This sounds like a step up from Championship Pool for 16-bit consoles. Same idea in terms of options, though I don't know anything about unlocks. Just that there are a variety of games to play. The SNES port doesn't quite feel like concrete, though I admittedly don't play pool enough to gauge how good it feels when compared to real life.Markies wrote: 18. Maximum Pool (SDC)
I beat Maximum Pool on the Sega DreamCast this evening!
Maximum Pool has been a staple of my life for several years now. A friend of mine get together every Saturday and either play Pinball together or play video games together. We have a staple of always starting the evening with Tetris and Dr. Mario followed by whatever sparks our interest for the evening. A few years ago, my friend picked up Maximum Pool for the Dreamcast and that became our game to play right after Tetris and Dr. Mario. Both games are usually laid back and its a great way for us to talk about the past week along with preparing ourselves for whatever big game that was coming up next. We would always play one style of pool, but the game had multiple styles of billiards available. So, since the game is incredibly cheap, I decided to pick it up for myself and try them out on my own. Since I needed a quick game to beat in my new house, I figured this would be a perfect opportunity for a relatively easy beat.
I have played several different types of Pool games in the past and they never felt quite right. I remember playing one on the Genesis and it felt like the balls were made out of concrete. When I started playing Maximum Pool, it really felt like I was playing Pool. The balls would jump off the table if you hit them too hard and they would bounce and interact with balls like they normally would and should. The game does offer some variety in the tables. With instructions for all the tables, it is very easy to pick up and learn the games.
Unfortunately, the game does not offer much to it. There is only a handful of tables with many of them being unlocked behind beating the Computer Characters at higher difficulty levels. Also, there is full motion video of the characters talking to you and that gets really old, really fast. Finally, some of the games made it very difficult for you to foul as the game complains to you of your mistake. With levels of frustration from missing a shot, this would only exacerbate the annoyance of the moment.
Overall, Maximum Pool is a solid and competent pool game. It offers a little variety to make you want to play it every now and then as it really satisfies that itch to play Pool as we live in a time period where Pool Halls are disappearing quite frequently. If you love a game of Billiards, then this game is worth the price.
Games Beaten 2019
Re: Games Beaten 2019
- PartridgeSenpai
- Next-Gen
- Posts: 3173
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2019
Partridge Senpai's 2019 Beaten Games:
Previously: 2016 2017 2018
* indicates a repeat
1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *
21. The Legend of Zelda: Link's Awakening DX (GBC) *
22. The Legend of Zelda: Oracle of Ages (GBC) *
23. The Legend of Zelda: Oracle of Seasons (GBC) *
24. Yoshi's Island (SNES) *
25. Super Mario World (SNES) *
26. Super Mario RPG (SFC) *
27. Kaeru No Tame Ni Kane Wa Naru (GB)
28. Final Fantasy VI (SFC) *
29. Final Fantasy IV (SFC) *
30. Final Fantasy V (SFC)
31. Final Fantasy III (Famicom)
32. Mother 2 (SFC) *
33. Mother 3 (GBA) *
A game I played the English patch of nearly a decade ago, it was high time I return to Mother 3 to see what the original Japanese was like. Mother 3 not only held up in my memory as a game definitively better than Mother 2 (Earthbound) in every way, but also it exceeded those expectations and is a really wonderful piece of storytelling with some really clever design both narratively and mechanically. It took me around 27 hours, and I played on the Wii U Virtual Console (the game is very pretty on a TV <3 ).
First off, the mechanics of this game aren't THAT different from Earthbound, but they move the bar just enough to take it beyond the "Dragon Quest clone with a slowly raising/lowering health gimmick" status that Earthbound largely occupies. Mother 3 introduces a "heartbeat" system that allows the player to combo basic attacks by tapping the A Button repeatedly in time with the music, almost in a "Earthbound meets Rhythm Heaven" kind of way. This doesn't seem like much, but it has a fairly ingenious way of working together with the slowly raising/lowering health gimmick. Where previously spells whose animation were the most dangerous threat to how quickly you could potentially heal a dying party member, now the player can actively CHOOSE to continue a combo or stop it prematurely to try and rush down an enemy or save that teammate before they bleed out.
This system has some problems, the largest being that it's entirely up to the player's intuition on what beats of the background music the combo can be executed and some are VERY unintuitive and difficult to figure out. Given that the game seems largely balanced around the player having some skill at this system (granted I beat the game as a kid never using it, so it's not impossible to do), this can make certain boss fights or even normal enemies FAR more difficult than surrounding enemies or successive bosses that just happen to have a background track easier to time the beats to. Faults aside, the heartbeat system makes combat far more engaging, and really encourages the player to get into the fantastic musical score of the game, which has to be one of the best on the GBA (which you'd hope for a game that came out 2 years after the DS did).
Speaking of the music, this game has some incredible presentation. Cutscenes are blocked with care, and some of the most important (especially one near the end of chapter 1) are some of the most impressive conveyance of emotion and atmosphere that I've seen in a 2D game with no voice acting. Similarly, this game brings back a lot of visual motifs and music from the other two Mother games (mostly Earthbound), and while sometimes it certainly feels like it's there just for familiarity's sake (like the cave theme), other times it is used in a fiendishly clever way to convey the atmosphere of a scene (like the introduction to chapter 4). The Tazmily theme is also used in a variety of ways throughout the game to convey different meanings, and the game overall uses the theme of the "uncanny" to great effect.
I will be posting another blog post in the future entirely dedicated to narrative analysis of Mother 3, so I will keep comment on the story here brief. Mother 3 has a very well crafted story. The main characters actually feel like characters, and even Lucas' characterization, while brief, feels meaningful to the plot. However, it is not without its missteps. Aside from naming and presentation decisions for the "Magypsies" done in impressively poor taste, Mother 3 was originally going to be a much longer N64 game, and it shows. The game's last half disrupts much of the pacing and vignette style of the first half in favor of rapid fire globe trotting that doesn't add much to the characters. This leads to many major themes' presences getting very confused and tangled up among new minor themes, and an overall feeling that there was originally more to this story. That said, what is there is a damn good story for an RPG that tackles some quite dark themes with good taste, and even the Magypsies are actually treated quite well as characters within the narrative (their main problematic elements coming from their contextualization within the narrative, and not so much from their treatment within it).
EDIT: I totally forgot to mention about the game's difficulty. While the game certainly seems balanced around the heartbeat combos being used well, if you do use them, the whole game has a really well done difficulty curve. The difficulty never felt outright unfair or just rushing through enemies to kill them before my health ticked down like so much of the last of Earthbound is. It's a pretty hard game, but it rarely feels outright unfair. There are a couple proper horrible enemies and one not very well explained boss fight, but the game on the whole is consistently challenging in a way that feels fair, fun, and engaging.
Verdict: Highly Recommended. Mother 3 is a truly impressive sequel. It manages to not only improve on the groundwork laid by its predecessor but also add in so much on top of that it could be its own franchise on top of that. It is a damn shame that this game never got officially localized, and I cannot recommend the English fan translation enough for those of you who love Earthbound (or JRPGs at all) and are willing to go through downloading a GBA emulator and installing the translation patch.
Previously: 2016 2017 2018
* indicates a repeat
1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *
21. The Legend of Zelda: Link's Awakening DX (GBC) *
22. The Legend of Zelda: Oracle of Ages (GBC) *
23. The Legend of Zelda: Oracle of Seasons (GBC) *
24. Yoshi's Island (SNES) *
25. Super Mario World (SNES) *
26. Super Mario RPG (SFC) *
27. Kaeru No Tame Ni Kane Wa Naru (GB)
28. Final Fantasy VI (SFC) *
29. Final Fantasy IV (SFC) *
30. Final Fantasy V (SFC)
31. Final Fantasy III (Famicom)
32. Mother 2 (SFC) *
33. Mother 3 (GBA) *
A game I played the English patch of nearly a decade ago, it was high time I return to Mother 3 to see what the original Japanese was like. Mother 3 not only held up in my memory as a game definitively better than Mother 2 (Earthbound) in every way, but also it exceeded those expectations and is a really wonderful piece of storytelling with some really clever design both narratively and mechanically. It took me around 27 hours, and I played on the Wii U Virtual Console (the game is very pretty on a TV <3 ).
First off, the mechanics of this game aren't THAT different from Earthbound, but they move the bar just enough to take it beyond the "Dragon Quest clone with a slowly raising/lowering health gimmick" status that Earthbound largely occupies. Mother 3 introduces a "heartbeat" system that allows the player to combo basic attacks by tapping the A Button repeatedly in time with the music, almost in a "Earthbound meets Rhythm Heaven" kind of way. This doesn't seem like much, but it has a fairly ingenious way of working together with the slowly raising/lowering health gimmick. Where previously spells whose animation were the most dangerous threat to how quickly you could potentially heal a dying party member, now the player can actively CHOOSE to continue a combo or stop it prematurely to try and rush down an enemy or save that teammate before they bleed out.
This system has some problems, the largest being that it's entirely up to the player's intuition on what beats of the background music the combo can be executed and some are VERY unintuitive and difficult to figure out. Given that the game seems largely balanced around the player having some skill at this system (granted I beat the game as a kid never using it, so it's not impossible to do), this can make certain boss fights or even normal enemies FAR more difficult than surrounding enemies or successive bosses that just happen to have a background track easier to time the beats to. Faults aside, the heartbeat system makes combat far more engaging, and really encourages the player to get into the fantastic musical score of the game, which has to be one of the best on the GBA (which you'd hope for a game that came out 2 years after the DS did).
Speaking of the music, this game has some incredible presentation. Cutscenes are blocked with care, and some of the most important (especially one near the end of chapter 1) are some of the most impressive conveyance of emotion and atmosphere that I've seen in a 2D game with no voice acting. Similarly, this game brings back a lot of visual motifs and music from the other two Mother games (mostly Earthbound), and while sometimes it certainly feels like it's there just for familiarity's sake (like the cave theme), other times it is used in a fiendishly clever way to convey the atmosphere of a scene (like the introduction to chapter 4). The Tazmily theme is also used in a variety of ways throughout the game to convey different meanings, and the game overall uses the theme of the "uncanny" to great effect.
I will be posting another blog post in the future entirely dedicated to narrative analysis of Mother 3, so I will keep comment on the story here brief. Mother 3 has a very well crafted story. The main characters actually feel like characters, and even Lucas' characterization, while brief, feels meaningful to the plot. However, it is not without its missteps. Aside from naming and presentation decisions for the "Magypsies" done in impressively poor taste, Mother 3 was originally going to be a much longer N64 game, and it shows. The game's last half disrupts much of the pacing and vignette style of the first half in favor of rapid fire globe trotting that doesn't add much to the characters. This leads to many major themes' presences getting very confused and tangled up among new minor themes, and an overall feeling that there was originally more to this story. That said, what is there is a damn good story for an RPG that tackles some quite dark themes with good taste, and even the Magypsies are actually treated quite well as characters within the narrative (their main problematic elements coming from their contextualization within the narrative, and not so much from their treatment within it).
EDIT: I totally forgot to mention about the game's difficulty. While the game certainly seems balanced around the heartbeat combos being used well, if you do use them, the whole game has a really well done difficulty curve. The difficulty never felt outright unfair or just rushing through enemies to kill them before my health ticked down like so much of the last of Earthbound is. It's a pretty hard game, but it rarely feels outright unfair. There are a couple proper horrible enemies and one not very well explained boss fight, but the game on the whole is consistently challenging in a way that feels fair, fun, and engaging.
Verdict: Highly Recommended. Mother 3 is a truly impressive sequel. It manages to not only improve on the groundwork laid by its predecessor but also add in so much on top of that it could be its own franchise on top of that. It is a damn shame that this game never got officially localized, and I cannot recommend the English fan translation enough for those of you who love Earthbound (or JRPGs at all) and are willing to go through downloading a GBA emulator and installing the translation patch.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
- PartridgeSenpai
- Next-Gen
- Posts: 3173
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2019
Partridge Senpai's 2019 Beaten Games:
Previously: 2016 2017 2018
* indicates a repeat
1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *
21. The Legend of Zelda: Link's Awakening DX (GBC) *
22. The Legend of Zelda: Oracle of Ages (GBC) *
23. The Legend of Zelda: Oracle of Seasons (GBC) *
24. Yoshi's Island (SNES) *
25. Super Mario World (SNES) *
26. Super Mario RPG (SFC) *
27. Kaeru No Tame Ni Kane Wa Naru (GB)
28. Final Fantasy VI (SFC) *
29. Final Fantasy IV (SFC) *
30. Final Fantasy V (SFC)
31. Final Fantasy III (Famicom)
32. Mother 2 (SFC) *
33. Mother 3 (GBA) *
34. Hebereke (Famicom)
This game has always looked interesting, and I needed something to distract me from how bad I am at Sutte Hakkun's puzzles, so I decided to play through this game today. It's a little short, as you could pretty easily get through it in a couple hours, but it wasn't a bad use of 500 yen on the Wii U VC.
Hebereke (localized as Uforia) is a very odd little Metroid-like game where you go around as the titular character, a weird little humanoid chicken with a knit cap, and find a series of friends (O-chan the little girl in a cat suit, Sukezaemon the sunglasses-wearing ghost, and Jennifer the angler fish man) with different ambulatory powers to let you get through areas you couldn't before as well as charge abilities that provide a similar gating effect to later areas. It's got a silly sense of humor and very cute graphics.
Now, at first, I didn't realize you could jump on enemies because you need to hold Down while you're in the air to stomp. Otherwise you just land on them and get hurt. This seems like an utterly unnecessary design choice, but it's there. Once I learned I could actually fight the enemies that were kicking the crap out of me, I started to have quite a good bit of fun with this game. It's far easier than Metroid or Kid Icarus, as you find a map and a compass quite quickly. It's not a super easy game that any kid could breeze through, but any veteran of NES-era platformers should not have a very difficult time with this game. The hardest part is remembering where the obstacles are on the map so you can go back to them once you have the right power/character to get past them (I had to look up where one particular item was because I had forgotten where on the map you went to to get to it).
Verdict: Highly Recommended. It's a bit short, but Hebereke (Uforia) is a well designed game that plays great. It could really use some kind of save points rather than a password system and/or a way to recharge your health to full easier, but those are really minor complaints. If you're looking for a fun and not too punishing action adventure game on your NES, this is a good one to pick up if you don't spend an arm and a leg on it.
Previously: 2016 2017 2018
* indicates a repeat
1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *
21. The Legend of Zelda: Link's Awakening DX (GBC) *
22. The Legend of Zelda: Oracle of Ages (GBC) *
23. The Legend of Zelda: Oracle of Seasons (GBC) *
24. Yoshi's Island (SNES) *
25. Super Mario World (SNES) *
26. Super Mario RPG (SFC) *
27. Kaeru No Tame Ni Kane Wa Naru (GB)
28. Final Fantasy VI (SFC) *
29. Final Fantasy IV (SFC) *
30. Final Fantasy V (SFC)
31. Final Fantasy III (Famicom)
32. Mother 2 (SFC) *
33. Mother 3 (GBA) *
34. Hebereke (Famicom)
This game has always looked interesting, and I needed something to distract me from how bad I am at Sutte Hakkun's puzzles, so I decided to play through this game today. It's a little short, as you could pretty easily get through it in a couple hours, but it wasn't a bad use of 500 yen on the Wii U VC.
Hebereke (localized as Uforia) is a very odd little Metroid-like game where you go around as the titular character, a weird little humanoid chicken with a knit cap, and find a series of friends (O-chan the little girl in a cat suit, Sukezaemon the sunglasses-wearing ghost, and Jennifer the angler fish man) with different ambulatory powers to let you get through areas you couldn't before as well as charge abilities that provide a similar gating effect to later areas. It's got a silly sense of humor and very cute graphics.
Now, at first, I didn't realize you could jump on enemies because you need to hold Down while you're in the air to stomp. Otherwise you just land on them and get hurt. This seems like an utterly unnecessary design choice, but it's there. Once I learned I could actually fight the enemies that were kicking the crap out of me, I started to have quite a good bit of fun with this game. It's far easier than Metroid or Kid Icarus, as you find a map and a compass quite quickly. It's not a super easy game that any kid could breeze through, but any veteran of NES-era platformers should not have a very difficult time with this game. The hardest part is remembering where the obstacles are on the map so you can go back to them once you have the right power/character to get past them (I had to look up where one particular item was because I had forgotten where on the map you went to to get to it).
Verdict: Highly Recommended. It's a bit short, but Hebereke (Uforia) is a well designed game that plays great. It could really use some kind of save points rather than a password system and/or a way to recharge your health to full easier, but those are really minor complaints. If you're looking for a fun and not too punishing action adventure game on your NES, this is a good one to pick up if you don't spend an arm and a leg on it.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2019
117. Castlevania: the bloodletting
Castlevania: the bloodletting is a fan game that draws its name from a cancelled sega 32x game. There were actually plans to release a castlevania game on segas failed attachment but it was cancelled for obvious reasons, and the several of the members of the team went on to make symphony of the night. This game takes place between rondo and symphony and has you playing as richters son, harker belmont.
The graphics and playstyle of this game are clearly inspired by rondo of blood. Although the assets are mostly new, this game definitely
looks like it could have been a direct sequel to rondo, even enemies that are not in rondo are drawn using the graphical style of rondo which is pretty cool. In addition to looking like rondo this game also retains the moveset of rondo, that means you can only whip straight, there are no double/triple shot power ups for sub weapons, there is an item crash move unique to each sub weapon, and you have a backflip and a slide. Also, this is a linear classicvania, not a metroidvania like sypmphony.
One of the cool things about this game is how they force you to use the backflip. If you ever played rondo or x you could have easily beat it without ever even knowing the backflip or slide exists but both moves are useful, and even necessary to beat this game. This game has several pits that are too far for your normal jump, the backflip takes you much farther and you need to know when you can jump a pit vs when you need to backflip over it. It is a cool dynamic that adds a lot to the platforming in this game. The slide is only necessary for one jump in the game, but it is extremely useful in quickly evading enemy attacks and getting to a better position in boss battles. In addition to these new navigation tools the whip arc is more pronounced in this game, when you whip you can hit enemies directly above you and directly behind you. The hit boxes for these frames is small but it is incredibly useful. For example, when you are climbing stairs and there is an enemy at the top you can lurk at the top of the stairs and safely bash the enemy before they can hit you. Learning these hitboxes exist and how to use them comes in handy far more than I originally thought.
Speaking of boss battles, there is a boss at the end of every level and one thing of note in this game is that often you need to whip an enemy 2-3 times to take off one block of life. What this means is you can't just mash whip and win against any boss like you often can in some castlevania titles. Bosses require you to learn their patterns and fight carefully.
There are 8 levels in this game, and the difficulty tends to be in the higher side. You are given 5 lives before you need to continue but if you want to cheat like me you could go into the data file(notepad format) and edit your lives to 99, this means you will start the level with 99 lives. This doesn't make the game easier but it does mean that you won't have to replay long difficult sections when you lose a life. The game is tough, very fast paced, and a lot of fun. It will constantly keep you on your toes and ,every difficult castlevania trope you can think of is in this game, falling blocks, flying medusa heads, dick enemy placement, its all here.
The soundtrack in this game is beyond top notch, there are a few new tracks, but the soundtrack is mostly heavy metal mixes of old castlevania music which is just completely amazing and matches the franticness of the gameplay. Also, when you are fighting draculas final form, sephiroths theme music is playing which really makes the fight feel epic.
I absolutely loved this game, but there are some issues you should know about if you want to give it a shot:
1) there is no way to configure your gamepad, the game does support gamepads but it locks you into a control scheme where a = whip, b = jump, x = subweapon y = item crash. In additon to this it only works with the analog stick, and does not detect the d pad. This is not how I usually play games so it did mess me up. I also tried disabling the gamepad and using joy2key but that didnt work. Its not terrible, you do get used to it but it definitely was an early game hurdle.
2) This game is buggy, there were times I would have to reboot the game when it freezes(it does save your progress so you never need to replay the whole game) and then times where weird things happen. Stairs in particular are buggy and sometimes I couldn't walk up or down stairs until I jumped first which is weird. I also would run into situations where I was invincible on stairs, I eventually learned to use this to my advantage. As weird as it sounds you eventually get a feel for what will bug out the game and learn to somewhat play around it. There are also times when your movements lock up and then you have to die to get control back. These issues are annoying and almost made me quit the game.
Thing is, despite these issues I kept wanting to play more. The amazing soundtrack and challenging levels made me really want to play this game, so I suffered through the random glitches. I'm glad I did, I had a ton of fun with this game and if your a fan of CV and want something new it is worth a playthrough but the random bugs and glitches will annoy you, and the difficulty level will stress you out, but it is definitely a solid game.
Castlevania: the bloodletting is a fan game that draws its name from a cancelled sega 32x game. There were actually plans to release a castlevania game on segas failed attachment but it was cancelled for obvious reasons, and the several of the members of the team went on to make symphony of the night. This game takes place between rondo and symphony and has you playing as richters son, harker belmont.
The graphics and playstyle of this game are clearly inspired by rondo of blood. Although the assets are mostly new, this game definitely
looks like it could have been a direct sequel to rondo, even enemies that are not in rondo are drawn using the graphical style of rondo which is pretty cool. In addition to looking like rondo this game also retains the moveset of rondo, that means you can only whip straight, there are no double/triple shot power ups for sub weapons, there is an item crash move unique to each sub weapon, and you have a backflip and a slide. Also, this is a linear classicvania, not a metroidvania like sypmphony.
One of the cool things about this game is how they force you to use the backflip. If you ever played rondo or x you could have easily beat it without ever even knowing the backflip or slide exists but both moves are useful, and even necessary to beat this game. This game has several pits that are too far for your normal jump, the backflip takes you much farther and you need to know when you can jump a pit vs when you need to backflip over it. It is a cool dynamic that adds a lot to the platforming in this game. The slide is only necessary for one jump in the game, but it is extremely useful in quickly evading enemy attacks and getting to a better position in boss battles. In addition to these new navigation tools the whip arc is more pronounced in this game, when you whip you can hit enemies directly above you and directly behind you. The hit boxes for these frames is small but it is incredibly useful. For example, when you are climbing stairs and there is an enemy at the top you can lurk at the top of the stairs and safely bash the enemy before they can hit you. Learning these hitboxes exist and how to use them comes in handy far more than I originally thought.
Speaking of boss battles, there is a boss at the end of every level and one thing of note in this game is that often you need to whip an enemy 2-3 times to take off one block of life. What this means is you can't just mash whip and win against any boss like you often can in some castlevania titles. Bosses require you to learn their patterns and fight carefully.
There are 8 levels in this game, and the difficulty tends to be in the higher side. You are given 5 lives before you need to continue but if you want to cheat like me you could go into the data file(notepad format) and edit your lives to 99, this means you will start the level with 99 lives. This doesn't make the game easier but it does mean that you won't have to replay long difficult sections when you lose a life. The game is tough, very fast paced, and a lot of fun. It will constantly keep you on your toes and ,every difficult castlevania trope you can think of is in this game, falling blocks, flying medusa heads, dick enemy placement, its all here.
The soundtrack in this game is beyond top notch, there are a few new tracks, but the soundtrack is mostly heavy metal mixes of old castlevania music which is just completely amazing and matches the franticness of the gameplay. Also, when you are fighting draculas final form, sephiroths theme music is playing which really makes the fight feel epic.
I absolutely loved this game, but there are some issues you should know about if you want to give it a shot:
1) there is no way to configure your gamepad, the game does support gamepads but it locks you into a control scheme where a = whip, b = jump, x = subweapon y = item crash. In additon to this it only works with the analog stick, and does not detect the d pad. This is not how I usually play games so it did mess me up. I also tried disabling the gamepad and using joy2key but that didnt work. Its not terrible, you do get used to it but it definitely was an early game hurdle.
2) This game is buggy, there were times I would have to reboot the game when it freezes(it does save your progress so you never need to replay the whole game) and then times where weird things happen. Stairs in particular are buggy and sometimes I couldn't walk up or down stairs until I jumped first which is weird. I also would run into situations where I was invincible on stairs, I eventually learned to use this to my advantage. As weird as it sounds you eventually get a feel for what will bug out the game and learn to somewhat play around it. There are also times when your movements lock up and then you have to die to get control back. These issues are annoying and almost made me quit the game.
Thing is, despite these issues I kept wanting to play more. The amazing soundtrack and challenging levels made me really want to play this game, so I suffered through the random glitches. I'm glad I did, I had a ton of fun with this game and if your a fan of CV and want something new it is worth a playthrough but the random bugs and glitches will annoy you, and the difficulty level will stress you out, but it is definitely a solid game.
- BoneSnapDeez
- Next-Gen
- Posts: 20148
- Joined: Mon May 02, 2011 1:08 pm
- Location: Maine
Re: Games Beaten 2019
48. Arcade Archives: Vs. Super Mario Bros. (Switch eShop)
49. Arcade Archives: Moon Cresta (Switch eShop)
50. Johnny Turbo's Arcade: Joe and Mac Caveman Ninja (Switch eShop)
51. Ice Hockey (Atari 2600)
Contra
Re: Games Beaten 2019
I read Bone's whole post only to finally learn there are no ninjas in Joe & Mac. Huh.
Re: Games Beaten 2019
Dungeon of the Endless
https://dungeon-of-the-endless.fandom.c ... dless_Wiki
This is a cool Roguelike / Tower Defense game with some light RPG elements that Amplitude Studios came up with in 2014 as part of their "Endless Legend" word setting.
The retro-pixel art style, Sci-fi atmosphere and swift and clever gameplay makes for a very satisfying strategy game experience. In true Roguelike fashion, the game difficulty ramps up quickly as you progress through each floor of the dungeon and learn to master the mechanics of the tools as your disposal. It took me a fair few tries to beat the game but I finally managed it yesterday. The game offer a variety of characters and gameplay set up that allow for decent replayability. You can also measure your skills with friends or others in the online coop multiplayer mode.
https://dungeon-of-the-endless.fandom.c ... dless_Wiki
This is a cool Roguelike / Tower Defense game with some light RPG elements that Amplitude Studios came up with in 2014 as part of their "Endless Legend" word setting.
The retro-pixel art style, Sci-fi atmosphere and swift and clever gameplay makes for a very satisfying strategy game experience. In true Roguelike fashion, the game difficulty ramps up quickly as you progress through each floor of the dungeon and learn to master the mechanics of the tools as your disposal. It took me a fair few tries to beat the game but I finally managed it yesterday. The game offer a variety of characters and gameplay set up that allow for decent replayability. You can also measure your skills with friends or others in the online coop multiplayer mode.
Re: Games Beaten 2019
So, what particular hurdles did you face playing that game? Your write-up sounds mostly like marketing copy, so I don't really have any idea what your experience was like actually playing the game.
- PartridgeSenpai
- Next-Gen
- Posts: 3173
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2019
Partridge Senpai's 2019 Beaten Games:
Previously: 2016 2017 2018
* indicates a repeat
1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *
21. The Legend of Zelda: Link's Awakening DX (GBC) *
22. The Legend of Zelda: Oracle of Ages (GBC) *
23. The Legend of Zelda: Oracle of Seasons (GBC) *
24. Yoshi's Island (SNES) *
25. Super Mario World (SNES) *
26. Super Mario RPG (SFC) *
27. Kaeru No Tame Ni Kane Wa Naru (GB)
28. Final Fantasy VI (SFC) *
29. Final Fantasy IV (SFC) *
30. Final Fantasy V (SFC)
31. Final Fantasy III (Famicom)
32. Mother 2 (SFC) *
33. Mother 3 (GBA) *
34. Hebereke (Famicom)
35. Donkey Kong Country 2 (SFC)
I've been eyeing this game on the Wii U VC for quite a while now, as it's a game I have a lot of nostalgia for from when I was a kid, and I finally picked it up the other day. I really wish it were on the SNES Classic instead of the first DKC (or as it's called here "Super Donkey Kong"), but that's a personal preference. This is my favorite of the original 3 DKC games and I had a really good time playing through it. I wanted to say I'd beaten this game before, but the final boss and ending sequence were totally unfamiliar to me. Although beyond that, this is definitely the first time I've ever taken the time to get all the bonus coins and DK coins to do the secret final boss for a 102% finish (I only had to look up where one bonus room was ^w^). It took me a little under 6 hours to do.
I honestly thought that it'd be nearly impossible to try and find all the bonus rooms and DK coins myself, and I was really happily surprised I only needed to look up where one was in the end. A lot of the way they're hidden seems for more adding replay value than just spicing up the way you can play them through the first time (like how Yoshi's Island does its collectibles). Some of the designs of them feel a bit filler-y for sure, but most of them are properly good challenges.
I definitely got a new appreciation for Diddy this time playing the game. I always prefered Dixie as a kid, because her hover made the tricky platforming SO much more easily navigable, but this was basically the first time I'd REALLY tried to utilize the jumps you get if you "spin" off a ledge, and I think that made using Diddy a lot easier and less dangerous. Diddy is certainly faster, but especially when replaying bits of the game to get the collectibles I missed, I noticed the characters don't control all that differently at the end of the day, which I was fine with.
While I will say that, from a design perspective, having a light & a heavy character like DKC 1 and 3 do provides more opportunities for ways to hide hidden goodies, I'm kinda in two minds about that whole thing. I'm not entirely convinced that the whole "two playable characters who have inherently different abilities that are required to unlock certain secrets/defeat certain enemies/navigate certain obstacles" is an amazing design philosophy in the first place. It means you either need to design levels in such a way that the player feels screwed for not having a certain character, or you need to design them in such a flat and universal way that you end up barely using the unique aspects of each character. Ideally, levels would have interesting methods of completing them using either character in their own special way, but that's often easier said than done. This isn't to throw shade on the other two original DK Country games, so much as it is to say that I believe the "partner as power-up" method that the DKC Returns games use is a smarter way to go about things, generally speaking. I'll also admit that this doesn't have much all to do with this review. Just some thoughts I had I wanted to share that fit tangentially with this post
Verdict: Highly Recommended. A tough game, but still one of the greats on the SNES. Whether or not it's the best DKC game will always be a matter of debate, but regardless of that, it's still a great game.
Previously: 2016 2017 2018
* indicates a repeat
1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)
18. Mario Party 3 (N64) *
19. Paper Mario (N64) *
20. The Legend of Zelda: A Link to the Past (SNES) *
21. The Legend of Zelda: Link's Awakening DX (GBC) *
22. The Legend of Zelda: Oracle of Ages (GBC) *
23. The Legend of Zelda: Oracle of Seasons (GBC) *
24. Yoshi's Island (SNES) *
25. Super Mario World (SNES) *
26. Super Mario RPG (SFC) *
27. Kaeru No Tame Ni Kane Wa Naru (GB)
28. Final Fantasy VI (SFC) *
29. Final Fantasy IV (SFC) *
30. Final Fantasy V (SFC)
31. Final Fantasy III (Famicom)
32. Mother 2 (SFC) *
33. Mother 3 (GBA) *
34. Hebereke (Famicom)
35. Donkey Kong Country 2 (SFC)
I've been eyeing this game on the Wii U VC for quite a while now, as it's a game I have a lot of nostalgia for from when I was a kid, and I finally picked it up the other day. I really wish it were on the SNES Classic instead of the first DKC (or as it's called here "Super Donkey Kong"), but that's a personal preference. This is my favorite of the original 3 DKC games and I had a really good time playing through it. I wanted to say I'd beaten this game before, but the final boss and ending sequence were totally unfamiliar to me. Although beyond that, this is definitely the first time I've ever taken the time to get all the bonus coins and DK coins to do the secret final boss for a 102% finish (I only had to look up where one bonus room was ^w^). It took me a little under 6 hours to do.
I honestly thought that it'd be nearly impossible to try and find all the bonus rooms and DK coins myself, and I was really happily surprised I only needed to look up where one was in the end. A lot of the way they're hidden seems for more adding replay value than just spicing up the way you can play them through the first time (like how Yoshi's Island does its collectibles). Some of the designs of them feel a bit filler-y for sure, but most of them are properly good challenges.
I definitely got a new appreciation for Diddy this time playing the game. I always prefered Dixie as a kid, because her hover made the tricky platforming SO much more easily navigable, but this was basically the first time I'd REALLY tried to utilize the jumps you get if you "spin" off a ledge, and I think that made using Diddy a lot easier and less dangerous. Diddy is certainly faster, but especially when replaying bits of the game to get the collectibles I missed, I noticed the characters don't control all that differently at the end of the day, which I was fine with.
While I will say that, from a design perspective, having a light & a heavy character like DKC 1 and 3 do provides more opportunities for ways to hide hidden goodies, I'm kinda in two minds about that whole thing. I'm not entirely convinced that the whole "two playable characters who have inherently different abilities that are required to unlock certain secrets/defeat certain enemies/navigate certain obstacles" is an amazing design philosophy in the first place. It means you either need to design levels in such a way that the player feels screwed for not having a certain character, or you need to design them in such a flat and universal way that you end up barely using the unique aspects of each character. Ideally, levels would have interesting methods of completing them using either character in their own special way, but that's often easier said than done. This isn't to throw shade on the other two original DK Country games, so much as it is to say that I believe the "partner as power-up" method that the DKC Returns games use is a smarter way to go about things, generally speaking. I'll also admit that this doesn't have much all to do with this review. Just some thoughts I had I wanted to share that fit tangentially with this post
Verdict: Highly Recommended. A tough game, but still one of the greats on the SNES. Whether or not it's the best DKC game will always be a matter of debate, but regardless of that, it's still a great game.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2019
A little late on the reply, but I only just saw this comment now.pook99 wrote:@Ziggy: I agree that a romhack would be great, the odd thing about the castlevania series is there are DOZENS of rom hacks for the original castlevania and a pretty large number of fan games but the rest of the games in the series have virtually no hacks outside of asthetic stuff. Even the wildly popular Super Castlevania 4 only has 1 or 2 level hacks which is just crazy. I think if konami made a castlevania maker in the style of mario maker it would sell by the boatloads and I would love to see the kinds of things people could come up with.
It would be awesome if Konami made a Castlevania Maker. They could call it Castlevania Creator! The market for 2D Castlevania games probably isn't nearly as large as it is for Mario, and Konami doesn't seem to care much about 2D Castlevania games. But this would be awesome!



















