Makes a really strong first impression, but kinda starts running out of steam the closer you get to the end, with wholesale re-used assets and anti-climactic scenes back to back. I'm kind of impressed at how many character arcs unceremoniously got dropped; it feels like they wrote EVERYBODY out somehow. And that's a damn shame, because Hugh was so endearing. I don't think any of the characters in this franchise have ever been so ready to throw hands before him, and I feel like a kid with that much gusto deserved better.

I really liked what this had to offer gameplay-wise (though I felt the encounter rate got grating after a while), but as a followup to the surprisingly well-written story Black 1 had, this left a hell of a lot to be desired.

This game was unexpectedly incredible. I couldn't put this one down, I STILL go back to it over a year later.

This is the kind of game that has to be experienced a first time. I don't want to spoil anything for anyone who hasn't finished it yet... and it's quite interesting that this is one of the few shootemups that you won't want spoilers for.

All I can say, though, is that even past the initial shock factor of just how unbelievably cool the game's high points are, this game has offered so much in the way of replayability through its multiple weapon combinations, two ships, and significantly more robust co-op than the majority of other games in the genre that it's gotten me wondering why it isn't always like this.
Between the incredibly distinct and beautiful presentation, the impressively well-made soundtrack, a surprisingly compelling plotline, and a certain weapon you get that turns the entire game on its head, the game wowed me the first time and kept me coming back for more.

I can't recommend it enough. This game is brilliant, and it's a fine choice both for newcomers and veterans of the genre alike. If you aren't already into shootemups, this is the game that's going to change that.

Really stoked for when that next update drops. I'll update my review to be more thorough when it does.

I dunno. I love this game. I love all the little gadgets and weapons and fun little side things it has. It's on the easy side, but I've always been of the opinion that a game doesn't have to be difficult to be engaging and fun; as long as you maintain some modicum of mechanical depth and allow for a player to experiment, you'll have something really special.

Say what you will about the game, but the sheer amount of ways it allows you to play it through its weapons and its adaptors will always be what elevates this game to my favorites of the NES Mega Man entries.


Also, use the Power Adaptor! There's an awesome trick with it; the fully charged punch will plow through shields and knock back bosses, right? But the more precisely-timed half charge will deal more damage. If you get the timing and spacing down exactly right, you can just absolutely annihilate anything in your path, fuck using a weakness.

It's lovely. I wish the later games in the series still had stuff like that.

Best Dante design, great soundtrack, some of the ideas and environments are cool, I don't care. The game was alright, y'all are just being mean. There's worse.

I've been insisting that Trish is actually kinda fun to play as for ages, but no one else wants to beat the game twice to try it and they just take my word for it.

I only recently learned there was a code to unlock her from the start.

This game kinda makes you feel like when you get a bad subweapon in Castlevania by accident and waste the III


Except that's all the time, and you don't have a main weapon

I own a copy of this just to launch Swiss on my Gamecube

There's so much I can say about this game, but I'll keep it incredibly brief; this is one of the very few fighting games out there where I legitimately wanted to put the time into learning its entire roster.

Picked up the original game in around 2013, moved on to PS2 UM a few years later, and still playing now ever since the rollback update. I'm three characters away from being able to reliably win with random select.

I don't think I'll ever feel any less bad about being so late to appreciating SNK's games.

This game honestly blew me away with how fun it was.

It's a pretty simple concept. No stages, just bosses. Look for openings, counter attacks, and shoot the mechs in the weak points. Basically like Punch Out but with guns, right?

After Stage 1, the game starts to mix it up. Enemies will maneuver around to hide their weak points from you. Good aim and consistent firing will break off the limbs - and even weapons! - of your opponents, and their pattern changes accordingly to compensate for the firepower they lost.

The game really starts to play around with the idea of each boss constantly circling around to fire, and their methods of movement and attack being compromised after you damaging them. I was particularly blown away by Stage 4's boss; you fight it while falling down a mountainside, and it uses its jetpack thrusters to dodge around and fire rounds at you from every angle. If you shoot its thrusters out, it's in a straight freefall, throwing as many bullets at you as it possibly can without any regard for dodging.

You acquire bonus subweapons after each successful defeat; they're single-use, but they really dish out the damage if you can time them right. It's kind of busted and TOTALLY cheap, but goddamn, it feels good.

My only complaint was that it was really short and kind of easy, but sticking around after the credits roll rewarded me with a code to "let the REAL battle begin". After such a strong first impression, how could I refuse?

Fantastic. I didn't come in expecting much, but this is one of my new favorites!
More lightgun games need to give you charge shots, man.

I really liked a lot of the new takes on stages, and the two new bosses were a treat! Huge fan of the Energizer Bunny being in this one and having an attack that reminds me of a Mega Man boss.

Fell apart at the end though when they throw 3 bosses at you in a row that all have really stupid changes to be harder than in the original game. The final boss isn't even the hardest in the game, and that's really saying something if it took me nearly 20 minutes to kill it.

I should note that the final boss only killed me once. Its hitboxes were so finnicky that it just.... took 20 minutes. Sheesh.


Oh well. It's fine otherwise aside from that doodoo final segment, par for the course for low budget games I guess.

I love that there's multiple endings, none of which have proper grammar or spelling in their text scrolls

I've beaten this game a few times, but am not sure I could tell you what it was about

This game feels like a remake of an 80's arcade that doesn't exist. Constant pickups, one-hit deaths, defeating combos of enemies for higher scores, and bosses that don't have any I-frames? It knows what it wants to be, and it perfectly evoked the feeling of challenge and expectation of mastery like plenty of arcades before it. I suppose scoring high isn't necessarily everyone's thing, but it's hard not to recommend when it's so immediately enjoyable and short to begin with.

Love the graphics, love the controls, LOVE the boss battles; there's not really a whole lot of negatives I can think of besides wishing it was longer.

I've yet to give it another go on Hard which apparently has additional stages, but it really shouldn't take much time to finish even with that in mind.
Fuck that minecart stage though.

It's pretty!
It has one of my favorite SNES soundtracks!
Gooey's in it for co-op!
There's 6 unique animal friends!

And its levels are lame, with physics that feel loose as hell even just compared to Adventure. These negatives unfortunately outweigh the positives. Sad.

I still like it, but.... man. The game actually just feels like doodoo to play and Super Star is right there on the same platform

it doesn't have donovan in it :(

I don't have much to say about this game that hasn't already been said, I don't think. It's a Pokemon game and I'm 13 years late to it... but I do have a few things to say that aren't really connected, so I'll just say 'em.

N has what is probably the most uniquely compelling character arc in the entire series thus far, with a really unexpected payoff. I've not played anything past Gen 5, but I'm kind of scared to... because I know for sure they're gonna try and fail to capture this kind of vibe again.


My playthrough can be entirely summed up with "Gigalith is fucked up". Something's strong against the Pokemon I'm trying to train? Gigalith. Encounter rate getting me down? Gigalith. Underlevelled, stuck in a Trainer battle with better Pokemon and plenty of Hyper Potions? Good one- but unfortunately for them, Gigalith. My trump card was a literal fucking mountain, so it's not a huge surprise that no one could do anything about it. It was pretty great, so this is a great gen! That's the fun of Pokemon! Finding one guy that's your favorite of all the guys, then stomping all the guys that think they can beat your guy. I'm understanding that 100% correctly; if you disagree because spamming Rock Slide is "too easy" and I would be punished for it in a "good" RPG, you just don't get what Pokemon is about, man.


I kind of love how quaint the presentation of this game is. It's not particularly impressive graphics for 2010, but plenty of areas in the game take the time to zoom out and change camera angles, as if Game Freak themselves are going like "Look! We figured out how to do 3D! Look at this bridge! Look at these buildings! Isn't it great??" And y'know what, dude, it is pretty great. I'm proud of y'all.

Gen 3 was still better tho

One of the greatest competitive games ever made, no question about it. Simple to get into, and fun no matter how many times you play it. There is no universe where rapidly countering supers back and forth isn't cool to do AND exciting to watch.

Weird aside, but I don't know why Steve Miller is replaced by Beeho Yoo in some versions. I always thought Steve was the more charming of the two.

Guess they thought it was lame to have two English speakers. Which does make sense, I guess.