there is no redemption from the fate of "dota enabler"

"worst game of all time", according to Instruction Manual Ignorers. the reality of the situation is that it isn't even close to being the worst piece of software for the Video Computer System.

i don't get the overwhelming adoration for the NES port of tetris. i will disclose that this version is how i was introduced to the Four Blocks Dropping A Lot. something that, across all its forms, i've probably spent a collective 2000+ hours on, and will easily spend 2000+ more before my time's up.

but nestris... if i were to give in to the delusion we call "nostalgia" in a way that would relate to the Four Blocks Dropping A Lot, it would be for nestris.

i can safely say that i don't, it's stiff.

at high gravity you basically have to either keep your stack at around 1.5-2 tetrii prepared if relying auto-repeat+delayed auto shift, or induce repetitive strain injury by going all takahashi meijin on the d pad instead of the buttons. if playing at low gravity, you're probably not going to notice or care about how stiff it is. still more fun than guideline, but it's not the best (or the worst!) of the 4 versions of tetris on nintendo's 8-bit home console.

sure, one could argue for hours how about how inconsistent frame timing for auto shift delay and/or giving yourself RSI constitutes as some sort of nuance that tengen/atari tetris and tetris 2 + bombliss both lack, elevating it above all else, but at the end of alla that i'm just trying to drop four blocks a whole damn lot. nestris's stiffness and slow auto-repeat is certainly a challenge at high gravity. but more often than not, that challenge gets in the way of enjoying the dropping of four blocks a lot, in a manner that the challenge of TGM2&3's ever-shortening lock delay at 20g does not.

maybe i'll max it out some day. i doubt that my opinion would change after that. if i'm seeking nintendo's flavor of tetris, it will almost always be the game boy version.

ad_sepulcher on its own is the best use of the first person perspective in all of interactive media.

arcane dimension's worst map is about 5 times as good as plutonia's best map.

the only rhythm game i've ever loved

welcome to the island. everyone here wants to die. a grey maze awaits, twisting and turning over and under and back into itself, ready to kill you at any moment. brief moments of solace met with an unexpected scream. don't push yourself too hard, it's all there, it's all connected, somehow. stitch it together yourself. there's some friends on this island, some of them also want you dead. immaculate sound design. a bleak, fluid, tightly woven labrynth to lose/find yourself in.

for 20 years prior, what would eventually become service games amusement machine research and development no. 2 worked very hard developing driving and racing of so many varieties, for any tastes. almost every single one is a damn fine experience in their own right. this contains every single aspect of driving action they learned over the course of that period and then some, delivered efficiently in 5 minute bursts. keep the speed and slide when you need. don't stay running here!?

same energy as the time i was talking to a coworker about how i wanted to [redacted] and she was just like "well have you tried doing jumping jacks?"

shinobu yagawa is g-d's chosen programmer, actually.

a case study in irony poisoning. and Bubsy 3D (1996) is the more compelling piece of interactive art, to boot

You Know You Have To Have It

this is what five gee is gonna start doing to bitches

milestone basically made 3 of the same game (chaos field, this one, and karous) but with different presentation for each of them. this is the best one imo. more like zanac than anything else that has been in the arcade. lovably quirked up

world renowned mobile gacha game developer Computer Art Visual Entertainment Interactive Company, Limited. tried their hand at some mountain pass racing games. it is what it is, and what it is, is a very slidy racing game with negcon compatibility. competent, but not really exceptional. probably is less fun with a d-pad rather than the negcon.

its sequels, "togue max 2" and "togue max g" never made it to the west, probably because the north american cover (not pictured here, it is not "peak angle") of a japanese mountain pass driftyracing game had an image of a fucking chevrolet s10 pickup in racing livery taking up most of the booklet art???? atlus was absolutely on one back in those days. [edit: misinformation ahead] no pickup trucks here, and if there were any pickup trucks, it would be be a "Totoda HeyLox" or something. (EDIT: 9 months after writing this i have discovered there there is a [one] single pickup truck in this game, i wouldnt know because i just picked the thing that was definitely not an ae86 and went at it)

an early banger from g-d's chosen programmer, it kicks, it rips, you might rip your hair out too. a must play for folks who love your castled vanias.

first played on a CoolBaby 500-in-1 multicart

"haha car go crhsrhshfshdh" is the most atrophy-brained ass take i've ever seen on what is ultimately, the most thorough simulation of vehicles, not just their operation, i've ever seen. it has become the ultimate "going for a drive to clear my mind" simulator as far as i'm concerned, and it doesn't have the risk of death along with it. i haven't needed to get any racing/driving sim since i got this back in 2016, because it does everything it needs to and then some.

(the following is copy-pasted from my steam review, still relevant, still how i feel)

at some point in my lifetime, it is likely that the internal combustion engine and its use in transport will be phased out. beam.ng will likely remain the most complete simulation of such explosive machines and the deadly carriages of metal (or plastic if you're saturn), not just a simulation of merely operating them. the entire machine, and its hazards, simulated. by the time most pistons are replaced by massive lithium heaps that stop holding a charge after 3 years, beamng might still be around, possibly still in development. i will likely be dumping photosynthesized oils into a soot producer to get a nice 0-60 of 20 seconds, and still be just as enthused about the simulated machines in beamng.drive then as i was 5 years ago.