this is my public service announcement that if you enjoy this, you will most certainly enjoy Tsumu! it's a Japanese PS1 game that plays incredibly similarly to this, except you're a forklift-certified hamster. I've included a short guide to get started on Tsumu's backloggd page if you're interested; there's hardly any language barrier to deal with so it shouldn't be too daunting.

feels like pure random chance if passes go towards the receiver or limp-dick themselves, but if the game's invisible coin flip decides you miss, you're gifted with a snes-crusty slice of fans half-headbanging half-imitating the travis scott apology video—so surely it's not the worst football game on this console. I also played this in Japanese which is a trip

at the start of this game I had yet to figure out that you needed to hold up to grab onto the rope and by holding down and jumping I somehow managed to warp through the ground to the end of the stage like it was a sonic zip. this marked the first and only good experience I had with this game. agdq hit me up

2020 is right because this game shuts you down and robs you of any happiness

bros crafted the most evil boss on a nintendo console by having you hit it not 3 times but 10! (I think; lost count after being shocked to my core it was not 3). cute little festive experience otherwise

1995

any fellow Zoopers out there: choose the PS1 or Saturn version! gameplay is far smoother and the dinky wannabe-educational-point-and-click music is superseded by sweaty minimal techno grooves.
a four-way intersection of color-matching that gets perhaps a bit too overwhelming a bit too quickly as squadrons of abstract shapes crawl, hungering for triangle soufflé. a simple audiovisual experience that locks me in a trance those rare moments I find myself In The Zone. it’s Zoopin’ time!!

shelving this indefinitely because it's very genius but doesn't click too well as a puzzle game for me. got up to The Great Tower and called it there.
for as simple as the systems on display here are, I don't think I can internalize them well enough to inherently know why I need to do what I need to do. only a few times did I feel like I was actually solving a puzzle instead of brute-forcing my way through all of the wrong solutions, and not once could I look at the start of a puzzle and understand how certain moves would result in it becoming solved. maybe this is a classic "I'm just too dumb to get it," but I felt too dissatisfied after solving puzzles to want to push forward any more.

all of y'all keep mentioning "hexagonal minesweeper" but all I could think of was the Punch-a-Bunch game from The Price Is Right

baby toys in the fifth dimension

yeah I never felt like I was really solving any of the puzzles here; either I was running through a section with common sense in hand or was bashing my head against a wall trying to get something to work

2001

those benches do NOT look comfortable but I suppose I'd be able to sleep on nails with save music that ethereal

to whoever decided you need to hold up or down instead of left or right on one of the analog sticks to turn in place: like, I get why it's like that, but you singlehandedly pushed this game from Personal Instant Classic to At Least It's Fun to Think About

I mean of COURSE I love the idea of this game but it's much more of a reaction time tester than it is a rhythm game which kinda kills it. if I had a nickel for every rhythm game with anthropomorphic animal characters that didn't quite deliver on the rhythm game front