This was another game I decided to revisit due to not having played it in so long while also being in a very Metroid mood lately. Having gone through the NES version recently, I can see where some of the old criticism comes from in regard to losing the atmosphere and exploration of the original game as you're often simply told where to go. The very existence of the map undermines the original's labyrinthine feel but I'm not so sure it's a net negative as it effectively futureproofed itself. It's a testament to Super Metroid's formula that so many games after still adhere to that sort of structure but with their own flavor. Zero Mission is no exception and feels quite modern all told. The additional cutscenes and story elements serve this as well. I think it might lean just a bit too hard into that stuff (and to be honest there's not much there really) but there's some satisfactory payoff to it all and leaves the game much closer to what Metroid has ultimately become versus what it once was.

I'd played this some back in the day but had never finished it as I'd inexplicably found myself stuck and/or lost in a fairly linear game (something a quick glance at the instruction manual would have clarified had I had one in my possession.) Coming back to it now was fairly eye-opening after long since been Metroidvania pilled to an extreme. I'd really expected this to play closer to NES Metroid instead of being the prototype of so much to come. The game itself is extremely straightforward but that's befitting of something on a battery powered portable system. The emphasis on the hunt in lieu of exploration was certainly something I'd forgotten about as well. Given the short length of the game even by series' standards, I can see myself coming back to this now and then. If there's any criticism to be offered, it's probably centered around the metroid evolutions acting as mini-bosses throughout. While typically not a challenge, I was jump scared twice by them in general play and quite anxious against an Alpha that I finished with my last missile so perhaps they're fine as is. I'm looking forward to the opportunities opened up to me after having completed this as AM2R and Samus Returns both await.

Neat bit of nostalgia that starts off relatively fair before devolving into quarter munching in the back half of the game.

An old favorite I was simultaneously eager and tentative to revisit, I was surprised how well it holds up. At its core, it's just a little action game with short stages and a ton of bosses but the game really shines in the rebirth mode where replaying the game and exploring stages is tied directly to the narrative in a way rarely seen and that was never fully perfected until Hades came out. Beyond that, still a blast to play, especially since it lends itself to small play sessions as befitting of a portable game. All the Tezuka stuff is just icing.

Of all the Pixel Remasters, this felt like it benefitted the most from the glow-up. Lots of little missing things and an easy xp curve from launch was fixed to make something quite a bit more satisfying to play nowadays. I've a soft spot for other versions but the PR OST for IV elevates the game quite a bit with some of the best tracks of the entire PR series and this will likely be my go-to version in the future unless I'm feeling curious about an older release.

(NSO Version)

After finishing Fusion and in anticipation of a future Zero Mission release on NSO, I figured I'd run through OG Metroid for the first time which led to me giving this a quick playthrough and I'm still amazed just how great the game remains to this day. A case can be made that other metroidvanias might do something here or there better but this remains the most complete package when it comes to this sort of game.

(NSO Version)

Decided to give this a whirl after Fusion and was pleasantly surprised. I'd bounced off of it for years but something finally clicked where I'd realized I'd seen Metroidvania maps time and time again such that I didn't need one to navigate once I got going in this. I consulted a couple things online to figure out where the ice beam and varia suit was but the game was immensely satisfying after I finally reached Tourian. Zero Mission remains a much more accessible version of Samus' first outing but it was really neat to explore how much influence the progenitor exerts to this very day.

I randomly bought this on release and finished it then (albeit one of the bad endings) but put it on the backburner to see how the game would mature with future patches. I was pleasantly surprised to see it had quite a bit in the ensuing three months or so. At launch, it had some questionable design decisions that were at odds with what one would expect from a metroidvania such as pitfalls that resulted in game over, attacks that overcommitted as you couldn't cancel the animation, and a bizarre decision to force backtracking in the endgame while permanently blocking certain routes. Thankfully, much of this has been addressed and the game feels quite at home in the genre now. There are still minor quibbles with character balancing, boss balancing, and so on but the devs seem committed enough that I'm certain the end product will be something they can be proud of and something that'll be quite fun for anyone picking this up. I figure I'll be back for more in the future between wrapping up achievements or simply finishing the game with the other two characters I hadn't used yet.

Definitely an acquired taste, it's something of a favorite of mine nowadays. If Dragon Quest was the series that maintained tradition, Final Fantasy's constant reinvention is the delightful opposite. I think this game was a bit too ahead of its time though despite it leading into Saga. It's quite playable via the Pixel Remaster lineup but, as I've been told, it's mostly a reasonable approximation of II proper. No doubt I'll seek that real experience out down the line.

Great little game that I remember more fondly than I actually found it to be but not by much. The small chunks of gameplay seem to work well as a design decision for a portable console like the GBA but ventures into the realm of handholding outside of it. I'm certain I heard complaints of such back when it was new but this seemed like a necessary evil. That said, I did put the game down for a month or two and picked right back up where I left off thanks to this so perhaps that's utility in that aspect yet.

Fun little game that should grow into something great as both official support and the PC mod scene matures. It's definitely something I'll leave installed to fire up and play a match or two at times. I also had some fun with Road to Elite and would like to see this expanded upon with maybe a year 2 or year 3 of AEW to run through instead of just year 1. Of course, some sort of long term universe mode would be great too. A general booker mode would be nice too and I wouldn't be surprised we see something like this down the line despite this skewing more arcade than sim. I suppose the greatest praise I can offer is I bought the Elite Edition and didn't feel like I wasted my money. Looking forward to Stadium Stampede and beyond.

Gave this a quick runthrough in the SF6 Battlehub and it was definitely nostalgic but I'd clearly forgotten how rudimentary it is compared to modern games (it's over 30 years old at this point so par for the course) but still had some fun. Later editions are the way to go but sometimes it's nice to go back to the source.

Neat concept with an oddly compelling sense of urgency since the game's central conceit dictates what you can and cannot do in the immediate future due to your condition. Between the handful of achievements and the various difficulties, it's surprisingly replayable as well.

Amusing concept with excellent execution. It really is fairly cathartic to devastate the city and the base timed mode makes for some score attack fun. It's a concept that could be greatly expanded upon as well or even reskinned as some sort of 'Kaiju Simulator' that would probably attract a new audience.

Classic run and gun that's just a joy to play despite how hectic everything gets. Top tier sprite work that's worth the price of admission on its own.