8 reviews liked by corntook


Of the Mario Kart games I had played prior to this whole marathon I'm doing, Mario Kart Wii was the one I played the absolute least. I think the main reason for that is I got my wii in the latter half of 2010 and got this game for Christmas that year. However, next Christmas I got a 3DS and Mario Kart 7 and just never really went back to this one because the only time I was Mario Karting was on the school bus. Eventually 8 came out and that gave me even less of a reason to come back to this one. So it's been around 12 years since I last touched this game. As such, I gave this a 6 and thought it was just an average Mario Kart purely because I barely played it. Coming back to it in 2024 though, not only is it really great, it's my favorite Mario Kart I've played thus far in this marathon. I always thought I liked DS more overall since I had fonder memories with it but Wii is just more fun overall due to a couple things it did incredibly well.

The biggest and best thing Wii excelled at I think, is its new track selection. I honest to god don't think there's a single track I dislike. Maybe there's a couple tracks I think are just decent like Luigi Circuit or Mario Circuit but the track list is absolutely chock full of bangers. Mushroom Gorge, Toad's Factory, Coconut Mall, DK Summit, Wario's Gold Mine, Koopa Cape, Maple Treeway and this game's Rainbow Road. Those are just some of my absolute favorites but the rest are really good too. I know 7 and 8's original tracks already, and I've played through most of Double Dash's through other games in the series and also have seen the tracks that have not appeared in other games. With that said, I can say without a shadow of a doubt, Mario Kart Wii has the best selection of original courses out of every game in the series. The ratio of amazing/good courses is just too high for me not to claim that to be true. Either way, certainly a big reason this game is still a ton of fun to this day.

Something else this game did well was it's retro track selection. It may not be as good as 8's or even 7's for that matter, but it's leagues better than DS's I think. A big reason for that is half of the courses aren't from SNES or Super Circuit. And the ones that were, are a lot better this time around. Same with the Double Dash picks, Peach Beach is meh but Waluigi Stadium and DK mountain are awesome picks. The N64 picks are pretty solid too. Only one I think this game did dirty was DS. Peach Gardens and Delfino Square, while not my favorites from DS, were both pretty good. However, the other two courses are Yoshi Falls and Desert Hills which were some of my least favorites from DS. They could've picked some fan favorites like Waluigi Pinball or Airship Fortress but no, they picked some of the lamest courses. Hey, 7 actually had those two courses in its retro selection so I'll definitely be looking forward to them when I get to that game. Anyways, the retro selection could've been better but it's a big improvement from DS's selection.

The other big addition this game added was the trick system. Every Mario Kart after this one also has it too and there's a good reason why they've kept it ever since. It makes ramps that much more fun to drive off of, it's just super satisfying to shake the controller and see your kart do the most sick tricks in the air. Same with the half-pipe ramps which are an amazing addition as well. Honestly, they're usually slower than just driving if they're optional ones but courses like DK Pass or Bowser's Castle where they're pretty much mandatory (unless you have a mushroom) make those levels that much more fun to play and gives the game it's own identity since 8 did away with them (they are actually back in the Booster Courses but I haven't played those).

All this stuff is great and makes me enjoy this game a ton, but I do have a couple issues with this game that makes me like it less than 8 still. One of the biggest issues is the game's balancing. Another thing the game added was bikes which was huge. The developers must've had a huge hard on for them though as they're WAY better than any of the karts. The inside drift bikes especially are just too broken. So basically, there's two types of bikes. Outward drift and inward drift. Outward drift asks like a kart basically while inward drift makes it so as soon as you start to drift you can only drift sharply into the direction. Kinda hard to explain but if you've played the game you know. I remember hating inward drifting when I played this game all the way back in the day. Now though, I find inward drifting bikes to be a really fun and not nearly as annoying to use. However, like I said they're just too broken since you can cut corners insanely fast and also instead of getting a two stage mini turbo, you only get the one stage blue sparks but in turn you can perform a wheelie at any time by shaking the wiimote and that gives you a small speed boost. Because of all this, once I got the Mach Bike or Flame Runner, I just never used a kart or outside drift bike again just cuz there's no need to. 8 definitely fixed this cuz the balancing between the two is much better in that game.

A couple other issues I had was the item frequency and the battle mode being poor. The items can be super obnoxious in this game at times. I really don't know why but it's just super easy to get spammed with blue shells when in first. There were a couple games where I'd be hit by a blue shell like 7 times in one game. And plenty of times where I'd be hit by one and then hit by lightning, this game is just insane when it comes to it's items and sometimes it's just not fun. The battle mode I also remember not being that great back in the day. The courses were solid and all but the issue was you're forced to be on teams and cannot ever have it be a free for all. This is just lame and while it's not as bad as base 8's battle mode, it certainly isn't that far off. Also I was gonna say the bloom can really make the game look ugly or weird at times but honestly I got used to it pretty quickly and don't have much of an issue with it like I once thought. Still think Double Dash looks better than this game especially since some of the character models still aren't that great looking (not nearly as mad as DS tho).

I was also gonna say how it stinks to unlock every character because a couple of them require you to get a star or more on every cup(or just play and absurd amount of races) and the way to get star rank is a little weird in this game but I was actually able to do it in the end. Got one star or higher in 50, 100 and 150cc as well as unlocking every expert ghost time trial so I was able to unlock every character. Didn't feel like doing mirror mode though so I didn't get every kart but I feel pretty satisfied with what I did. Never unlocked a lot of stuff in this game back then when I played so it felt good to finally do so.

Overall, while I had some minor issues, this was easily the best Mario Kart game I've played thus far in this marathon. I'm super happy I redeemed myself with this game because a ton of my friends love it and I can finally see why they do. Really wish I played this more with my buds back in the day haha, ah well. Next up is Mario Kart 7 so look forward to that soon!

Played this because steam gave it out for free lol. And yeah I can see why it's considered such a classic and leap for the genre. Even now it feels really good to play! Especially when you use one of the good weapons to mow down aliens. I enjoy how difficult it feels at times but man after the desert level it takes a bit of a fall entertainment wise which culminates in a really shitty, if cool looking, finale.

Toem

2021

TOEM is a lovely game. You run around a variety of lovely environments, taking photos to solve some light puzzles. It's easily one of the best chill games I've played.
The soundtrack is excellent, the visuals are charming, and the story/writing is heartwarming. Highly recommend

Toem

2021

Oooooh, I love TOEM. It's the coziest, it's really fun, it's really charming, everything has personality, the little quests are great, being a completionist in it feels awesome too. Indie treasure.

Bad part is that there are only about 6 hours of gameplay (with the free DLC). I'd easily play 40. Something about these games that give you creative outlets, man. Operating a camera as you want it... Why is it so fun. Maybe I should do something with my life.

Brillant par son système de combat, son level desing, son histoire et son humour, un jeu très bon qui est sûrement l'un de mes favoris

Je préfère Mario Galaxy 1 de très peu, mais le 2 est dans la continuité du 1 et est toujours aussi exceptionnel.

With the fourth mainline/numbered entry in the Pikmin series, Nintendo have chosen to do everything in their power to make this the most accessible and content rich game in the series. For those familiar with the Pikmin series, Pikmin 1 and 3 followed a gameplay loop that saw you exploring areas to collect ship parts/fruit to get off a planet before a deadline hit, causing a game over. Pikmin 2 saw you collecting treasure with no time limit and exploring caves as well as the overworld for that treasure. Pikmin 4 follows more closely to the formula of Pikmin 2 while adding plenty of its own new ideas into the mix.

So the core gameplay loop of Pikmin 4 sees you exploring areas and using your Pikmin to collect items lying around the world to collect its sparklium that can be converted into fuel for the characters spaceship that will allow them to explore other areas of the planet and eventually return back home. The story premise is that Olimar has yet again crash landed on a planet containing Pikmin and needs saving, however the Rescue Corps sent to save have also crash landed and it's up to you, a newbie Rescue Corps member to save not only Olimar but the missing Rescue Corps members too. Yes, for the first time in the series you play as a self insert character who you can customise with a limited set of options (which is nice, the character creator is nowhere near overwhelming) that can be changed at any point once you unlock the option in the game. So in addition to collecting treasure, you will also be finding Rescue Corps members to carry back and as the game progresses, random castaways that have gotten stuck on this mysterious planet too. What's cool about this is every character has a profile card detailing a little bit about themselves and what they came to the planet to do, whether it's to research the plant life or do a documentary, there's a varied bunch of characters to meet. They all help flesh out the Pikmin universe too as you meet characters from many different planets like Hocatate and PNF-404 and it shows the Pikmin universe is so much bigger than we realised. These characters once saved can all be found in the new hub area of this game where they will offer side missions to complete like make 300 Pikmin bloom or discover a certain amount of creatures. They're nice extra challenges that help make the smaller tasks you do while exploring a bit more valuable.

Right let's get onto the gameplay itself and all the tweaks Nintendo have made. When Pikmin came to Wii the pointer controls were such a natural fit for the series that it was hard to see an alternate way of playing that was just as good. The Deluxe port of Pikmin 3 on Switch tried to replicate this using gyro aiming but unfortunately the aiming would constantly need reset due to how quickly it would drift. With Pikmin 4 being designed for Switch, Nintendo have opted for a lock on cursor that works pretty well (aside from a few moments where multiple things are next to each other and it's hard to pinpoint what you want). Gyro aiming still comes into play but is only active when whistling or throwing Pikmin meaning you don't have to constantly reset it and you still get to quickly move your aim when needed. They've added a much more dynamic camera this time allowing you to get pretty close to the action on the ground as well as pulling out far enough to get a decent read of your surroundings and you've got shortcuts you can add to the d-pad for stuff like items and character switching which is really nice. While it's not quite at the same heights as the pointer controls during the Wii/Wii U era, Nintendo have managed to adapt the controls of Pikmin into something that is very suitable for both the TV and handheld playstyles of Switch with little compromise. The game also begins with a pretty heavy handed tutorial to help those new to the series and make sure that everything is explained in detail. It interrupts the game a little too often for me as someone who has played the series before but I can understand wanting to make sure people understand how everything works.

The biggest new addition to the gameplay this time around is Oatchi, your very own space dog companion! Oatchi can be used in a variety of ways. The main one I used was as a ride. Oatchi can carry your character and all your Pikmin on his back which is really handy and helps eliminate one of the main causes of lost Pikmin for me: the stragglers at the back being crushed or caught by enemies. Of course there's still enemies capable of knocking you and your Pikmin off causing chaos and leading to lost Pikmin but it is really handy being able to gather them all onto Oatchi's back to try and keep them safe. Oatchi is also able to complete many tasks that Pikmin can like carrying objects and defeating enemies and through upgrades he can become immune to various elements and carry heavier items. Thankfully he doesn't negate the need for Pikmin altogether, he's more of a handy helping hand for dividing up tasks or transporting Pikmin across water who normally couldn't.
We also have a couple of new Pikmin types with the Ice and Glow Pikmin. Ice Pikmin are impervious to being frozen, can withstand cold temperatures and freeze bodies of water if you have enough of them. They can also freeze enemies when used to attack them making fights a lot less riskier but when a frozen enemy is defeated they shatter and you don't get a body to carry back and grow your Pikmin population. It's a nice approach to risk/reward design that also helps make the game a bit easier if you choose to.
Glow Pikmin are mostly exclusive to the new night missions in the game but can also be used in caves. These Pikmin are impervious to all elemental weaknesses other Pikmin have but can still be killed by enemies. They can teleport to your character when they are done with their tasks and at the end of a night mission for every 10 surviving Glow Pikmin you have, you earn a glow seed that can be used to spawn Glow Pikmin in a cave. They're pretty handy if your Pikmin population is thinning out while in a cave and you can't find any more around.

Speaking of night missions, these are tower defence style missions where you are tasked with protecting a Luminol or two to collect a medicine for some of the castaways that are suffering a leafy transformation. These missions see you using Glow Pikmin to collect star bits to carry back to the Luminol to expand their numbers so they can defend against the oncoming onslaught of enemies throughout the night. As they can teleport to whoever you're controlling you can quickly switch between Oatchi and your character to manage defending multiple Luminol. It's a nice change of pace from the main missions and keeps the game feeling fresh. I do think it would've been cool if they had multiple captains like in Pikmin 3 so we could defend 3 or 4 Luminols because of how fluid the switching is with Glow Pikmin but otherwise it's a solid game mode and it's nice being able to explore at night.

The bulk of your game time is exploring the beautifully crafted environments and collecting the various treasures available. Nintendo have made a couple of tweaks to the traditional Pikmin formula. First is the limitation of just 3 Pikmin types at any one time which helps making sure each Pikmin type can have a chance to shine as areas are designed with this in mind and will offer recommended Pikmin types to bring along. There might be a couple of times where you'll want to swap out for another Pikmin type to accomplish a task but for the most part the game is extremely well designed around this, and in caves it is possible to find Pikmin types outwith the 3 you brought in allowing you to play with a larger variety at once for a bit. I think this limitation works well for preventing people from becoming overwhelmed by the amount of Pikmin types to choose from as well as making sure the player has to strategise with a limited amount of resources. Also different this time round is starting with a limit of only 20 Pikmin at once. This can be expanded by finding Farlic onions throughout levels, increasing the limit by 10 every time until you hit the traditional limit of 100. I assume this was done to ease newcomers into the series and not overwhelm them and I think it works well. It's another item to collect and it feels good watching your Pikmin limit expand, being able to accomplish more tasks and fight stronger enemies as your army grows. Another gameplay addition is the ability to rewind time to undo mistakes. It's a pretty comprehensive rewind allowing you to go back to specific points or even all the way back to the beginning of the day. As an optional tool it's great for accessibility and while I tried to avoid using it, it did come in handy during the final boss encounter after having my purple Pikmin wiped out from trying to figure out how best to hit the boss.

There's a very well done balance between overworld and cave exploration that helps keeps both feeling fun and fresh throughout. The overworld has all the usual Pikmin puzzles to solve, walls to break down, tunnels to dig, etc and caves can be found throughout these levels. Caves act much like they did in Pikmin 2, hiding treasure to collect and holding some of the more difficult enemy encounters. These areas have been tightly designed this time, offering very puzzle box like experiences as you work your way through them. They also tend to house the rarer Pikmin types allowing you to add new Pikmin to your army. The caves this time are often around the 5 levels mark so you don't spend as much time in them as you do in 2 allowing a better balance between the areas you're exploring. I loved the caves in this game as they were very fun and tightly designed areas that offer fun puzzles to figure out with your Pikmin.

I've covered so much already but wait, there's more! As well as being able to find caves through the levels, there are new Dandori challenges and battles that can be found too. Dandori, as explained in game, is the art of organising your tasks strategically and working with maximum efficiency to execute your plans quickly and by gosh the game does mean that. The Dandori challenges see you given a set amount of time to collect every single object within a level. You start out with a specific set of Pikmin and must act quickly and efficiently to grow your Pikmin army as well as defeating enemies and clearing paths to collect every item. These challenges are intense and you cannot stop for a second otherwise you're going to miss the target score. These are so much fun and really test your quick thinking abilities as well as how efficiently and quickly your brain can spot how to divide tasks up to get them done. I absolutely loved these challenges and getting a platinum score on my first try was always a delight.
The Dandori battles see you take on a mysterious leafling in a split screen battle to collect the most points before time runs out. It's a bit more chaotic and you can use your Pikmin to mess with your opponent and steal their items from them as well as pick up the traditional Nintendo style multiplayer items to turn the tide of battle. This is also offered as a traditional multiplayer mode in the main menu and it does its job well but the chaotic nature of them leaves them feeling a bit less satisfying compared to everything else on offer.

So yeah, there is an absolute ton packed into this Pikmin, taking me well over 20 hours to get to the credits while 100%ing every area on the way and Nintendo is like you thought that was it? Nah, here's even more content providing one of the meatiest post games in recent memory. We got more areas to explore, a new mode that caters to those who loved Pikmin 1 and a set of Dandori challenges that really test your skills. It's incredible just how much content Nintendo has packed into Pikmin this time around and the way each game style varies things up keeps things fresh. Despite having 9 Pikmin types and Oatchi available to use, they somehow manage to make sure each Pikmin type still has a role to fill without feeling pointless. The story mode also alleviates one of my main criticisms about Pikmin 3 by making sure that every single type of Pikmin sees use. 3 saw purple and white Pikmin go unused in the main story while 4 makes sure everyone gets their chance to shine, particularly through the caves that usually have challenges designed around specific Pikmin types.

The game is just a joy to play and very chill for the most part with late game providing some of the challenges veteran Pikmin fans might be looking for. Aside from heavy handed tutorials and a little bit of jank with lock on aiming, I don't really have much to criticise with Pikmin 4. It's an extremely well designed game that manages to expand upon Pikmin in all the right ways while finding ways to appeal to fans that love the style of Pikmin 1 or Pikmin 2. The sound design is as great as ever, with every Pikmin making unique noises and having cute footstep sound effects that differentiate over different material and there's one boss fight in particular that blew me away with how it played with the music. And of course the game carries the series usual charm with every item having a few logs to go through along with the funny names. It's always fun seeing these characters try to figure out what exactly a GBA SP could be used for.

Pikmin 4 takes the series to new heights while maintaining a delicate balance to try and appeal to as wide a demographic as possible. Nintendo have nailed expanding the various types of strategic gameplay on offer while also making sure that everything is balanced as finely as possible. Somehow they have managed to make this most content rich Pikmin title and kept it feeling fresh throughout making this my favourite Pikmin title so far and one of my favourite games of all time.

What is the best version of Tetris? Depending on the kind of Tetris you’re used to playing, the answer to that question will vary wildly. If you grew up on the rigid simplicity of NES Tetris, you might prefer to stick with that version. There’s a passionate cult of devotees for each iteration of Tetris the Grand Master, for those that love the intensity of a finely tuned competitive arcade experience. If you’re more into style over gameplay, perhaps you’ll gravitate to the proto-vaporwave aesthetics of Tetris for the Philips CD-i or the sensory overload of Tetsuya Mizuguchi’s Tetris Effect. If for some reason you wanna stack blocks but you also want to get horny, there’s even a pirate game for DOS platforms called Porntris. With all of these different versions of the tetromino stacking game out there, who exactly is Apotris for?

The homebrew title, developed solely by Game Boy Advance enthusiast Apostolos, aims to provide a little something for everyone via a truly staggering amount of customization. Whether you want flashy visuals or the most utilitarian options for clarity, Apotris has settings that are likely to work for you. Ghost blocks and grid views are available to ensure that you know exactly where your tetrominoes will fall, or you can take the training wheels off entirely if you’d prefer more difficulty. You can play a traditional marathon mode, a timed sprint mode in which you clear a predetermined number of lines (by far the best mode for practicing speed and building muscle memory), or puzzle modes for testing your problem solving in unconventional stacking situations. There’s even a classic mode if you’re not particularly a fan of modern Tetris mechanics.

Apotris doesn’t manage to capture all the possibilities of Tetris; that’s impossible. But it comes closer than anything else has managed. It’s most suited to speed demons that are accustomed to modern Tetris mechanics—so unique games like the Grand Masters, Tetris Effect, or Tetris 99 will always have their niche—but Apotris does what it does better than almost any other Tetris game released after 2001, when the standardized guidelines for gameplay were written. I find myself reaching for Apotris whenever I simply want to play Tetris. It’s hard to overstate how impressive it is to establish yourself as the most solid option when you’re competing with hundreds of different games.