was a happy little accident. Why else is the sequel to this game infinitely worse?

The SNES is actually a goldmine for amazing retro games, whether it's A Link to the Past, the Donkey Kong Country trilogy, Super Mario World, or the masterpiece that is Chrono Trigger. If it's on the SNES, you'll likely be playing a high quality game. The same can be said about Super Metroid, which is just an outstanding game from start to finish. It feels like they cranked everything by eleven to create what is rightfully called the definitive Metroid experience. The best part of this game hands down is the atmosphere. The environments and music compliment each other extremely well and it creates a lot of feelings of dread. The movement isn't entirely perfect since it can be a little clunky at times and the Space Jump is less lenient than ZM or SR but the game still plays pretty well overall. There's also a lot of secret things you can do with beam combinations and other techniques that really spice things up despite how niche some of them are. The game is pretty challenging, but it's fair overall. The only part that really troubled me was the Ridley fight in his lair which was really tough. The set pieces are also extremely well done and I love the storytelling without the use of words, mainly with the stuff revolving around Ridley, the baby, and Mother Brain. The finale surprisingly had a pretty emotional moment, at least for it's time and for something without dialogue. The music is also amazing, the Brinstar themes especially come to mind with how perfect they are, though there are some tracks meant to be more creepy due to the vibe and not catchy, but I don't mind that. The areas have a lot of visual cues of what to do like where to bomb and such, though there are some cases where it's pretty hard to tell. Still though, the experience was pretty fun and I definitely see why people love this game as much as they do. Overall, Super Metroid doesn't disappoint in any areas and serves as another quality SNES game and Metroid game.

One of the first (if not the first) Yu-Gi-Oh! game to have the official card rules. Pretty simple since it's early 2000s Yu-Gi-Oh! and not the ridiculously broken modern version.

Game plays fine but it's so slow at going through actions. There are 24 opponents to choose from. Most of them cheat knowing the def of your face-down cards. Also, it feels like everyone has mirror force. The bright side is the password system is great. Just input the real card number and get it with no strings attached.

Overall pretty fun if you're fine with older cards. Just requires many duels to unlock everything.

if you think this game “plays weird” and don’t get the hype i beg you to play 5 other NES platformers then come back, relax, and feel the lushness of the first true strand type game.

super mario bros is not the primordially simple jumping game it is often introduced as. platformers had ages to mature in the hypercompetitive arena of the arcade throughout the 70’s and early 80’s. aside from its understatedly elegant aesthetic, the ambition in SMB is in the elevation of movement from merely a mode of traversal to a gymnastic, expressive activity.

megaman, simon belmont, and ryu hayabusa are all transparently simple state machines— the amount of possible actions they can take is finite and countable. super mario bros did not invent momentum in platforming, nor was it the first to leverage the additional complications that a more involved system of movement entails. the friction between the player avatar and the ground. the acceleration from a dead stop to a full run. the short moment after taking your finger off the jump button before the character truly starts to fall. all the little intricacies and details compound to make mario a much more expressive vessel for a player to inhabit. what sets SMB apart is that the movement is honed to the extent it becomes even more natural than the comparatively simple systems of the above games.

mario’s body doesn’t literally move like the human form does, but negotiating the balance of a jump in mid-air, trying to establish steady footing on unhelpful terrain, and wheelin and dealing with newton’s first law in general are central to the human experience. in super mario bros, nintendo squarely refocuses the platformer from a cabaret of obstacles to a celebration of acrobatic motivity

and so, it became the bedrock upon which their castle was built

One of those 'you had to be there' games. When this was released it felt like coming at least two generations from the future. The graphics were beyond mind blowing.
However the legacy of DKC is not because of the graphics. It's because it's a fantastic game, one of the best 2D platformers ever. Although overshadowed by its sequel this remains a fantastic game. Plus the soundtrack is a killer.