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?"

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!?

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.

the only rhythm game i've ever loved

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.

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.

"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.

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