MagneticBurn
2007
Childhood favorite that I've played at LEAST 8 or 9 times already. Admittedly the zone selection is a mixed bag; Marble Garden & Launch Base have too many 'gotcha' obstacles that completely impede pacing, and most of S&K's levels besides Mushroom Hill are too slow. I somehow always have a good time with this game in spite of that tho.
1992
2005
2000
Nice arcade fighter with all of capcom's aesthetic fixings. Gamplay is like a slower hybrid of SF and MvC, which works, but is admittedly not as snappy as those titles. PJ makes up for it with an amazing roster of wonderfully memorable fighters that each sport a hilarious amount of team attacks, each full of personality. It's great fun to just mess around with the huge roster and all the different things they can do.
2008
The lack of an Unlimited Continues mode on the DS port feels overly-punishing and disrupts the flow/accessibility that defined MS over other run-n-guns. On the bright side tho, MS7 is one of the easier entries in the series, and you can thankfully save between stages.
Gameplay isn't as good as 1-3 but it's better than 4-6 imo
Gameplay isn't as good as 1-3 but it's better than 4-6 imo
1999
1998
1999
It doesn't offer anything better gameplay-wise than any of its successors but I'm partial to its arcade-y feel and aesthetic. also the only smash game that really feels like a serviceable party game. there's just enough chaos without it ever feeling as over-saturated and bludgeoning as the later games.
1996
MK64 doesn't have the larger track/character selection of the modern games and its steering and rubber-banding AI hasn't aged well but it's still a wholly well-rounded package that's just as worthwhile to go back to, especially with friends. Simple fun with great charm and infinitely memorable sound direction.
1998
1995