robohon
1997
Took me until almost 2024 to find out in the PSX MMX games you can just hold the dash button to always dash jump. Says a lot for the quality of the rest of the game — levels, weapons, soundtrack, sprites, background, CUTSCENESE — that I was expecting to enjoy this replay just as much as I ended up doing even without knowing the joys of holding down a button and chaining dashjumps to soar through the whole thing.
Bosses in general are too easy though: a joke w/X’s weapons pretty much across the board, and even as Zero only a couple are harder than most X3 and MMZ bosses once you actually learn when they’re vulnerable.
Bosses in general are too easy though: a joke w/X’s weapons pretty much across the board, and even as Zero only a couple are harder than most X3 and MMZ bosses once you actually learn when they’re vulnerable.
2015
Only got into it after leroy/fahk sadly. It's still good but community is kinda poisoned by that + pessimism for 8 + bad online + controller wars. Probably not on the level of mobas or other online team games (not worth playing so not gonna check), but hard to get excited for tekken 7 the way TTT made me want to become a god gamer back in the ps2 (not that I ever learned to play then either...)
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1993
This game is still really good don't get me wrong but I was surprised to find there were definitely ways I preferred Dream Land 1, example: double tapping to dash in Kirby is a mechanic I never liked in Kirby as walking always seemed mostly pointless with how slow it was, and it started here (later games would expand utility slightly by adding dash-exclusive copy moves, but there weren't any here so the result is a Kirby that feels way sleepier than before despite all the new moves). The initial implementation of copy abilities also seems to have come with the genesis of Kirby games' habit of having enemies not be on the screen until it's too late for you to avoid them. Presumably this is to ensure you don't hold on to one ability indefinitely or at least have to spend a little more time learning the levels to be able to do so, and it's not like it makes the game hard to complete or anything; it's still Kirby. However, in practical terms it means often getting the really fun abilities like Fireball really just results in not using them outside of bosses and single-screen rooms because you know there's too much likelihood that you'll zoom to the edge of the screen and spawn a waddle dee right next to you as you come out of the fireball, or one of those skull bombs will come on screen, fall, and explode all while you're in it. In Dream Land you didn't have these fun abilities but at least you didn't constantly feel held back. Also, swimming in this game sucks big time.
The other main issue you'll hear about with this game is the slowdown and it's pretty bad. Especially egregious before certain minibosses where it gives you a choice between Fire and Spark enemies to inhale and nothing else on the screen, and they slowdown the game every single time. It's hard to have faith in basically any of Kirby's abilities coming out when you want them to when you know that whatever is making you want to attack or jump is probably also causing the system to shit itself and drop your input. In that sense the game being easy and merely annoying is probably a good thing, though I don't really like the precedent it sets for later Kirby games (ie Triple Deluxe, which is slow without slowdown, easy, and barely even annoying -- all while clearly trying to follow the template set by this game).
Environments, music, art, minigames all heat though. Dedede's face trying to get Kirby not to use the Star Rod is hilarious. 3 hours well spent.
The other main issue you'll hear about with this game is the slowdown and it's pretty bad. Especially egregious before certain minibosses where it gives you a choice between Fire and Spark enemies to inhale and nothing else on the screen, and they slowdown the game every single time. It's hard to have faith in basically any of Kirby's abilities coming out when you want them to when you know that whatever is making you want to attack or jump is probably also causing the system to shit itself and drop your input. In that sense the game being easy and merely annoying is probably a good thing, though I don't really like the precedent it sets for later Kirby games (ie Triple Deluxe, which is slow without slowdown, easy, and barely even annoying -- all while clearly trying to follow the template set by this game).
Environments, music, art, minigames all heat though. Dedede's face trying to get Kirby not to use the Star Rod is hilarious. 3 hours well spent.
1992
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