My experience with this game was mixed to say the least, but I did still enjoy my time with it.

I kept thinking that I would probably drop this game but surprisingly I didn't. It was tough, and kinda cheap (there is no reason why two blue shells should be launched one after the other), but for the most part I managed to power through and get enough points to win the cups.

Normally I wouldn't want to compare a game to it's successor too much, but with how similar this is to Mario Kart 8 it feels hard not to.

This is the game that laid the groundwork for what a modern Mario Kart could be, this is where now series staples like gliders and kart customization were introduced, both of which have seen very little change since their inception. But there are still parts of the game that feel a bit rough compared to what is to come, especially from a single player perspective. The game can at times feel unforgiving (and even a little but cheap) mainly from things like the strict timing of boost starts and the low invulnerability time after getting with an item, but also from less tangible things like the player getting the short end of the stick when it comes to being repeatedly hit by items (also known as getting Karted) more so that what happens when an AI racer is in the lead (many a time it felt like no blue shells and lighting was getting used until I took 1st place).

Overall though I think this is still a fun Mario Kart game. But I'm not sure how easy it is to recommend it to play. What with Mario Kart 8 greatly improving the gameplay formula this title laid out, and with the Deluxe version of 8 in combination with the Booster Course Pass some of this game's best tracks are now available there (with a good chance of more being added in the final waves).

All I will say then is that if this game interests you then give it a go.

Not really much to say. It's a short Picross game.

My biggest gripe is that Picross Mode and Mega Picross Mode both have the same pictures.

This is a charming little platformer. It's a great one to play through to relax but still have a bit of a challenge.

Playing a Kirby game without copy abilities is a fun experience as it forces you to get up close and personal with enemies.

There isn't really much to say about Picross. It's a fun puzzle game.

One thing I want to say about this version is that the cursor doesn't feel as responsive as it should be, but that is something that can be adapted to.

A charming little game about exploring a world inhabited by little bunnies as another little bunny. This has some nice, low stress puzzles as you gather food before a blizzard.

This is definitely better than the previous SMS Remake.

For a start the game feels much better to control. I don't know if this is to do with the differences between Sonic 1 & 2 8-Bit, any changes to the controls or the increased focus on making additions to the level design, but the gameplay and level design mesh together much better here.

I still wouldn't recommend going Super once you have all the emeralds as you will blitz through these short levels in no time if you do. I also wouldn't say you need to play as the other characters, as the differences they have from Sonic & Tails don't change the gameplay all that much.

This version does a lot to make Sonic 3D Blast a lot more enjoyable.

I always thought the original was a decent puzzle platformer, but with this update storing your progress, tracking the Sonic Medals and adding a time attack mode it really fleshes out the game, making it feel like a mini-collectaphon.

Playing this game at 50-150cc is great, you can just jump in with a kart and character combo that you like and do fairly well if you are paying attention to the track and other racers. And each cc is a decent difficulty increase over the previous.

But 200cc is a different story. Kart and character are much more of an important factor, which wouldn't be such a problem if there weren't so many options to pick from. And the chaotic nature of the item system is much more of an issue as one bad hit can make or break a race.

Now I'm sure some people will consider this a skill issue but I don't play Mario Kart to obsess over stats and find the best racing lines, I play it to have dumb racing fun with a cast of colourful characters. I'm not gonna try and get better if I'm not having fun.

I would still recommend the game though. I had my fill with 50-150cc, just remember that 200cc asks a lot more from the player.

I will preface this review by saying that this game is NOT a replacement for the Master System original.

First off, the controls have been tweaked to be a bit closer to the Mega Drive game, which may sound good on paper but the faster movement and more precise jumping controls seem to result in the levels being too easy or hitting hazards you would normally avoid.

This is because of my second gripe with the remake, the original stages are not changed to accommodate the change in controls (I should add that some stages do have little extra sections in them but nothing that changes the overall stage). The original stages were designed around the controls so it just feels off.

My third problem is that the emerald challenge has been changed from finding the emeralds hidden in the stages to finding them in the bonus stages from the Master System original. This I feel removes some of the charm of the original and makes the game much easier as the levels were designed around the gameplay loop of having the player search for the emerald in each Zone. I don't even think the inclusion of Super Sonic is even worth the change, as he just exacerbates the controls issues and makes the stages even easier (which isn't helped by the fact that once you have all 7 emeralds you get given a giant ring at the start of each Act which is worth 50 rings.)

I should add that there are things I do like. I think the inclusion of 8-Bit demakes of the 16-Bit exclusive Zones are a nice touch, and as they are made from the ground up for this game they work better with the controls. I also like the fact that rolling into badniks has been made easier to pull off.

Overall I don't think this is a bad game. If you are looking for a fresh take on a classic favourite this game can be a fun time, just don't bother going super and resist the urge to grab the free 50 rings at the start of each Act when you have all the emeralds. I also think that if you don't like the slower pace and emerald hunting of the original title you might find something worthwhile here too.

Version 1.5

This is a great update to Sonic 1 Forever.

Amy (Forever Moveset) A great addition to the original cast with some interesting and unique movement options. I look forward to seeing how these moves can be strung together to move through levels quickly.

Amy (Advancesque Moveset): I wish I could say the same for this moveset. The lack of a spin isn't what I have an issue with, it's how you attack. You have two forms of attack, a double jump that has you spin the hammer around once (which is admittedly useful for hitting enemies just above you) and a forward dash, unfortunately this makes it hard to precisely hit enemies below you (especially difficult with enemies like Catakillers).

Golf: A fun callback to the J2ME game this has you play golf on nine holes spread throughout Green Hill Act 1, 2 and 3. A fun little distraction that shouldn't take too long to beat.

If you can play this game without motion controls it's really not that bad. And I would really suggest doing so as timing can be tight on some things just with normal button presses.

I didn't mind the whole mission structure of the game as, thanks to the level and skill system, it always felt like I was making progress. But I can see why some people think the story missions should be clearly labeled.

On the topic of the story I thought it was actually quite good, it was interesting seeing how Sonic behaves in a world that is different to his own. Can we all agree by now that for all but the most egregious games in the series that the "non-Sonic" stuff really wasn't that bad.

I'm honestly really mixed on this one. The first third of the game was great, I was having a lot of fun with it. The second third felt a bit too undercook and had a bit too much 2D platforming for a game that is meant to be so open, but still fun. And the finale was a bit rough, with pacing issues and departures from the platforming gameplay that were really jarring.

Other all though I did enjoy the game, just not sure if I would recommend it to people.

Style and substance is at the core of this mod.

At a quick glance it may seem like another skin mod but it is more than just that. The power boost for the drop dash and shields as well as the Super Rushes which replace the special rings (Doomsday is still accessible) really change up how you play, making the game much faster and exhilarating.

Whilst this game isn't the best complete fan game you can play (even it's own sequel is better) it is still well worth your time.

What I like most about this one is the way where you switch between Sonic and Tails per Zone. This allows for levels that take advantage of Tails abilities as they don't need to accommodate Sonic.

My biggest gripe is that the physics are a little bit off. Most notably when you hit a badniks from below as you will be shot towards the ground suddenly, this was still catching me out at the end of the game.