Games Beaten 2025

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Markies
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Re: Games Beaten 2025

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Markies' Games Beat List Of 2025!
***Denotes Replay For Completion***

1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***
***5. Dead Or Alive (PS1)***
6. Rogue Galaxy (PS2)
7. Pokemon Blue (GBC)
8. Mario Kart 8 (Wii U)
***9. Eiyuden Chronicle: Rising (NSW)***
***10. Sonic The Hedgehog (GEN)***
***11. The New Tetris (N64)***
12. Final Fantasy I & II: Dawn of Souls (GBA)
13. Yoshi (NES)
***14. Super Mario RPG: Legend of the Seven Stars (SNES)***
15. L.A. Noire - The Complete Edition (PS3)
16. Batman: The Video Game (GBC)
17. Splatoon 2 (NSW)
18. The Punisher (GEN)
***19. The Legend of Zelda: Ocarina of Time / Master Quest (GCN)***
***20. ChuChu Rocket! (SDC)***
21. Advance Wars (GBA)
22. Shadow of the Ninja (NES)
23. Tecmo Super Bowl (SNES)
24. Child of Eden (PS3)
***25. Atelier Iris 2: The Azoth Of Destiny (PS2)***
***26. DuckTales: Remastered (WiiU)***
***27. The Bard's Tale (XBOX)***
28. Xenoblade Chronicles (Wii)
29. Super Mario Land 2: 6 Golden Coins (GB)

***30. Threads of Fate (PS1)***

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I completed Threads of Fate on the Sony Playstation 1 this afternoon!

Back in 2021, I played through Threads of Fate as Mint and I absolutely loved the game. It made my Top 10 Favorite Games of that year, so I was always interested in replaying the game. I had never gone through the game as Rue, the second character in the game. From what I have heard, Mint is the better character and more enjoyable story, but I always wanted to try Rue's side of the story. While looking through my PS1 replay catalog, I wanted something a little bit lighter and it was time to finally quell my desire to replay it.

First of all, the music in Threads of Fate is utterly fantastic. I kept scenes going longer than I should have because I liked the music so much. They were all addictive and so amazing. I know Square did some great music in the PS1 and the guy who did the music for Threads of Fate would go onto help in the music of Final Fantasy X, my favorite game of all time, so that probably helped in liking it. Also and I don't say this too often, the game is one of the funniest I have ever played. Mint is hilarious in her story, but she is also funny as a side character in Rue's story. There are slapstick, pratfalls and hilarious facial expressions along with clever writing that make it a joy to play through. To be fair, the game is MOSTLY dialog as the dungeons and combat are really nothing to write home about. For Rue, he can transform into Monsters. I never used that for combat as I only used it to solve little puzzles.. Every enemy either drops HP or MP, when hit an enemy with an attack your magic meter goes up and when you take damage or use Magic, your maximum HP/MP go up as well, when combined together, the game is mostly a breeze. Some of the bosses can be annoying until you know when to hit them, but most of them can be beaten on your first or second try. I didn't enjoy the game for the thrilling combat or deep dungeons, but they don't get in the way or make the game annoying either.

Overall, I really enjoyed my replay of Threads of Fate. I would almost call this a guilty pleasure game, but I think it has a pretty positive reputation. For me, the story, the music and even the beautiful art style really makes the game shine. I think I will have some fond memories of this game that will grow as time goes by. So, if you want a funny and enjoyable Action RPG that is not too difficult, give Threads of Fate a try!
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Re: Games Beaten 2025

Post by PartridgeSenpai »

Threads of Fate is one that I have my eye on! Your review has really made me that much more interested in checking it out sooner rather than later! :D
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Re: Games Beaten 2025

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Markies wrote: Sat Sep 06, 2025 6:53 pm ***30. Threads of Fate (PS1)***

Ooh! It's already been 13 years since I played this, but it was a pretty great time. I remember it very fondly. I don't remember what exactly compelled me to play it, but I do remember a friend from college often mentioning playing it growing up. I actually played through as Rue first, and to be honest, while I don't dislike Mint, I don't really understand why everyone seems to like her so much. I was pretty hooked just by Rue's intro scenes, along with this BGM. (I am also a big fan of this one.)

Some time ago, I marked this as a game I wanted to replay on backloggery, but now I'm feeling that but double.
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Re: Games Beaten 2025

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Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat

1~50
1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)
25. Multi-Racing Championship (N64)
26. Super Smash Bros. (N64)
27. Puyo Puyo Sun 64 (N64)
28. Shin Nippon Pro Wrestling: Toukon Road - Brave Spirits (N64)
29. Jikkyou Pawafuru Puroyakyuu 6 (N64)
30. Let's Smash (N64)
31. Mario Tennis 64 (N64)
32. Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (N64)
33. Jikkyou Pawafuru Puroyakyuu 4 (N64)
34. FIFA: Road to the World Cup 98 (N64)
35. Jikkyou Pawafuru Puroyakyuu 2000 (N64)
36. Jikkyou Pawafuru Puroyakyuu 5 (N64)
37. Time and Eternity (PS3)
38. Pokemon Red (GB)
39. Dr. Mario 64 (N64)
40. Shining Force Neo (PS2)
41. Chou Kuukan Nighter: King of Pro Baseball (N64)
42. Tales of Destiny 2 (PS2)
43. Star Wars: Episode I - Racer (N64)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *
59. Mario Party 8 (Wii) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
70. Dead to Rights (Xbox)
71. Medal of Honor (PS3)
72. Mario Kart 8 (Wii U)
73. Donkey Kong Country Returns (Wii) *
74. Mario Party 9 (Wii) *
75. Dragon Ball Z: Budokai 2 (PS2)
76. Splashdown (PS2)
77. R4 Ridge Racer Type 4 (PS1)
78. Super Smash Bros. Brawl (Wii) *
79. Star Fox (SNES)
80. Kamen Rider: Battride War (PS3)
81. Mario Kart: Double Dash!! (GC) *
82. Final Fantasy VII: International Edition (PS1)
83. Final Fantasy VIII (PS1)
84. Final Fantasy IX (PS1) *
85. Pac-Man World (PS1)
86. Super Ghouls'n Ghosts (SFC)

87. Disney's Aladdin (SNES)
Last year, I made an effort to play through all of the Capcom-developed Disney games I’d not yet played through, but I completely forgot this one! I kept forgetting it and re-forgetting it over and over until finally remembering it for good this weekend X3. I’d always heard it was fun, and while I’m between bigger games and also happened to have the setup to play this all ready, I figured there was no better time than now to finally give it a go. It overall took me about 50 minutes to play through the English version of the game on normal difficulty.

The game’s story mostly follows the same story of the movie that it’s based on. The titular character, Aladdin, gets tricked by the evil vizier Jaffar to go get a magic lamp from the Cave of Wonders, but ends up getting the magic lamp instead in the end. He uses the genie’s powers to try and be a prince to get with the kingdom’s beautiful princess, and blah blah blah big moral about the power of just being yourself. Either you know the story already or don’t, and that’s fine. A 16-bit video game is hardly the ideal way to get across the quality aspects of the story of an animated film, and this game is no exception. It does a fine job of setting up the reasons for the action at hand, and that’s all we really need to care about here.

Another big reason that the story just doesn’t really matter is because the game honestly doesn’t care about telling it all that accurately either XD. The game pretty thoroughly goes through the film’s earlier sections with several long stages depicting the streets of Agrabah and Aladdin’s journey through the Cave of Wonders, but then it introduces two entirely new events (getting sucked into the Genie’s lamp and then Abu getting lost in some ancient pyramid on the way back to Agrabah) before then skipping to the end of the film entirely so our last stage can be Jaffar’s castle XD. It’s hardly a bad thing, as it’s not like you’re ever going to get a movie’s story from a SNES game adequately, but the sheer degree to which they ignore the plot of the source material couldn’t help but make me laugh X3

The game itself is pretty solid if far from the best Capcom game on the system. Stage design is all around pretty good, and Aladdin can throw apples to stun enemies, Mario-stomp their heads to take them out, as well as vault off of pillars and swing from poles to navigate around stages. There isn’t much in the way of bosses in this game, but what ones there are here are well enough designed for what they are. My biggest issue with the gameplay was frankly the controls.

Aladdin’s movement is very strange, as he has a *ton* of floaty momentum in the air which can make landing those precise vaults on pillars quite tricky at times, but he also stops on a dime when he’s running along the ground. It gives the game a bit of a slippery feeling that doesn’t feel awesome to go through even if it’s something you’ll probably get used to pretty quickly. This is also a weird Disney-licensed Capcom game on the SNES in that it actually has limited continues. It’s far from the hardest game in the world, and I think I continued all but one singular time in my time with the game, but that’s definitely one more quality that makes the slippery controls feel just that much worse when they lead to a death by dropping you down a pit.

The aesthetics of the game are thankfully quite nice as you’d expect for a 16-bit era Capcom game. The music is very nice, and the 16-bit renditions of the songs from the film they use, A Whole New World and Friend Like Me, are really excellently done too (to the point that the latter is still stuck in my head days later X3). The graphics are also very nice, and they use well-constructed sprites and lots of animation quality to make places and characters who both move fluidly while not feeling overly slow or clunkily. The only real downside from how the sprites are designed are that they can make those tricky vaults and swings a little harder than I’d like them to be to be (leading to those aforementioned bottomless pit deaths :/ ).

Verdict: Hesitantly Recommended. This is hardly an all-time great game on the system, but it’s also far from a bad game either. If you wanna kill an hour or two, then this is a fine game to fire up and blaze through if you’re in the mood for some 2D platforming fun as long as you can adjust to the controls.
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88. Mega Man: Wily Wars (MD)
This was a game I tried playing years ago on my only briefly owned Mega Drive Mini and couldn’t stand because the latency was so bad. The latency was so bad on that mini console in general that I barely owned it a few days before reselling it, and I’d never heard particularly good things about this game since. However, recently after finishing Super Ghouls’n Ghosts on the Nintendo Switch Online service, I was so lost for what to do next that I booted up this game to show some friends just what a mess it was. I was originally just going to play it and not actually finish it because all I was using it for was to kill time, but I ended up needing to kill so much time that I just ended up finishing it anyhow XD. It overall took me about 4.5 hours to beat the game via the Nintendo Switch Mega Drive Service with as much rewind and save state abuse as I wanted because this frankly was just not a game I respected nearly enough to try more than a time or two to finish a big challenge without them.

Wily Wars is a remake of Mega Man 1, 2, and 3 for the Sega Mega Drive with an extra “Wily Tower” half-sized original game put in at the end for anyone who finishes all three original games on one save file. As such, there’s not really a story here beyond the respective games’ original ones and then the “You’ll never defeat my tower challenge, Mega Man! >:3” intro to Wily Tower, but that’s just fine. You don’t need a great story to enjoy the NES versions of any Mega Man game properly, and the upgrade to 16-bit doesn’t change anything about that~.

What the upgrade to 16-bit apparently does change is the controls, because holy heckin’ crud does this game play terribly. Even without the Mega Drive Mini’s bad latency problems, this game still controls so weirdly and badly that it drove me crazy the whole time I was playing it. All of the original games’ speeds seem to have been messed with in some way or another that I’m not entirely sure was intentional, but at any rate, it makes for a frustrating and very uneven experience regardless of developer intention.

The most immediate and consistently burdensome thing comes from how Mega Man’s movement has been changed. Compared to the NES originals, Mega Man has a significantly longer amount of time between pressing right or left and him actually starting to move that direction. For anyone very familiar with how NES Mega Man plays as much as I am, this is never not jarring, and it’ll lead to a lot of deaths just because he doesn’t move as fast as you expect him to. Weirdly, he still seems to have totally consistent and snappy movement mid-air, which leads me to believe that his cruddy movement is down to them slowing down his transition from tip-toe forward into running. Regardless of the cause, the game’s movement drove me crazy, and there was many a time where I rewound my state because I’d so carelessly forgotten that my movement was way worse than I expected it to be :/

The other most consistently burdensome thing that is also an issue beyond simply being more used to how the NES games control is in how Mega Man fires his default weapon the mega buster. In the old NES games, Mega Man can fire as fast as you can mash the button. You can only have 3 bullets on screen at once, but if you’re firing pellets into an enemy, they’ll vanish as fast as you can pump bullets into them. In Wily Wars, however, your fire speed has been very radically lowered. Mega Man can only fire maybe 3 or 4 bullets a second now, which may still sound like a lot, but at least for someone who can button mash like me, that’s cutting my fire rate compared to the NES games by more than 50%. Stage design and enemy HP is basically totally unaltered as well, so there are a lot of points where you’ll have no choice but to tank a hit because the enemy you’re fighting just can’t be mulched down as fast as they were originally designed to be.

The last really significant problem introduced by the mangled speed is the overall difficulty balancing of the games. Bosses have had their stats tweaked quite a bit, but in a lot of cases I’m still not really sure if it was intentional. A lot of bosses have been nerfed quite heavily by their weakness doing *far* more damage to them than it used to in the 8-bit games. Many of them also move much more slowly too which makes dodging a lot of their attacks trivial. However, just as many bosses (especially some Wily stage bosses) have had their speeds *increased* significantly to the point where their attacks are far far harder to dodge than they used to be. On top of that, the mega buster seems to inflict less damage to bosses than ever in some cases, and bosses largely seem to do significantly more damage upon hitting you.

I’m already of the opinion that Mega Man 1~3 have fairly weak boss design in a lot of places because they’re so aggressively tuned that the only really valid strategy to beat them is abusing their weaknesses, and this makes that problem far worse than it already was. It makes spamming E-tanks for harder fights more of a necessity than it’s ever been, and the whole mangling of their balance makes games that already struggle in these departments worse than ever in many regards. It’s something that compounds the issues like the bad movement and slow fire speed for a triple threat of a bad time, and it makes potentially appreciating the generally far better balance given to the Mega Man 1 bosses pretty cold comfort when all is said and done.

The stage and boss design struggles from the worse speed and rebalancings of boss speeds and damage, but they’re all still fundamentally the stages and bosses from Mega Man 1~3, so their biggest annoyance points are still the same as ever (like those awful moving platforms in Guts Man’s stage). However, where does that leave our entirely new Wily Tower levels? The team seems to have either not been allowed or (imo, more likely) not been able to fit more assets for actual levels onto the cartridge for the Wily Tower, so all of the stages and normal enemies are just shuffled environments, obstacles, and baddies from Mega Man 1~3. It’s honestly a pretty fun gimmick for stage design, and I don’t really mind the lack of novelty in that regard.

The only really new enemies are the new bosses made for this section, and they’re okay I guess? You’re allowed to take any 8 weapons and 3 helper items you want from Mega Mans 1~3 into each Wily Tower stage, which is neat, but it also greatly amplifies the rock-paper-scissors weakness design of Mega Man given that it’s trivial to simply not possess a boss’s weakness at all upon finally getting to them. Sure, it’s easy these days to just look up their weaknesses online like I did before going in to fight them, but with how quickly bosses go down to their weaknesses in Wily Wars, that trivializes the fights pretty aggressively. On top of how incredibly durable they are to the mega buster and how generally immune they are to many weapons they are (as is the case with so many Mega Man 1~3 bosses already), it makes them novel but ultimately quite underwhelming additions to a game that already really struggles to justify reasons to play it over the originals it’s remade. All in all, the Wily Tower is a neat gimmick, but playing through these versions of Mega Man 1~3 is so bad already that it’s nowhere near enough of a prize to justify that tedium and misery.

The aesthetics, at least, are one aspect of the novelty of a 16-bit remake that really justify themselves here. As someone quite familiar with the original 8-bit soundtracks, it was really fun getting to hear these very Mega Drive-y renditions of those classic tracks. Similarly for the graphics, it’s really fun getting to see all of these environments and stages reimagined with the Mega Drive’s graphical capabilities. A good few bosses are even made slightly larger or more detailed, and while that doesn’t exactly help with the whole boss balancing problem I belabored the point on earlier, it’s at least neat to see <w>. The new Wily Tower bosses do still end up sticking out a fair bit compared to the robot masters in Mega Man 1~3, and in many ways they feel like escapees from some abandoned Mega Man X project, but even still, they’ve got fun designs that give them a character all their own.

Verdict: Not Recommended. Like I said earlier, I never really expected to like this game, and finally playing through it absolutely did not convert me. It’s a tolerable enough time with save states, especially once you get more used to the controls, but at that point, I’d just ask why you’re wasting your time playing through such a butchered version of games that are so much better and more easily played via their original versions. Mega Man 1~3 already have their fair share of design issues, and Wily Wars fixes precious few of them while introducing a good deal more. The only real reason I could see to play it would be for a veteran Mega Man fan to see just what these remakes and the Wily Tower are like, but I don’t allow a potential reason of “morbid curiosity” to impact how I give these recommendation verdicts because otherwise then I’d be unable to “Not Recommend” anything. Your time is simply better spent playing better Mega Man games and better games full stop than wasting your time with these botched experiments.
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89. The Magical Quest Starring Mickey Mouse (SNES)
I know I owned at least the third, and possibly also the second Magical Quest game on Super Famicom back when I was younger. Somehow, I had just completely forgotten that I’d never actually beaten any of them XD. Disney’s Aladdin on the SNES felt something like a lost half-Magical Quest game with how Aladdin moved, and that got me to thinking about these games and discovering that I’d actually never beaten any of them at all XD. Still lacking something to really get into after finishing Aladdin, I decided to play through these games to help fill some time in my weekend. It overall took me about an hour and a half to finish the English version of the game.

The plot setup is pretty simple. Mickey and his friends are playing catch in the yard when one of them accidentally throws it way too far. Pluto runs after it, and before they know it, Pluto is completely gone. Mickey goes after him, but soon finds out that he’s been kidnapped by the evil Emperor Pete. There’s no way Pete will just give Pluto back, so the only way Mickey’s dog will ever be rescued is if he does it himself! It’s a simple plot, but it’s just fine for providing an excuse for the action at hand.

The gameplay as such is an action platformer with some light Mega Man-like elements. Mickey can jump on enemies, but that often doesn’t actually kill them. However, enemies who’ve entered this stunned state can then be grabbed and flung out as a spinning projectile along the ground to destroy blocks as well as defeat enemies in their path. The Mega Man-like mechanics come from the three costumes Mickey gets throughout the game. These various outfits can be swapped between at any time (with an animation that’s honestly just a bit too long), and can allow Mickey to do stuff like extinguish fires with his fire hose or even grapple around Bionic Commando-style on a grapple claw! The offensive capabilities of the costumes end up undermining the enemy/object spinning and flinging mechanic a fair bit, admittedly, but they still provide some nice attacking options for the large variety of very dangerous foes Mickey will have to face on his quest to save his dog.

It's a very dangerous world for a dog-saving mouse, and the game is doing you few favors to tilt things in your direction, frankly. Mickey’s movement isn’t the best, for one. Mickey can start to run if he’s got some momentum from running down a hill, but otherwise he ambles quite slowly. His controls are a little slippery and floaty too, so that weird movement not only makes dropping down a bottomless pit all that much more simple, but it can also make bopping enemy hitboxes quite difficult at times too. This goes double for bosses, whose quick movement and large sprites can make it sometimes rather unclear on how to hurt them, and that can lead to a lot of annoying hits taken especially before you get your first costume.

Those hits are really going to cost you too, because if your run is anything like mine, you’ll have only 3 hits between you and death for the whole game. There are coins you can collect in each stage, and if you manage to stumble upon a hidden shop, you can spend *200* whole coins on a new heart container, but that depends on a lot of factors. First off, 200 coins is a LOT, and it’ll take either very good knowledge of where the game’s secrets are or just a lot of dying and respawning to refresh coin boxes to even get that much in the first place. Then you’ve not only got to be lucky enough to happen upon a secret shop, but you’ve also gotta hope that they even have heart containers in stock in the first place! Unlike this game’s two sequels, there are no instant respawns, so dropping down a pit or losing those 3 hearts (in a game with precious few mid-level health pickups) will send you back to the last checkpoint.

The game is at least kind enough to both give you infinite continues as well as have continues function exactly like lives (you respawn at checkpoints the same regardless of if it’s a life or a continue you used). As a result, there’s a good degree of mercy in allowing you to retry the game’s many tricky and mean sections, but just how mean the level and enemy design can be will really make those sections drag on well past their welcome. The final boss in particular was a hell of an endurance match, and I was so happy when I finally managed to survive despite doing most of the battle with only one hit between me and death. The level design overall is honestly fairly solid, admittedly, but the floaty controls (especially how tricky that grapple hook can be) still end up souring a lot of the experience.

The aesthetics of the game are very nice, at least, which is what you’d expect even for such a relatively early 16-bit Capcom game. Mickey and Co’s animations are very good recreations of their iconic designs, and all of the game’s original enemies do a great job of evoking that old Mickey Mouse-style Disney flair as well. The music is also very nice, as one would naturally expect for a Capcom game.

Verdict: Not Recommended. It’s not an awful game, but this game has enough rough edges that you’ll likely spend a lot more time than you’d like frustrated over cheap deaths compared to having fun with the combat and platforming. There are no shortage of better action platformers on this system (by Capcom or otherwise). Heck, there’s no shortage of better *Mickey Mouse* games on this system. So, while this game may be far from outright awful, it’s still so rough that I don’t really see much good reason to trudge through this when you time could be much better spent with some other, better retro action platformer.
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Re: Games Beaten 2025

Post by Markies »

pierrot wrote: Mon Sep 08, 2025 12:51 am Some time ago, I marked this as a game I wanted to replay on backloggery, but now I'm feeling that but double.
PartridgeSenpai wrote: Sun Sep 07, 2025 5:51 am Threads of Fate is one that I have my eye on! Your review has really made me that much more interested in checking it out sooner rather than later! :D
Would definitely recommend a play through. The music is fantastic and is very funny!
It is much story focused than action focused, so it is nice a change of pace game.
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Re: Games Beaten 2025

Post by PartridgeSenpai »

Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat

1~50
1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)
25. Multi-Racing Championship (N64)
26. Super Smash Bros. (N64)
27. Puyo Puyo Sun 64 (N64)
28. Shin Nippon Pro Wrestling: Toukon Road - Brave Spirits (N64)
29. Jikkyou Pawafuru Puroyakyuu 6 (N64)
30. Let's Smash (N64)
31. Mario Tennis 64 (N64)
32. Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (N64)
33. Jikkyou Pawafuru Puroyakyuu 4 (N64)
34. FIFA: Road to the World Cup 98 (N64)
35. Jikkyou Pawafuru Puroyakyuu 2000 (N64)
36. Jikkyou Pawafuru Puroyakyuu 5 (N64)
37. Time and Eternity (PS3)
38. Pokemon Red (GB)
39. Dr. Mario 64 (N64)
40. Shining Force Neo (PS2)
41. Chou Kuukan Nighter: King of Pro Baseball (N64)
42. Tales of Destiny 2 (PS2)
43. Star Wars: Episode I - Racer (N64)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *
59. Mario Party 8 (Wii) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
70. Dead to Rights (Xbox)
71. Medal of Honor (PS3)
72. Mario Kart 8 (Wii U)
73. Donkey Kong Country Returns (Wii) *
74. Mario Party 9 (Wii) *
75. Dragon Ball Z: Budokai 2 (PS2)
76. Splashdown (PS2)
77. R4 Ridge Racer Type 4 (PS1)
78. Super Smash Bros. Brawl (Wii) *
79. Star Fox (SNES)
80. Kamen Rider: Battride War (PS3)
81. Mario Kart: Double Dash!! (GC) *
82. Final Fantasy VII: International Edition (PS1)
83. Final Fantasy VIII (PS1)
84. Final Fantasy IX (PS1) *
85. Pac-Man World (PS1)
86. Super Ghouls'n Ghosts (SFC)
87. Disney's Aladdin (SNES)
88. Mega Man: Wily Wars (MD)
89. The Magical Quest Starring Mickey Mouse (SNES)

90. The Great Circus Mystery Starring Mickey & Minnie (SNES)
Unlike the first Magical Quest game, this was a game I’m sure I’ve at least played, though I’m quite certain I’d never beaten it or gotten very far in it. I used to buy tons of co-op games in high school to play with my then girlfriend, so there were a lot of games I tried out briefly with her, but few of those games we ever actually ended up beating. After the pretty rough time I had with that first game, I wasn’t exactly terribly hopeful with this game, but it was two whole years later, so there was at least some potential light at the end of the tunnel here <w>. Overall, it took me about dead-on 1 hour to beat the English version of the game.

As the title implies, this is about Mickey and Minnie going to the circus! At least, that was the plan. When they get there, for whatever reason, the circus doesn’t seem to be performing at all! Mickey, Minnie, and their friends start hunting around to get to the bottom of just what’s keeping the circus from happening. It’s a fairly nonsensical plot that, of course, culminates in a big fight against Pete (demoted from Emperor to Baron in the course of one game, what a downfall!), but it’s fine enough for setting up the action. It’s also got a lot more dialogue between characters than the previous game did, allowing them to do some fairly deep cut inclusions from old Mickey cartoons here and there as well as actually give some comedy and personality to the dialogue. It’s nothing to write home about, but it’s a step up from the first game, and a little icing on top of the cake if you’re a fan of classic Disney animation.

The gameplay is fairly similar to the first game, but we’ve thankfully gotten some pretty major improvements along the way. As far as similarities go, we still have your fairly slow main character, we still have costumes to swap into whenever to use powers Mega Man-style, and we still have the picking up and spinning attacks at blocks in the environment. The biggest new feature is not only two playable characters, but co-op play too! One person can play as Mickey while the other plays as Minnie (you can even pick freely between whom you want to play as rather than one or the other being locked to player 1 or 2, which is nice). This may sound like an overall minor addition, but it’s the domino effect from this change that really helps this game out in a lot of other ways.

First off, while the stage design in the first game was fairly solid but the poor controls and mean traps got in the way of that, those are basically totally solved here due to the accommodations needed for co-op play. This game’s obstacles and platforming need to be something one player can do after the other, so a lot of the mean moving platform and grappling nonsense from the first game is mercifully completely gone here. Additionally, flattening stages and getting rid of so many instant death pits has also improved the general flow of gameplay a lot too.

Another big boon of co-op design is how respawns now work. This game isn’t really any longer or shorter than the first game, but a big reason that the first game took me half an hour longer than this one was because you always went back to a checkpoint upon death in that game. In this game, even if you’re playing by yourself, you respawn right where you were unless you use a continue. This helps with both the flow of the game as well as keep the difficulty a lot more manageable, and it goes very well in hand with the new approach to health mechanics in this game.

Instead of more max hearts really only being found *sometimes* in the hidden shops, now hearts are very plentifully found in the big gold treasure boxes scattered around stages. They’ve got to have enough heart containers for the both of you too, and the loot scattered around doesn’t really seem to change depending on how many players you’ve got. As a result, rather than being incredibly starved for max health increases the entire game like in the first Magical Quest, I never felt like I was being deprived of lives or max health in this one, and the difficulty balancing was far better feeling as a result. The costumes you get have much better and more intuitive offensive/mobility capabilities, and the controls and hit detection have been polished up a lot too. It may look a lot like the first game on the surface, but underneath, this is a radically improved version of the first game’s systems, and it’s a change I very readily welcome.

The aesthetics of the game are also very nice, as you would expect from a 16-bit Capcom game. The graphics are very pretty, and they bring Mickey and his friends to life with well built sprites and good animations, and they do it all while improving the hitboxes too~. The music is also good, though it’s just a more middling Capcom track of the time (granted given how high that bar is, this is still pretty meaningful praise).

Verdict: Hesitantly Recommended. As glowing as this review kinda seems in retrospect, this *is* still a Mickey’s Magical Quest game. The movement is still a bit slippery, some of the costumes are crazy overpowered, and the game’s pretty darn short too. It’s not exactly giving Capcom’s 16-bit heavy hitters a run for their money, if you get what I mean. Even still, this is such an improvement over the first game that it really is a fun time to go through despite the short runtime. If you want a fun 16-bit game to go through in an afternoon and you’re already tired yourself out on the real greats of the generation, then solving this circus mystery may well be just what you need to spice things up even if it won’t be your new favorite game ever.
----

91. Mickey to Donald Magical Adventure 3 (SFC)
After playing through the other Magical Quest games earlier in the morning, it was naturally time to move onto the last one. Unlike the earlier two games, which I’m respectively very sure I never played and only kinda sure I actually played, I’m positive that I played this one when I was younger. This was part of the first batch of games I imported when I started looking at Super Famicom exclusives that were easy to play with only a very limited level of Japanese, and it’s one I took several cracks at even though I never ended up beating it. I recalled it getting quite hard after a point, which I was really right about, but I also recalled it being pretty fun too. It overall took me right around 2 hours to beat the Japanese version of the game using Donald.

Being such a late game in the SFC’s lifespan, this is our most story yet! Mickey is over at Donald’s house, and Donald’s nephews are having fun bothering him. While they wait for their uncle Donald to cool down, they decide to play in the attic, and they end up discovering a strange storybook. Suddenly, a mysterious hand yanks them into the story! Mickey and Donald go looking for them, and upon finding the book themselves, the fairy godmother from Pinocchio tells them that the evil King Pete (got a promotion from his barony in the previous game, I suppose) has taken over the storybook world, and now he’s aiming for control over the real world too! Mickey and Donald aren’t going to let some creep kidnap his nephews like that, so they ready up and hop into the book to kick Pete’s butt (again)! It’s hardly a SquareSoft game in terms of narrative, but it’s more than enough to give us a good excuse for the action at hand. It’s also got even more dialogue than the previous game did, and especially with a character as emotional as Donald Duck, we get a lot of chances for good comedy between him and the denizens of storybook land too.

Much like with the second Magical Quest game compared to the first one, this is more of the same but with a few improvements here and there. The overall formula is still very familiar to anyone who played the previous two games. We’ve got slow-ish characters and no run button, we’ve still got infinite continues, we’ve got costumes to power you up Mega Man-style, and you can pick up bopped enemies and blocks around the stage to fling at stuff to attack. We’ve even kept the better controls and co-op play from the previous game! There are also a few cool new features too. One of which is that despite only having one stage more than the previous two games each did, this game is basically twice as long because of just how much longer the levels are. I’d say each of the levels in this game are more like the length of two levels in one of the previous games. It honestly kinda makes the game outstay its welcome to a point, but they vary up the action well enough that things never get that bad simply because the game isn’t short and snappy enough.

The other most major change is to those costumes that you get to change into Mega Man-style. Rather than in the previous game where Mickey and Minnie’s costumes were identical, Mickey and Donald actually get similar though quite meaningfully different costumes between one another. For example, there’s the first costume you get, the knight. Mickey gets a traditional knight’s costume complete with lance and shield that can block shots from the front when he ducks. Donald, on the other hand, gets a giant squeaky hammer along with a pot to wear on his head and a barrel to wear on his body. He may be literally wearing junk, and the hammer may have shorter range than the lance, but that barrel acts as an omnidirectional shield when ducking, and he can even roll in it left and right for extra speed! X3. This can make some bosses a bit annoyingly difficult when playing as one character or the other, as some versions of a costume are something of a strict upgrade over the other, but the two characters have enough respective advantages between them that one doesn’t feel like the obvious best choice over the other.

After all that praise, as much as I’d like to say that this game is easily the best of the trilogy, I sadly really cannot be that positive about all aspects of this game. Part of this is because of the difficulty balancing. They’ve cranked things way back towards hard since the last game, especially with increasing your max health. I found plenty of extra lives during my adventure, but I only ever found two max health upgrades the entire game, and having that little health made for a very frustrating time at certain points. You still instantly respawn when you die, but having to continue in some areas (such as the final stage) makes you restart the entire stage from the start, which can be pretty darn annoying with a game that can be awfully mean with the sheer length its stages have.

The biggest thing that makes this game impossible to recommend for me, though, is actually the controls. For general gameplay, the game actually works just fine. Walking around, jumping, and attacking are all quite straightforward even if one or two bosses have pretty unclear weak points on where to smack ‘em. The really bad bit in the controls is actually specifically with the second costume you unlock, the climbing gear. When you’re wearing the climbing gear, Mickey and Donald can use the big cloth/belt they have to automatically grapple on to background pillars and trees when you jump past them. However, how exactly that grappling is automatically done is *extremely* finicky. This is particularly true for the tiny pillars that hover in midair. I spent over 15 straight minutes in the penultimate stage trying to do a platforming section on one of these darn things until I found a strategy of just wiggling back and forth as you jump towards them to give the grapple the highest chance of triggering. This grapple ability is mandatory to engage with, and it works terribly. It’s insult to injury on top of the meaner stage design this game often has compared to the last game, and it’s a real shame how badly it sours the experience given just how solid the rest of the game’s design is.

The aesthetics, at least, are what you’d expect from a 16-bit Capcom game released this far into the Super Famicom’s lifespan. The graphics and stages are beautiful, and all the little expressions that Mickey and Donald have bring their respective comedy sections to life brilliantly despite the game’s limited hardware. The music is also quite good even if, much like the other Magical Quest games, it’s not exactly giving Capcom’s more famous 16-bit titles a serious run for their money.

Verdict: Not Recommended. If that grapple gear worked worth a damn, I’d be able to recommend this game similarly to the previous Magical Quest game as a still fun if at times too hard alternative, but that is sadly not the case. If you’re a big fan of the first game or you’ve just got to experience everything Capcom had to offer in the 16-bit generation firsthand, then I guess this game might be worth checking out for you, but for everyone else, this game controls far too poorly to offer anything but frustration compared to other better retro platformers you could be spending your time on instead.
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Re: Games Beaten 2025

Post by Markies »

Markies' Games Beat List Of 2025!
***Denotes Replay For Completion***

1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***
***5. Dead Or Alive (PS1)***
6. Rogue Galaxy (PS2)
7. Pokemon Blue (GBC)
8. Mario Kart 8 (Wii U)
***9. Eiyuden Chronicle: Rising (NSW)***
***10. Sonic The Hedgehog (GEN)***
***11. The New Tetris (N64)***
12. Final Fantasy I & II: Dawn of Souls (GBA)
13. Yoshi (NES)
***14. Super Mario RPG: Legend of the Seven Stars (SNES)***
15. L.A. Noire - The Complete Edition (PS3)
16. Batman: The Video Game (GBC)
17. Splatoon 2 (NSW)
18. The Punisher (GEN)
***19. The Legend of Zelda: Ocarina of Time / Master Quest (GCN)***
***20. ChuChu Rocket! (SDC)***
21. Advance Wars (GBA)
22. Shadow of the Ninja (NES)
23. Tecmo Super Bowl (SNES)
24. Child of Eden (PS3)
***25. Atelier Iris 2: The Azoth Of Destiny (PS2)***
***26. DuckTales: Remastered (WiiU)***
***27. The Bard's Tale (XBOX)***
28. Xenoblade Chronicles (Wii)
29. Super Mario Land 2: 6 Golden Coins (GB)
***30. Threads of Fate (PS1)***

31. Metroid Fusion (GBA)

Image

I beat Metroid Fusion on the Nintendo Game Boy Advance this evening!

I have always enjoyed the Metroid games, but they not some of my favorite games. It is a series that I like to dabble in every few years with a new entry. After playing through several of the entries on the consoles I had, when I got my influx of new consoles, I first picked up Metroid II on the Game Boy. After really enjoying that one, I realized that it was time for some big ones. I was looking for a non-RPG to buy for the GBA, so I decided to pick up Metroid Fusion last year. Well, in honor of my friend's birthday, I have given him the honor of him picking a game for me to play. This year, he chose Metroid Fusion which is exactly what I needed after playing through Xenoblade Chronicles.

It felt like the Game Boy Advance was made for a great Metroid game and it really is like a beautiful marriage. The hardware and graphics are absolutely perfect for a Metroid game. It really feels like a step up from Super Metroid and graduation from that level of a game. It is a game that is perfect for the console. Also, there are some nice quality of life improvements throughout the game. Being able to grab ledges and then pull yourself into a ball is a real nice touch. I also love being able to climb from walls and hang from ceilings as it adds a new depth or dimension to the game. The controls are also mostly spot on, though I wondered why missiles weren't just mapped to the X/Y button instead of having to hold R. Finally, it really felt like this is the first Metroid game with a genuine narrative. You hear more about her backstory and her character.

But, oh boy, the game is hard. Like, incredibly hard. It wasn't until the very end that I felt that I could finally take a few hits. Bosses and even regular enemies do so much damage that having several Energy Tanks just does not matter sometimes. Also, some of the tricks you have to do to collect the items is like Mastery Class Super Metroid stuff. This is a game for hardcore Metroid fans.

Overall, despite the difficulty, I really enjoyed playing through Metroid Fusion. Obviously, I wish it wasn't as punishing, but it was never impossible difficult. It felt like a difficulty that made you want to play it one more time. And you should because the game is very enjoyable and a perfect game for the system. If you are a Metroid fan, then this is probably a no brainer for you. Tough, but very enjoyable!
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Re: Games Beaten 2025

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Markies wrote: Wed Sep 10, 2025 8:53 pm Image

I beat Metroid Fusion on the Nintendo Game Boy Advance this evening!
This is pretty much tied with Super Metroid for my favorite game in the series.
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Re: Games Beaten 2025

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ElkinFencer10 wrote: Wed Sep 10, 2025 9:09 pm
Markies wrote: Wed Sep 10, 2025 8:53 pm Image

I beat Metroid Fusion on the Nintendo Game Boy Advance this evening!
This is pretty much tied with Super Metroid for my favorite game in the series.
It's both an expansion of the Metroid series in regards to abilities, but also very different. It's not nearly as open and is much more linear, but it also manages mood very well. I found the game a lot more tense in places as a result of the more controlled atmosphere.
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Re: Games Beaten 2025

Post by PartridgeSenpai »

Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat

1~50
1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)
25. Multi-Racing Championship (N64)
26. Super Smash Bros. (N64)
27. Puyo Puyo Sun 64 (N64)
28. Shin Nippon Pro Wrestling: Toukon Road - Brave Spirits (N64)
29. Jikkyou Pawafuru Puroyakyuu 6 (N64)
30. Let's Smash (N64)
31. Mario Tennis 64 (N64)
32. Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (N64)
33. Jikkyou Pawafuru Puroyakyuu 4 (N64)
34. FIFA: Road to the World Cup 98 (N64)
35. Jikkyou Pawafuru Puroyakyuu 2000 (N64)
36. Jikkyou Pawafuru Puroyakyuu 5 (N64)
37. Time and Eternity (PS3)
38. Pokemon Red (GB)
39. Dr. Mario 64 (N64)
40. Shining Force Neo (PS2)
41. Chou Kuukan Nighter: King of Pro Baseball (N64)
42. Tales of Destiny 2 (PS2)
43. Star Wars: Episode I - Racer (N64)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *
59. Mario Party 8 (Wii) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
70. Dead to Rights (Xbox)
71. Medal of Honor (PS3)
72. Mario Kart 8 (Wii U)
73. Donkey Kong Country Returns (Wii) *
74. Mario Party 9 (Wii) *
75. Dragon Ball Z: Budokai 2 (PS2)
76. Splashdown (PS2)
77. R4 Ridge Racer Type 4 (PS1)
78. Super Smash Bros. Brawl (Wii) *
79. Star Fox (SNES)
80. Kamen Rider: Battride War (PS3)
81. Mario Kart: Double Dash!! (GC) *
82. Final Fantasy VII: International Edition (PS1)
83. Final Fantasy VIII (PS1)
84. Final Fantasy IX (PS1) *
85. Pac-Man World (PS1)
86. Super Ghouls'n Ghosts (SFC)
87. Disney's Aladdin (SNES)
88. Mega Man: Wily Wars (MD)
89. The Magical Quest Starring Mickey Mouse (SNES)
90. The Great Circus Mystery Starring Mickey & Minnie (SNES)
91. Mickey to Donald Magical Adventure 3 (SFC)

92. Disney's The Little Mermaid (NES)
In an effort to continue playing through the Disney-licensed Capcom games from this era that I’d not yet gotten to, I remembered about this one! Judging from my friends’ response to seeing me play this, it’s apparently a quite commonly forgotten game for more than just me X3. Even still, given just how early it came out, I was extra curious to see what this one was like compared to all of its much more famous successors (on the NES or otherwise). It took me all of 25 minutes to beat the English version of this game.

The story of the game is more or less the plot of the movie, but in a more haphazard fashion. Ariel falls in love with the prince, she makes a wish with Ursula to gain legs, and everything is fine, but then she learns of Ursula trying to take over the ocean, and she rushes back to being a mermaid to stop her. In what would go on to be something of a trend with the small handful of direct movie licensed games that Capcom made for Disney, they end up cutting out a ton of the movie’s actual plot to fit in excuses to make up more levels for you to play through. It’s not a problem, and it’s honestly more than enough excuse for the action at hand, but it’s still very funny nonetheless if you’re familiar with the movie this is supposedly based on X3

The gameplay is very straightforward and simple, even for a relatively early 8-bit action platformer(?) like this. Ariel swims through the level, so she can effectively “fly” in any direction as long as she doesn’t need to hop about on land to progress (which is awkward but very funny to watch). Your main attack is blowing bubbles to capture enemies Bubble Bobble-style, and captured enemies can be grabbed and flung either forward, upwards, or diagonally upwards for a pretty impressive attack ability for the time. There are also shells scattered about each level that you can use for a more indestructible attack method, as bubbled enemies disappear upon being flung whether they make contact with a target or not.

The only other thing the game has going for it is how it handles power ups across its small handful of kinda gimmicky levels. You’ve can collect 3 power ups for power and 3 power ups for range for your bubbles, and they’re quite useful in non-obvious ways. The default level bubble in particular is crazy weak, as normal enemies take *two* hits with it to capture them rather than only one (which makes life very hard, needless to say). Your time to turn around back and forth is remarkably long, so having *that* much more time between you and bubbling the enemy who’s on your tail can be very deadly. The game isn’t very long and it’s not too hard either (as evidence by my sub-half hour playtime), but dying means you not only restart the entire level but also lose ALL your power ups, which can really suck as you get later into the game. It’s not like it’d take that terribly long to just replay the game from the start to get back to where you’re at with more power, admittedly, but that’s still an unideal solution.

The reason someone might be compelled to do that in the first place is down to how this game gives out these powerups in the first place. Enemies never drop items of any kind so far as I could tell. Instead, health and points are gotten by shooting or dropping bubbled enemies into 1-square wide holes in the walls of the level. Power ups, on the other hand, are gotten from chests that can only be opened with either those limited amounts of shells (which can kill infinite enemies but disappear forever once used for a puzzle like this), or you’ve gotta manipulate some part of the level by rolling a barrel or something into them. Barrels and the like can only be manipulated by having stronger levels of bubble attack, though, so there becomes a very annoying “chicken and the egg” situation very fast, because you need power ups in the first place to even get the power ups later on :/

The level and boss design is fine if unimpressive. Levels do have some minor gimmicks that differentiate them from one another, but none of them are terribly impressive one way or the other. Bosses are generally fairly good though. None of them are all that hard, of course (with the final boss in particular being a hell of a pushover), but they offer some nice variation on the levels which otherwise don’t give a ton of that on their own.

The presentation is fairly nice, if a bit basic. The graphics give nice representations of various baddies and goodies from the film, and the only real graphical complaint I have is a mechanical one (because I really wish Ariel could turn around faster ^^; ). The music is also nice but admittedly unimpressive, even if we do get a pretty nice 8-bit rendition of “Under the Sea” from the movie~.

Verdict: Hesitantly Recommended. This game is fun enough I guess? It’s not really bad, and it’s so short that you may as well check it out if it sounds interesting and you like the movie? This is usually the kind of game that’s so unimpressive that I’d say it struggles to justify your time, so just don’t check it out at all, but it’s SO short that that usual logic just doesn’t really apply here ^^;. If you like 8-bit action platformers and/or the movie this is based off of, then this is a fine game to use to kill some time while you wait for a pot to boil or something X3
----

93. Little Nemo: The Dream Master (NES)
This is basically the last of the Capcom-developed 8-bit licensed action platformers I hadn’t played yet. This is something of a classic hidden gem, I’d say. I’ve seen videos talking about this game since the quite early days of gaming on YouTube, so it’s always been in my sights to one degree or another. It just took until now to actually get around to playing it <w>. It took me around 1.75 hours to beat the English version of the game using rewinds quite a lot in the last stage but not before then.

I’m totally unfamiliar with the film this game is based on, so I can’t really speak to the degree that this does or doesn’t follow the plot of the film. Nemo is a little boy living in 1905, and his mother just can’t get him to stay asleep. The big reason she can’t is that he’s having crazy dreams due to the princess of the dream world asking him to be her playmate! This ultimately evolves into a quest to save the dreamworld from the evil invading Nightmare King, but either way, Nemo will have to go through a lot of dreams to do it! It’s a fine story with pretty cutscenes (for an 8-bit game), although I’ll admit that it certainly doesn’t *feel* like it’s telling the plot of a movie even if it’s neat for a NES game X3

The gameplay is an interesting twist on the sort of action platformer Capcom were famous for back in the day. Nemo can walk around and jump (no run button to be found here), but instead of an attack button, he throws candy at enemies. Most enemies are just stunned briefly by being bopped with candy, but some enemies will fall asleep after eating 3 pieces of candy. Nemo can then hitch a ride on their back or hop inside and wear them like a horrifying kigurumi, and then use his new animal pal(?)’s powers to get around the level! As a result, the game doesn’t really have much in the way of attacking due to a good few of the animals having very limited attack options or lacking any at all, so the game doesn’t actually have bosses until the final stage where Nemo finally gets a rod to bap enemies with.

This all sounds fine, and in many ways it’s not a flawed design, but it’s all in the execution, and this game fumbles its execution *badly*. To put it succinctly, Little Nemo is easily one of the most vindictive and regularly unfair Capcom platformers I’ve played on this system. It puts even the hardest 8-bit Mega Man to shame as far as I’m concerned. Some part of this is just down to really particular design that means you’ve gotta memorize a lot of the level to actually survive through it. The way to get through most levels is by finding enough keys to open the final door, which lends them a slight nonlinear aspect, but there’s generally only one correct way to go through the level unless you want to backtrack later because you rushed through it incorrectly (if you even can). The only thing is that most levels aren’t designed to be gone through backwards easily, and I found one level where I was basically forced to game over because it was impossible to backtrack to where I’d seemingly missed a key at some point.

These levels are littered with death traps too. Your enemies are generally much faster and larger than you, and Nemo can’t attack when he’s not with an animal friend. An enemy stunned by a bop from a candy still hurts you if you touch it, so stunning enemies is often the losing choice since it makes jumping over them that much harder with how tight those jumps usually are. Your animal friends aren’t usually much help either. Their attack ranges (when they have them) are often quite limited, their power quite weak, or an awful combination of both issues. Enemies also don’t drop health pickups either, so you’re limited to only the limited amount of health already scattered throughout the stage if you’re going to survive to the end. It’s a neat touch that different animal friends have different max health amounts (buffing Nemo’s paltry 3), but given that you lose that max health upon swapping out of the animal, and you also *need* to swap out of an animal to get to another (something you need to do constantly), so it ends up never really mattering at all, in my experience anyhow.

The death traps aren’t limited to just normal enemies either. Bottomless pits aren’t really a thing in the earlier part of the game, but they’re everywhere in later levels, and the earlier levels make up for that by being littered with instant death spikes just as much as the later levels often are. The game ends up having a lot of jumps of faith or even enemies with random attack patterns (like in that horrid auto-scrolling train level), so not taking damage ends up becoming a very significant challenge very quickly, and the stakes of that ramp up a LOT in the final stage. The final stage, stage 8, is actually 3 stages in one with a boss at the end of each. If you game over at any point during stage 8, you go ALL the way back to the start. It’s a massive gauntlet of very difficult to avoid enemies & traps, and I honestly don’t even know how the second boss of the three is meant to be beaten legitimately with how incredibly fast he moves and what colossal amounts of health he has. Little Nemo is a mean-spirited, player-hostile game in a lot of the worst ways that Famicom gaming often was, and it ends up being a really severe disappointment coming from Capcom who were generally so much better about this sort of thing (especially by 1990).

The aesthetics are really great though! The music is great as you’d expect from a Capcom game, though I can’t say if any of it is meant to be from the movie or not (even if I don’t believe the movie is a musical or anything). The graphics are also really good. Even if the framerate struggles regularly on the more complicated stages (which have a fair bit of flicker), the detailed sprites and fun enemy designs add a ton of flavor to this hellish death gauntlet of a Capcom game XD

Verdict: Not Recommended. Even before it goes totally crazy in stage 8, this game is a really miserable slog to go through. Memorizing levels one death at a time just isn’t any fun for me, and it’s not how I like playing my action platformers. It’s a real shame, since the presentation is fun and the ideas it brings to the table are neat for an 8-bit game, but the level and enemy design really rob any of that of being able to shine as brightly as it otherwise could’ve. Just stick to better put together Capcom games or action platformers in general if you’ve gotta get your retro platformer fix, because the main emotion you’re going to get from Little Nemo is frustration <w>
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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