- The premise of switching between a side scrolling action game and a civilization simulator doesnât really sound like it could work, but it worked really well in this case. Especially for such an early SNES title.
- City building mechanics are a little wonky, but you eventually get the hang of it. There is definitely a lot of reward in getting deep into this game and all itsâ menus and actually understanding it
- For some reason has a reputation for being kinda hard, but it really isnât. The controls take some getting used to, because you canât change direction while in midair. Some of the level design is also pretty brutal. But the continue system is very fair, and battery saves are supported.
- The narrative, character design, and music all go extremely well together. There are times before a big boss fight where the music cranks up that â80âs action heroâ feeling, itâs very satisfying.
- Nothing in this game is so complicated or cryptic that itâs hard to understand today. This definitely belongs on the list of âstill worth playing.â
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ActRaiser
(Completed on 13 Dec 2022)
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Legend of Zelda: A Link to the Past
(Completed on 28 Nov 2022)
- To be clear, this is only here because I played through ALttP. Iâve still never played Four Swords at all
- The GBA port of this game isâŠ. Fine. There are some really nice quality of life features, and it seemed like a couple dungeons were changed so that you canât get the game in an unwinnable state. And happily, nothing was cut from the original game; all the content from the SNES is here.
- But, the sound design is extremely, extremely annoying. Giving Link the same voice from OoT/MM is such a head scratcher. Of all things to change, why that?
- Not as annoying but very insulting: After you rescue the woman in the crystal at the end of each dungeon, she does her usual speech, just like on the SNES, but at the end of it, youâre prompted with the âdid you understand all that?â question, and have to select between âyesâ and ânot at all.â I understand that this is an OoT reference but I thought it was annoying every time I saw it.
- There are some areas in the later dungeons with puzzles which were clearly designed for having more vertical viewing area. For example, hookshot targets which were on screen on the SNES, but which arenât visible on the GBA. Same thing with some red/blue switches. There was probably no way around this, but it would seem a little unfair to someone playing this for the first time.
- I hate to just talk about the quality of this port and not say anything about the game itself, but surely everyone who wants to play this has played it by now. Itâs an abject classic, it has that status for a reason, and GBA weirdness around the edges does NOT make it less fun overall. It is still worth playing today.
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Super Mario Bros. 3
(Completed on 16 Nov 2022)
Nothing can possibly be said about the quality or content of this game. Everyone knows it is a masterpiece. For me, this and the original Legend of Zelda evoke such strong emotions, have such fleshed-out worlds, and feel so complete, it doesnât even seem possible considering the years they were released. Instead of trying to do some kind of âreview,â here is a description of how I did this particular run. I think this run strikes the right balance of fun, challenging, and not so time-consuming that you canât do it in one sitting.
- Complete worlds 1 and 2 as normal, and DO NOT FORGET to get all 3 whistles.
- In World 1-2, do the âinfinite livesâ trick if you think you might need them. This is the one where as Raccoon Mario, you can lure Goombas out of one of the âunlimited Goombaâ pipes, and bounce off their heads indefinitely. Repeat this enough times without touching the ground, and eventually they will become 1UPS instead of points. The Raccoon tail is needed so that you can slowly float down off one jump while waiting for the next Goomba to fall out of the pipe. In just 1 run, I was able to get my total lives up to 21 or 22 before the time got tight and I ran on to the end.
- Whistle locations reminder
- Whistle 1: World 1-3. Do the trick at the end where you drop through the white block, then run âbehindâ the goal area
- Whistle 2: World 1 Fortress. In the area with the leaf power-up, stomp the dry bones, run as far as you can to the right, then run left to build up P-speed. Fly up and to the right, off screen, and youâll land on a platform. Go as far right as you can, and youâll get to a door. Go in the door to find a treasure box with Whistle 2
- Whistle 3: World 2 secret area. Fight the Hammer Bros until you find the hammer. Use it in the upper-left-most corner of the map to reveal a secret path. Beat one more Hammer Bros in here to get Whistle 3. The group of Hammer Bros in the secret area are fireball bros, and I like to use a starman before going in here just to make sure there are no mistakes.
- After beating World 2 and landing in World 3, use a Whistle to go to the Warp Zone. From the Warp Zone, go to World 5
- In World 5, go as far as it takes to beat both Hammer Bros. If you want, you can also do a few more levels to rack up points, play the match game some more, and get more items. By this point, I was almost full of items and had to start dumping some.
- After at least beating both Hammer Bros in World 5, play the whistle 2 times. This will land you in World 8.
- Play through all of World 8 as normal. You should have plenty of lives and plenty of power-ups to get through it. For the really annoying fortress level, I used the Cloud to bypass it. For the really annoying fast-scrolling level (I think this is the hardest level in the game) I used one of my extra P-wings.
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New Ghostbusters II
(Completed on 30 Oct 2022)
- This is the Ghostbusters II game which was made by HAL Laboratories, and never released in America due to licensing problems. America got the Activision ones, which are in no way like this game
- Pretty short game, especially if you know what youâre doing. I did not know what I was doing at first, and kept hitting a wall at the next-to-last boss. The continue system is pretty brutal: If you lose 3 lives, 3 times, you have to start the entire game over. There is no form of checkpoints, saving, or password system. Fighting all the way back to the boss where I was stuck did get pretty annoying, but I have persevered.
- Note for posterity: There are 3 game modes for Easy/Normal/Hard, and I just played this one on Normal.
- The soundtrack to this game is WAY better than it has any right to be. I had to look up who was responsible, and of course itâs Jun Ishikawa. It looks like this was one of his earliest jobs at HAL. Heâs also still making Kirby soundtracks today, which is pretty cool. If not for the great music in this game, grinding back to the last place I got Game Over would have been a real chore.
- Itâs a shame there were no other Ghostbusters games made in this style, because it has a LOT of potential. Would have been nice to be able to collect items or powerups or flesh out the âexplorationâ aspect more. The only thing really to âcollectâ is points (there is a system where you get an extra life at certain points milestones). You do get bonus points for meeting certain conditions like clearing rooms fast though.
- Interesting footnote of history: When you clear a room, a giant white arrow appears onscreen telling you which direction to go next. Very forward-looking of the developers to include things like âaffordancesâ and âux designâ way back when this came out.
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Shadowrun
(Completed on 23 Aug 2022)
- If you are predisposed to be a fan of older sci-fi (Neuromancer, Blade Runner, etc), this game is extremely for you.
- Seriously, you will know within the first 45 minutes or so whether this game is âfor you.â
- Everyone knows there are TONS of massive, sprawling, story-driven RPGâs on the SNES; this one is especially ambitious, and I think it really works. In general, I like this setting more than, say, a high-fantasy type setting.
- When you first sit down to play this game, the first thing you will notice is how wonky the controls are. There is no papering over this. They are not good. However, stick with the game for an hour or so until you get used to the controls. The payoff is worth it.
- Itâs a good thing that story and exploration (and even a little grinding) is there to keep you going, because the pacing of this game is very strange. There is a âMagicâ mechanic that you donât get at all until the end game
- There is also a âcomputer hackingâ mechanic which is absolutely core to the end game, but which you arenât even able to do until youâre halfway there.
- Artwork, setting, and aesthetic are just perfect once youâve been playing for a while and you give yourself over to it.
- The named enemies (bosses etc) are all interesting, but other than that, there is not much enemy variety. In fact, this describes pretty much everything about the combat. Other than the last 2 levels, combat is never difficult, but that doesnât really matter because that isnât what this game is about. The only reason to grind for cash to get more armor and guns is because you want to go to new places to move the story along and find more information.
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Sweet Home
(Completed on 20 Jun 2022)
- Before I got started on this game, it was one of those things that I was always brushing up against, but never made direct contact with. A great many posts about the history of horror games cite this as one of the best early ones (predecessor to Resident Evil, etc etc)
- In addition, prior to getting started on the game, I was afraid (possibly due to the point above) that it would be kinda boring, or not hold up, or that the earlier-mentioned writers and youtubers and self-appointed âhistoriansâ were just wrong.
- As it turns out, those people are not wrong. This game is not just one of the great horror games. Itâs one of the best games on the platform, full stop. Someday, maybe Iâll go through and somehow tag these reviews to say which games legitimately, fully hold up today, and are not dragged down by the low tech consoles. This is without question one of those titles.
- The setting, style, music, colors & aesthetics are all completely successful in what theyâre setting out to do. I donât know whether the music came from the movie that the game is based on, but it works extremely well.
- Sweet Home is, however, asking a lot of you the player, in terms of learning curve. Not that the game itself is hard; the game play is completely fair, unlike a lot of these early games. But it is asking a lot in terms of learning the interface, how to control characters, inventory management, etc.
- Most of this is down to the fact that you are playing as 5 characters at once. You can move items around between them all, and group them up in different ways, because they each have a tool exclusive to them. Different groups of tools are needed for different puzzles. I was also ready to believe that this is a ridiculous gimmick which canât possibly work, but it becomes more and more important as the game goes on, until itâs something that (A) you can do fluidly without thinking about the controls and (B) you are strategizing for, all the time, in every little room you walk into.
- Some of the puzzles are definitely designed such that you can put the game in an unwinnable state. Character death is also permanent. But, you are allowed to save anywhere, and thereâs even a menu item for resetting to your last save, right there in the interface. You donât have to reset the console at all. Iâm assuming this means they plan for you to save before going in to a questionable situation, try a lot of different things, and reset if you fail. I like the system and it makes it feel fair; youâre never afraid to touch the wrong thing or go exploring in the wrong area just because the game expected you to âknowâ something that you in reality had no way of knowing.
- There are several English translation patches for this, and I donât know which one is considered the âbest.â I used the one which refers to the Amulet as âTool,â though I have seen versions which call it the âAmulet.â All translations seem to have their own advantages and disadvanteges; it doesnât look to me like thereâs a canonical one.
- You would think that an unofficial translation, and not having access to the manual, and the complicated interface would drag the whole experience down a peg or two, but it really just doesnât. Every little shortcoming (all of these old games have some obvious ones) is more than compensated for by the pure fun of it. This is one of the rare titles that I can see myself coming back to and playing through again (maybe Iâll put together some big Halloween bonanza this October?)
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Metroid II: Return of Samus
(Completed on 15 Jun 2022)
- This one took some getting used to at first. It has roughly all the same problems as the NES version (limited controls, and therefore odd ways of accessing your weapons), no map screen, etc, and in addition to those problems feels very âcrampedâ
- I would have guessed that the lack of color would make the world disorienting and make it hard to get around, but that actually isnât the case. Each area has a distinctive visual style, even in grayscale, and the music changes work well and communicate a sense of place.
- After you get used to that stuff though, this game absolutely rules. There are no real âbosses,â except the final boss. You just go from area to area clearing out all Metroids. Only when youâve wiped out all the metroids in one area, does the next area open.
- It seems like the creators knew that this was a portable game first and foremost, so this was an early attempt at making it easy to âpick up and play.â That is, if the areas you can access are limited, you can play the game in short bursts and not have to memorize some giant world and hold it in your head between play sessions.
- Apparently sub-3-hours is the time required to get the âgoodâ ending. Wish there was some sort of indicator you could check in-game that said total time spent; I probably could have worked a little harder and achieved that.
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Kirby's Dream Land 2
(Completed on 29 Mar 2022)
- When I started this game, I wouldnât have thought that I remembered very much, but that is totally wrong. Every level I struggled with as a child came instantly rushing back when I got there, it was a nice little nostalgia trip.
- I donât remember whether I beat this game back when I originally had it, but as an adult, I thought it was extremely difficult for a Kirby game.
- There might be some kind of New Game+ stashed in here somewhere, but I think I would need an entirely new file to get at it. I did something really dumb with this save file:
- Bonus content is unlocked at 100% completion and up.
- I am missing a total of 7% completion.
- 6 of that 7 % comes from the âBonus Stageâ challenges you can do in each boss room after you beat the boss itself.
- Trouble is, in order to get % credit for each one, you have to beat those bonus stages BEFORE you complete the mainline game.
- I did not know this; I thought I could finish the game (including the ârealâ final boss, from getting every rainbow shard) then come back and tackle the Bonus Stages later.
- WRONG. The bonus stages seem not to increase % completion at all any more. I beat one of them and the number didnât go up.
- Since there is no Bonus Stage on lv.7, the remaining 1 of 7 % comes from finding Girl Gooey in an Animal Friend bag.
- Anyway, my only complaint about this game is that the controls are a little wonky. I think itâs way too easy to accidentally push đŒ on the d-pad and end up in âflyingâ mode, which causes this whole cascade of problems:
- You move much slower than a jump
- To get out of it, you spit out air, which can damage the star containing the power you just lost (if you were trying to jump away from damage)
- The in/out animation takes forever to complete, so if you do it while trying to dodge something, you almost always get hit again
- I donât think that problem is due to the Analogue; I remember thinking the same thing about my original GB Pocket back in the day.
- Everything else about the game is really awesome. It has aged incredibly well; I would even hook this up to the Pocket Dock and play it on the big screen if I had the rest of the hardware.
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Legend of Zelda: Oracle of Ages
(Completed on 19 Mar 2022)
- I began this game from the Linked Game of OoS (completed 22 Feb, see note). It also spit out a Link code at the end, and Iâm pretty sure Iâve read that the only way to 100% everything is to play both games, both with and without Linked Game enabled. I doubt I will be doing this, but if I come back to these games in a few years, as I do periodically with Linkâs Awakening, I should play them in reverse order.
- Most reviewers seem to think that OoA is the better of the two games in this series, but Iâm not entirely convinced. This game has real problems; itâs hard to get around, the worlds of âpastâ and âpresentâ donât feel related to each other enough to form a coherent picture, and there is a lot of puzzle design which doesnât really boil down to âitâs hard,â but more âextremely inconvenient.â Jab-Jabuâs Belly is a great example of this last point. Unlike the OoT Water Temple, where the trick is knowing what to switch and when, the trick here instead is to not make a SINGLE wrong move with regard to a door that will close and lock behind you. If you do accidentally do this, your punishment is a shit load of backtracking. Zelda puzzles shouldnât feel frustrating in that way. When you get it right, youâre meant to feel like you solved something because you have a big brain, not that you got it right because youâre the best at obeying rote procedures.
- The passwords feature is really, really awesome. I was amazed over and over again at just how future-proof these games were. Plus, stashing away a few secrets and then revisiting Holodrum to go find them is a nice, relaxing way to break up some of the more grueling parts of the game.
- All things considered, the right way to do a Linked game is almost certainly to play Ages first, which I have not done here. Around halfway through the game, after having got the Master Sword and Red Ring, it starts to feel like you have this amazing arsenal of weapons, but nothing to use them on. Itâs not combat-oriented enough. Even most bosses canât be killed from slashing the sword, but rather by some âpuzzleâ that ends with âX hits,â where X is always the same regardless of weapon.
- I remember learning this 10+ years ago when I first owned these games, but I had forgotten it, and was again amazed: BOTH games offer access to ALL 3 animal friends, but the flute you get is locked in depending on which one of the animals you use to cross their respective areas. The areas also change based on which animal youâre riding, so really each game has 3 different potential world maps. In a linked game, you are locked in to whichever animal friend you got in the first game. Back in the Old Times, I played Seasons first, and ended up with Ricky because that was most obvious. Didnât have a clue that any other flutes were possible. Apparently, not much has changed, because I did that exact thing this time around, and was again surprised when I was reading a guide and was reminded that Ricky was an option, and getting a flute for a different animal was possible.
- Another example of strange design choices: I did not completely âfill outâ either map, in the Past or Present. It seems odd that this wouldnât be a requirement. My OoS file for sure has all of the real world, and all of Subrosia filled out. I assumed that was because it was required; thereâs lots of content, so they had to âuse the whole map.â I suppose my OoA file could have some gasha seeds or other small secrets stashed away in these blank squares, but it feels more like the reason for this is that everything is so dense. They could have spread it all out more, and forced players to cover the map in order to complete the game.
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Legend of Zelda: Oracle of Seasons
(Completed on 22 Feb 2022)
- This was the first game I beat on my Analogue Pocket. I should probably also write a review of the Pocket before I forget, but that isnât what this is about.
- It was surprising how much of this game I remembered from having it 20 years ago when it originally released. I do not, however, remember ever trying the âsecretsâ system at all. I do intend to use this one to play through Oracle of Ages though.
- I probably couldnât have ever fully appreciated this fact without having played so many other, earlier Zelda games (especially the original on NES) but the combat of this game is absolutely brutal. There are some bosses, and some rooms in some dungeons which are every bit as awful as the original. Itâs of course possible to again hang this on old man, boomer reflexes, but I absolutely died on several occasions and had to walk all the way back through a dungeon to retry some horrible room.
- But, in spite of all that, the final dungeon and final boss arenât hard at all. Granted, I carried in a L-2 upgraded sword AND the Ring given as a prize for killing all golden beasts AND a potion. But I still got it 1st try and this still surprised me.
- Not really sure how much of this game was Capcomâs responsibility vs Nintendo, but the soundtrack is incredible.
- From a technical standpoint, this game seems really advanced and must have been fairly late in the GBCâs life span. There are even rooms where enemies move so fast and are so numerous, that the frame rate starts slowing down. Hard to believe that was even possible back in the day.
- Itâs hard to write much else about the sounds and technical stuff because Iâm past the point on the curve where any of it feels like a ânew observationâ â Iâve played through Linkâs Awakening DX several times, and OoS runs on the exact same engine. It feels like walking around doing a different set of jobs in an extremely familiar world. There isnât anything wrong with this, but itâs hard to put into words.