483 Reviews liked by slibslime


Challenging, but extremely fair and VERY rewarding to play all the way through. Some of the most impressive visuals the Genesis/Mega Drive has ever churned out. Some of the coolest setpieces, mechanics and boss fights I've ever seen on the platform. There's so much to love in this game, man. A capital C Classic.

Slightly unnerved by the amount of setpieces this shares with Sonic 3 & Knuckles.

Around this point in time, say, 1990-1992, Konami, despite having plenty of successful titles under their belt, didn’t really have any kind of mascot to call their own. Yeah, they had plenty of successful franchises, like Castlevania, Contra, Gradius, and so on, but they didn’t have a main character that had that worldwide appealing factor to them, as can be seen with other video game mascots like Mario, Sonic, Mega Man, and Bub- I MEAN, UH………. Aero the Acro-Bat. Nice save there, Mega. But anyway, these characters were all the rage back in the day, so they figured that they needed to throw their hat into the ring somehow, and they managed to do so by not only creating a cute animal mascot to call their own… but also by giving them a rocket pack! This character would then get to star in the first of quite a few games known simply as Rocket Knight Adventures.

For the longest time, I had never played any Rocket Knight game before, but I REALLY wanted to, as it looked to be right up my alley. I am a big fan of these mascot platformers from back in the day, and it looked like it had the exact kind of chaotic energy that Konami usually put into their games back then, which I adore, along with charming characters placed right alongside it. It’s almost as if they made this game just for somebody like me! However, I still hadn’t checked it out in a long time, so I knew it was about time that I finally gave the series a proper shot, so I played through the first game, and yeah, it was just as great as I expected it to be. This is definitely one of the best mascot platformers that you can find on the Sega Genesis, giving you everything you could want from one of these games, mixed with a dash of Contra-level energy and craziness that makes it damn near perfect for someone like me.

The story is pretty decent for a game in this genre, where chaos erupts in the kingdom of Zephyrus, with the fair Princess Sherry being captured by the evil Axel Gear, along with a mysterious force seeking to reactivate the power of a destructive starship known as the Pig Star (hey, if Sonic can do it, so can this series), so it is up to Sparkster, taught in the ways of being a Rocket Knight, to set out to not only save the princess but also to stop the Pig Star from destroying everything, which is a story that basically decided to take the two most generic plot points for platformers from the 90s and combine them into one, which I can definitely respect. The graphics are wonderful, having plenty of colorful levels to travel through, accompanied with plenty of characters and enemies, Sparkster included, that have wonderful designs, the music is pretty great, having plenty of up-beat, yet still menacing-at-times tunes playing throughout the game, with this just being one of the many great tracks to be found here, and the gameplay/control feels just right for this kind of game, giving you plenty to work with for a typical platformer, while also mixing in plenty of fresh and exciting elements to help it stand completely on its own.

The game is an 2D action platformer, where you take control of Sparkster, go through a set of seven different levels spanning many different environments that range from peaceful and simple to deadly and chaotic, slash your way through many different enemies using your trusty blade or your rocket pack in many different situations, gather plenty of fruit to keep yourself healed throughout the journey, as well as extra lives for whenever you die (not IF you die), and take on plenty of large and insane bosses, each putting the player’s skill to the test in plenty of different ways. You have all the right ingredients for a fairly standard platformer present here, but then you have the standout elements that make Sparkster what he is, mixing them together with these standard elements, to end up with a concoction that provides a sweet and satisfying experience all the way through.

Sparkster himself does many of the typical things a platformer mascot should, such as running, jumping, and slicing down foes with a weapon of his choice, but alongside all of that, he also incorporates the rocket pack in with everything else, making for one of the best mechanics of the game. With this rocket pack, you can charge it up and launch yourself in any direction you wish, allowing you to not only speed along through plenty of different parts of the levels, but to also reach certain areas you wouldn’t be able to do so otherwise, and to cause MASSIVE damage to enemies and bosses while swinging your sword, and that shit right there ROCKS, I don’t care what anyone says. Mix all that with some other small, yet nice touches, like how you can hang onto trees and other platforms at some points, along with level gimmicks like going in and out of the background and high-speed cart segments, and Rocket Knight Adventures gives the player plenty of challenges to overcome with some kick-ass tools to boot, and it is a joy from start to finish in every way.

Not only that, but the game also makes sure to keep the gameplay fresh and unexpected as you go along, with there being plenty of sections and entire levels where it will change up the gameplay style to make things interesting. There will be plenty of instances where you will be continuously rocketing forward, taking on a horizontal shmup style, slicing down many things flying in your way, dodging plenty of projectiles coming from all over the place, and taking on plenty of bosses along the way. It doesn’t do anything too crazy with these segments, certainly not to the level of actual shmups out there, but it manages to be refreshing and fun enough to where you can definitely get behind it a lot of the time. If all of that wasn’t enough for you, how about an entire boss fight of the game where you control a GIANT ROBOT, swinging punches at Axel Gear, who is also in a giant robot, in an over-the-top game of Rock ‘Em Sock ‘Em Robots? It isn’t necessarily the best segment in the game, but it does still manage to be fun and fairly tricky, to where when you manage to take Axel Gear down, you feel like you truly triumphed over a hard foe.

And speaking of triumphing over a hard foe, that belatedly leads onto one of my only real criticisms for the game as a whole: it is REALLY HARD. In the good ol’ classic Konami tradition, this game will not hold any punches, sending plenty of enemies and hazards you way at any chance it gets, some that can even insta-kill you if you aren’t careful, and you need to react accordingly and carefully in these situations, otherwise that rocket knight suit will be donned by nothing other than a rotting marsupial corpse. Granted, there are plenty of difficulty options that can help you make things easier for yourself, but once again, this is a Konami game, which means that not only will you not get the true ending by playing on certain difficulties, but the amount of lives and continues that you get vary greatly depending on which difficulty you choose, mostly not in your favor. Also, this may be just a little personal grievance, but I think the final level gets a LIIIIIIIITLE too trigger happy with its bosses, as you have to go through, like, five or six of them before you have truly beaten the game, even during sequences when you think you are truly save. Again though, that might just be me.

Overall, despite how brutal it can be and the final level dragging things out further than they needed to be, I can’t believe I didn’t try out any of these games sooner, because this first entry manages to get just about everything right, having wonderful and charming visuals, a soundtrack full of bangers, incredibly fun and satisfying gameplay, and that classic 90s Konami insanity that I just can’t get enough of. I would definitely recommend it for those who are a big fan of mascot platformers, as well as those who are looking for more games from the Genesis to play, because if you haven’t given this game a shot yet, then you, my friend, like me for most of my life, were truly missing out. And hey, it’s even coming back in a brand new collection, so that means you will have very easy means to try it out!............. unless you wanna play it right now, in which case, if you aren’t willing to go out and find a copy for yourself, yar-har-fiddly-dee it is.

Game #569

fun for the first 3 hours then it all falls flat

The first Phantasy Star on the Sega Master System was a surprise to me. Maybe it's a feeling I had that because it was the oldest one in the series on an earlier console it would be bad? It's dated in many ways but bad? Not even close. Impressive art, music and technical feats on the system made it a really fun little game. The second Phantasy Star title is equally a surprise to me but literally in the polar opposite direction. I assumed because it was on the megadrive it and a sequel it would be an improvement on everything laid before it.

I was wrong.

I actually kind of actively hate this game and I just didn't expect that going in. The story starts with an interesting premise. Set 1000 years after Phantasy Star the Algol star system is ruled by a super computer called Mother Brain that has made every decision for it's residents. Controlling everything to make their lives easy but when something goes wrong they are not equipped to deal with it. As an agent of the governor you are chosen to find out the cause behind a new wave of monsters appearing due to Mother Brain not taking action. I like the idea a lot of people becoming too dependent to act on their own though the game never feels like that in the actual world.

The 80s/90s anime sci-fi visual design is still quite striking. Characters have mixture of, knives, boomerangs, magic, laser swords and plasma pistols in a mixture of high fantasy and sci-fi. It's a great blend the game works well cohesively with the character designs of shoulder pads and big hair dos with obvious Star Wars influences. Whilst I like the art and atmosphere I did find it actually less impressive from a technical standpoint than it's predecessor. The dungeons losing their first person view into the more traditional top down exploration with that was disappointing though, but that's the least of the dungeons problems.

They. Are. Terrible.

Initially they aren't too bad but as the game progressed further and further my drive to continue lessened with my progress. Each dungeon is a giant sprawling maze filled with warp points zooming you from floor to floor. It's full of unrewarding dead ends and twists with no in game map to help you navigate the labyrinthine nightmares. It's no wonder on release the game came with a guide book with a walkthrough and maps, they knew. I followed an online walkthrough in the end because I couldn't see myself brute forcing through without one. At one point the guide describes a new dungeon you come to as: "The first floor has no less than 69 chutes leading up to the next floor (No, I'm not kidding. There really are 69 chutes. Stop laughing.)" and many later are even worse. In an interview in 1993 whilst promoting Phantasy Star IV the game designer Kotaro Hayashida discusses Phantasy Star II and when asked about the dungeons he is translated as stating:

"Another issue was related to the dungeons, which were created by a new employee. Because he was new, he put a ton of effort into the maps and kind of overdid it… the game became more about the complex dungeons than anything else. I think you really see that on the Dezolis dungeons. They were really well done, and when Chieko Aoki saw them she didn’t want all the new employee’s work to be for naught, so we ended up using those maps… albeit with some mixed feelings. They contributed to the latter half of the game being unbalanced"

I agree with this though think Phantasy Star II being generally unbalanced from the get go. Due to the huge twisting warping bland looking dungeons and encounters every two steps the amount of combat in the game is kind of staggering. The amount of experience you get from them though is pitiful to the point that grinding and battling over and over just to gain one level up that does little towards improving your overall strength made the experience of playing extremely tedious. (Fans have created a double money, double experience hack due to this) I was even using fast forward playing this on the Playstation 4 Megadrive collection so god only knows how it would have felt at the original speed. To compound matters the games combat feels slightly unwieldly but to it's credit also a little ahead of it's time in some ways. There is a button to fight where the party will just auto combat each turn. In between you can manually select orders to the team to make them use spells, items or defend but it means going through extra menu steps each time unnecessarily. The menus generally feel kind of poorly implemented and equipping items, giving them to each other or using healing spells outside of battle was irritating every time. Despite all of this I did continue on as I wanted to see all the game had to offer only to reach an ending that actually made me think all the effort flat wasn't worth it.

In the same interview mentioned above on shupcompilations they discuss the game originally being made on the Master System then changed and ported in an extremely short amount of time. It sounds like it was a miracle and hard work the game came out at all to which I respect them greatly. I'm glad I finally finished the first RPG released on the Sega Megadrive and such a pillar of gaming history I was missing. It doesn't change my opinion though that Phantasy Star II is actually pretty poorly designed and not actually very fun to play.

As a Sega fan, retro gaming fan and RPG fan, this hurt to write. Half a star for the art design though, especially the cover art. Hitoshi Yoneda's work is stunning.

+ I like the story premise.
+ The ingame art design and promotional artwork is wonderful with a blend of high fantast and tech heavy sci-fi.

- It has possible the worst dungeons of the nearly 150 JRPGs I have played. Extremely tedious. Every one made me want to quit.
- It's a huge grind but feels unrewarding with it.
- Story is generally unsatisfying.

absolutely hates women and denies them any personhood at all but simultaneously tries to be a critique of impotent men who hate women and deny them their personhood

IT FAILS REAL BAD!!!

A real shame because some of the satoshi kon-esque psychological imagery can be fun and the puzzle gamplay is devious and interesting.

The transphobic stuff is just repulsive and sad. The fact that this game was branded as some dark and cerebral adult drama that analyzes relationship dynamics is a pathetic joke. There's less nuance here than a Two and a Half Men episode.

u/Vincent32 • 1 week ago

AITA for cheating on my wife and then moving out to space without her?

The songs are genuinely good here, especially the frog reggaeton/Shaggy rapper’s song, so much so that I’m not going to mention Daffy slamming his penith in the car door or Batman watching his parents die even once in this whole review. Also this cartoon dog rapper and his talking flower girlfriend is probably the most I’ve ever cared in my life about a straight dude trying to get out of the friendzone

Probably not ever going to play it for real though, the YouTube video I watched was an hour and change long and it included all the times the guy lost. He even said in the comments shit like “😭 I’m on an emulator and the lag is impossible 😭😭😭 if you don’t like it I’d like to see you try it 😭😭😭😭😭😭😭😭.”

Stuck with this slack-jawed pawn with bug eyes. There's literal stink lines trailing off of him and he keeps rubbing blood from his diseased gums on the dungeon walls.

For some reason the game runs at 20fps when he's around, please advise.

The real Pokémon Mystery Dungeon.

Panzer Dragoon Orta is another one of those games I mostly remember hearing about in magazines. It received a lot of praise at the time, but being as it was an Xbox exclusive, it was forever out of reach like other well-regarded classics of that generation, like Jet Set Radio Future and Blinx the Time Sweeper. You have no idea how much I longed to play Azurik: Rise of Perathia, there was a whole universe of games just beyond my grasp!

Unlike JSRF and its own predecessors, Orta is actually fairly accessible today thanks to the Xbox marketplace, and used copies are still reasonably priced. I've been thinking of grabbing one as recent delistings has inverted my prior (psychotic) belief that I need digital backups of all my physical games. Gotta cover all my bases, I need to be able to play this grungy-ass port of the PC version of Panzer Dragoon whenever I'd like, that's important.

In any case, it's nice that I finally got to check this game off my list after 20+ years of thinking "I really should play Panzer Dragoon Orta," and I'm happy that it lived up to years of continued hype. Orta feels like a culmination of Panzer Dragoon's narrative and mechanical ideas, borrowing from all three previous games in one way or another to create what I think is the most fully realized entry in the series.

Obviously, Orta models itself after the on-rails entries rather than continuing down the turn-based RPG path laid out by Saga. That's not to say it jettisons all of that game's identity, of course. Orta is similarly narrative heavy and makes good on Saga's world building and storyline by focusing on Azel and (presumably) Edge's daughter. Look, it's a little hard to say, Azel just downloaded some DNA and I'm not about to check the file properties on that. Orta also borrows from Saga's positional combat in a way that feels very naturalistic, so much so that I had to question if it was present in Zwei.

Speaking of Zwei, the dragon yet again has the ability to grow over time, but no longer does so based on end-of-level scores. Rather, it changes shape in real-time when enough power-ups are collected in a given form to advance it to the next stage of its evolution. This feels like a natural progression from Zwei, and though the effect might seem quaint today, that level of skeletal deformation and changes to texture mapping is one of Orta's most impressive features. Being able to swap between different attack types also adds a layer of depth, and the deeper into the game you progress, the more rapidly you'll find yourself flicking between forms in order to manage different enemy types. Though I found this a bit overwhelming initially, once you find the right flow and develop an eye for what enemy types you need to counter, it feels pretty good.

Unfortunately, I live in an imperfect, shitty, fucked up world where a sequel to Saga and the overall health of the franchise was solely dependent on how well Orta performed. Since then, we've gotten a remake of the first game that released 18 years after Sega put the series on ice, and people tore it apart for reasons I still can't quite wrap my head around. I think it's safe to say the book is closed on Panzer Dragoon, and that's a shame, but I do think Orta is a good note to go out on. There's no cliffhanger ending here to weigh down on me, though Orta's story is left open, and the gameplay is so tight and refined that I'm not left with a sense that they needed one more game to get things right.

Sometimes you just gotta be grateful for the Panzer Dragoons you got.

When you're four years old, you're the biggest dumbass on the planet. You're a big stupid poo poo head. Any other idiot could walk up and pretend to pull a quarter out of your ear, and you'll be amazed and stop cleaning your ears out of fear of losing anymore quarters coming out of them.

When we came home with Sonic & Knuckles, I was astonished at this supposed new abra kapocus-hocus kadabra bullshit that has warped time and space to allow Knuckles to appear in Sonic 2. Woah, what are you doing Knucklehead, this is Sonic's game!! Not no more! The dumbass wheels in my dumbass kid brain started turning, then they started hitting the thick mud that made up the majority of my head and began digging up dumbass ideas that only a child with no concept of how things work would think of. I could make Knuckles appear in Sonic 2, clearly that means I could make Sonic characters appear in other games too! Alright Sonic, we're playing some goddamned football! Then what do you know, I get greeted with "NO WAY!" on the TV screen and become dumbfounded and insulted.

What do you mean you don't wanna play Joe Montana Football?!? What are you? An idiot?! I thought you were cool Sonic! I'm tired of my best friend stabbing me in the back. You think I'm playing? Sonic, I'm not playing. I'm gonna rip your head off. You're supposed to be my friend!

Flying Battery Zone solos the entire Mario franchise.

I was tricked into thinking the game has gay sex and romance until last week.

Fuck you Vanillaware

This is a comfort game for me. I love the monster designs of the Dragon Warrior world. And getting them, raising them and breeding them to make more powerful ones is like Pokémon, but with monsters you care about (shout out to my boy Treecko though).
Procedurally generated dungeons filled with all sorts of weirdness.
You know what? Now I want to try and make a stupidly powerful
Sabrecat. It’s been a while since I’ve played.
Let’s go!

What an extremely chill little game. It's not interesting enough for me to make time for a full playthrough of it now as an adult with 800 other games to play, but as a kid looking for a simple little comforting game to grind away at on car trips and the like, I would have loved this.