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CHEESY'S CHATS FRESH THOUGHTS ON GAMES, MUSIC, AND MORE. Menu Skip to content * About * Gaming * Music * Request A Soundfont Remix! Search for: WHAT I THOUGHT ABOUT: THE CYBER SHINOBI StickyAugust 19, 2023ReviewsMasterSystem, SEGA, ShinobiCheesy Here’s what I had to say about The Cyber Shinobi for the SEGA Master System… -------------------------------------------------------------------------------- Last night, I completed The Cyber Shinobi with a whopping score of 1,411,300 points. The verdict… is that this game is pretty alright. It certainly isn’t mind-blowing or anything, but after hearing how most people seem to think that this is the worst game in the Shinobi series, I can honestly say that it doesn’t deserve all the hate it gets. I think the 2D beat ’em up gameplay that this one goes with is kind of fun in its own way, and it’s a nice change of pace compared to other titles. While a few were annoying at first, I found the enemies easy to learn and understand how to deal with. The bosses were also fair challenges that I enjoyed fighting, and I like how you can build up a “Power Meter” that gradually increases how much damage you do in addition to having a Ninjutsu Meter instead of a set amount of uses. With the Meter, I found that it allowed for more uses of Ninjutsu as opposed to the typical “one-and-done” uses you tend to see in other Shinobi games. Plus, they’re flashy in a way that don’t hurt my eyes, which is always something that I can appreciate. In terms of presentation, I’d argue that this game does a decent job at it. While the gameplay itself is a somewhat “choppy” feel, the sprites are easily readable, the soundtrack is very catchy, and again, the Ninjutsu powers were honestly pretty cool, especially the Lightning one. The title screen also has a neat effect that I found was worth mentioning. However, this isn’t to say that I don’t have my gripes with the game. Mainly, it irks me that three of the game’s six stages have at least one part in which if you stand on a certain platform for too long, it will fall without warning, resulting in a cheap death. Stage 4 is the only one to actually mark which platforms will fall, but in Stages 1 and 2, there’s absolutely no warning as far as I can tell, which is simply artificial difficulty at that point. It also bothers me that in order to use a ranged attack, you need to press up + attack to fire a shot, but you can only do this when firmly on the ground. It’s not the worst thing in the world, but it is important to know. Finally, Stages 3 and 5 are incredibly short and incredibly bland, respectively. It caught me by surprise when I reached the end boss that quickly, so that was a bit disappointing. But aside from that, this is a game I wouldn’t really mind coming back to in the future. It’s a short game that I had my fun with, making it a solid 3.5 experience, in my book. -------------------------------------------------------------------------------- Final Rating: 3.5 out of 5 Sponsored Content 70-jährige Ingenieurin entwirft weltberühmten BH für Frauen Wmbra.de | Sponsored Jetzt kaufen Entdecken Sie die Geheimnisse der ICE Smart One, der erschwinglichen Smartwatch. Ice-Watch | Sponsored Harald Glööckler: Von früher bis heute! inTouch | Sponsored Leave a comment WHAT I THOUGHT ABOUT: SONIC BLAST August 12, 2023ReviewsGameGear, SEGA, SonicCheesy Here’s what I had to say about Sonic Blast for the SEGA Game Gear… -------------------------------------------------------------------------------- When you’re looking for a game to play, sometimes, you just want a short and sweet adventure that may not exactly be a masterpiece, but is a fun time to relax with… and in all honesty, that’s exactly what Sonic Blast was, for me. For one of the so-called “worst” games in the series, I found myself entertained throughout. For starters, the game runs rather smoothly, and Sonic himself is rather fun to control. He has the ability to double jump for the first time in the series (without needing a shield), and it honestly feels much more useful than in later games like Colors and Forces. It helps him traverse the levels just about on the same level as Knuckles, who still retains his abilities to glide and climb walls. Sadly, though, I don’t think he’s as good to play here as he is in the console games, so I’d just stick with Sonic. The levels, while not particularly special, are an enjoyable romp to play through, except for Silver Castle Zone. Though, one stage that did stick out to me was Blue Marine Zone, and for two reasons. First, the main gimmick of the stage is that there are various tubes that take you to different parts of the level. You have use the tubes in order to find paths that lead you past the water currents that try to push you back back to an earlier part of the stage. This puzzle-like element to the stage kept my attention, even if the level itself is very slow. Then again, most water levels in a Sonic game are. But second, and this is something I really enjoyed, is that instead of having a 5-second countdown before you drown and lose a life, you have a 10-second countdown before all of your rings start getting drained. It’s not until you run out of rings that you lose a life, and honestly, this is a mechanic that I love, as it gives rings much more of a use than most games. The bosses of the levels are slightly tougher than Triple Trouble’s, but not by much, as two-thirds of them can easily be beaten by using the same strategy over and over. Thankfully, the two final bosses are ones that I had a lot of fun with. I find it creative how the boss of Silver Castle Zone requires you to reflect Robotnik’s own attacks back at him, making it a nice change of pace for the game. As for the unnamed true final boss (which I have dubbed the “Psycho Egg”), it really puts your timing and estimation skills to the test, as you have to land on the base of it before quickly jumping on top of its head and moving to safety to avoid its counterattack. Plus, you even start the fight with 99 rings, and in this game, you only drop 10 rings when you take damage, making it a very fair and generous final battle, and a great conclusion to the game. (Also, I love the machine’s design and how the center of it looks like an egg yolk. Nice touch.) Knuckles defeating Dr. Robotnik’s “Pyscho Egg”. And before I wrap things up, we need to talk about the Special Stages in this game. As mentioned in my review of Sonic Triple Trouble, I usually don’t like having to find the Special Stages. So you can imagine the absolute shock on my face when I came out of this game having had fun finding them. The locations of the Special Stages that reward the Chaos Emerald (shard)s all reward thinking outside of the box or simply taking a riskier path, which I find to be so much better than looking through every single nook and cranny and just hoping that you found the right one. For example, in Yellow Desert Zone, the end of the stage has a series of craters that will shoot you from one to another towards the exit. However, if you figure out to enter one of the craters that you don’t enter, you’ll find the Special Stage! Or how about in Red Volcano Zone, where you can jump over a pit that continues the main path and get led to a dead-end with a patch of rings pointing in a diagonal direction. Follow the trail of rings and you’ll find the Special Stage! What about in Blue Marine Zone, where you can visibly see the Special Ring if you have a keen eye, and notice that it’s locked behind a gate that requires a switch to open. Eventually, you’ll come across a switch not too far from it, and if you go back, you’ll find that the gates are gone and you can enter the Special Stage! Whenever a short challenge or an actual hint leads me to a Special Stage, I feel proud, I have fun! This is how I like to find my Special Stages, and I can’t believe that it’s Sonic Blast of all games where I finally have fun doing so. Something nice about them, too, is that each Special Stage can be found twice in each Zone: once in the first Act for an extra life, and once in the second Act for the Chaos Emerald (shard). As the layouts of each stage are specific to each Zone, if you’re good enough, you can “practice” them in the first Act so that you know what’s coming ahead of time when you go after the Chaos Emerald (shard) in the second. It certainly helps that they have a fair difficulty curve, although, the last Special Stage does get a demanding. Overall, they’re still ones that I enjoy finding and completing. A lovely collection of Chaos Emerald (shard)s. To put it bluntly, I like Sonic Blast. Sure, it may not necessarily compare to the classics on the Genesis, but for what it is, it’s a cute little game that I don’t have many complaints with. Again, the only real complaints here would be the first 4 bosses feeling too same-y, and the Silver Castle Zone being an un-fun, unfair stage. Aside from that, nothing! But why do I like this game as much as I do? Is it the charming “psuedo-3D” look of the game? The upbeat and cheerful tunes like Green Hill Zone or the Special Stage? Perhaps features like the underwater ring drain or only dropping 10 rings when hit? Actually, that is why, and it’s a great example of why I’ll always keep an open mind when it comes to playing a new game. It’s like they always say: “one man’s trash is another man’s hidden gem.” -------------------------------------------------------------------------------- Final Rating: 3.5 out of 5 Leave a comment WHAT I THOUGHT ABOUT: SONIC THE HEDGEHOG – TRIPLE TROUBLE August 6, 2023ReviewsGameGear, SEGA, SonicCheesy Here’s what I had to say about Sonic the Hedgehog: Triple Trouble for the SEGA Game Gear... -------------------------------------------------------------------------------- As I continue my marathon of the Sonic the Hedgehog franchise, tonight, I played through and completed Sonic Triple Trouble as both Sonic and Tails, collecting all 6 Chaos Emeralds and finishing the game with a total score of 356,000 points. Upon revisiting this game for the first time in at least 5 years, I’m honestly surprised by how “average” I found the game to be. Compared to the previous 8-bit Sonic titles I’ve looked at thus far, I found myself uninterested throughout most of the adventure. In many levels, I came out of them with nothing much to say simply due to how linear or bland some of them felt to play through. Admittedly, this may be due to the fact that the game’s levels were designed around the smaller screen size of the Game Gear, which is something that I can appreciate, but it doesn’t change how I feel about the levels themselves. Take for example, Meta Junglira Zone (its name based on the fictional “Shangri-La”). While I found its music to be rather catchy and enjoyable for the stage, most of the first Act consists of very similar sections with the glass spheres from Sonic CD’s Collision Chaos immediately followed by a loop. Another example would be in Sunset Park Zone Act 2, where I began the level, ran across the top part of the stage for a bit, and entered a Special Stage. After clearing it, I dropped down a short height and found that I had already reached the end of the level. The levels in this game where just “there,” for the most part. The only exceptions being Tidal Plant Zone and Atomic Destroyer Zone. The former was a much slower and un-fun version of Aqua Lake Zone, while the latter was the only stage where I found the level design to be fun due to its gimmick of having trap panels that you don’t want to step on. Also, I’m pretty sure the bouncy and energetic stage theme played a part in my enjoyment, too. With the levels themselves out of the way, what about the rest of the game? Well, the bosses are a mixed bag, as they’re either a complete joke or pretty unfair, like with the third phase of the final boss. The way the Special Stages are handled here honestly confuses me, too, as it feels like several ideas were just mashed together without much thought. Tails fighting Fang in a Special Stage. Source: Wizard Dojo Firstly, I’m already not a fan of having to find and locate the Special Stages like in Sonic 3, but having to do that and collect 50 rings before you can even enter is annoying. In my opinion, this breaks the flow of the game, as with any hidden goodies, I want to find them naturally instead of searching top and bottom for them. I can’t tell you how many times I thought I was going to find a Special Stage, only to be met with a dead end or the usual Ring Monitor. Even when you do manage to find one, sometimes, you won’t have enough rings to enter. This means you’ll have to go back to collect them, and then hope not to drop any when you go back to access the stage. I tend to prefer the “collect 50 rings and reach the goal” method of accessing Special Stages as it lets me keep the pace going, so adding another requirement on top of my least favorite method really gets on my nerves. The Special Stages themselves are pretty weird, too, as they alternate between two types: a timed 2D platforming maze, and a 3D mini-game where you fly the Tornado and collect 80 rings before the Special Stage ends. While I don’t entirely mind either Special Stage, why not just stick to one over the other instead of having two different types? Once you reach the end of them, you’re still not done, as you then have to fight against newcomer Nack the Weasel Fang the Sniper and win. Admittedly, these fights are pretty easy and don’t take too long to beat, but why can’t I simply get the Emerald by, y’know, reaching the end of the Special Stage? It’s even stranger in the case of the 3D ones, as you go from flying the Tornado to suddenly warping to a fight against Fang. It just really makes things feel non-sequential. Now, it isn’t all doom and gloom for this game, as there are some neat gameplay elements that I feel this game does better than other mainline Sonic titles. For starters, Sonic has the Super Peel Out move from Sonic CD. Even if it’s practically useless, I think it’s neat to see here. More importantly, I really enjoy playing as Tails in this game. Something that always bothered me about playing as Tails was that, in order to fly, you needed to keep mashing the jump button over and over to ascend. You can get used to it, but it doesn’t exactly feel comfortable to do. Here, however, once you’ve started flying, you can simply move Tails around with the D-pad, making flight feel much more smoother. In addition, after Tails bounces off of a spring (or if Tails falls off a platform), he can preform a short upwards “boost” that can really help you out if you need the extra height. And that’s not even where it ends! Tails facing off against Knuckles in his submarine, the Sea Fox. Going back to Tidal Plant Zone, for whatever reason, while Sonic has to slowly trudge his way through the level, Tails has access to the Sea Fox submarine and can use it in both Acts. While in it, he doesn’t have to worry about running out of air, can freely swim underwater, and can even fire projectiles at enemies. Even if the Zone is still pretty bad regardless of how you’re playing as, the Sea Fox alone makes it even a little more bearable. Tails is definitely who I’d recommend playing as due to his stage-traversal abilities. -------------------------------------------------------------------------------- Where it stands, Sonic the Hedgehog: Triple Trouble is a perfectly average game. I think that its graphics, music, and overall presentation are rather nice. I love Sonic’s idle animation in this game, some stage transitions are nice, and the soundtrack is one I found myself singing along to as I played. However, when it comes to the core gameplay itself, that’s where things start to get a bit iffy. There are some nice concepts here, as I touched upon just now, but with pathetic boss fights, generally uninteresting stages, and a very strange execution of Special Stages, I’m left with mixed feelings towards the game. There’s nothing here that deeply angers me, but there’s not really much that excites me, either. If you’re looking for a nice and short 8-bit platformer, then this is the game for you, but when it comes to high-speed hedgehog action, I’d suggest looking elsewhere. -------------------------------------------------------------------------------- Final Rating: 3 out of 5 One comment so far RE-REVIEW: ALEX KIDD IN THE ENCHANTED CASTLE August 2, 2023ReviewsAlexKidd, Genesis, SEGACheesy Three years ago, I wrote my first official post on this blog, that being a review of Alex Kidd in the Enchanted Castle for the SEGA Genesis. In that review, I bashed this game, finding it to be one of the worst video games I have ever played. > [OUTDATED] Alex Kidd in the Enchanted Castle – A Poor Mascot With A Poor Game However, upon revisiting it and really thinking things over, this game doesn’t infuriate me as much as it used to. Don’t get me wrong, I still don’t like it, but I can at least somewhat tolerate its existence. First, the pros. I rather enjoy how this game lets you use 1,000 of your money for a Continue when you die. You even get to keep all of your items instead of starting from scratch, which is something that you don’t see often in an old-school title. It’s pretty neat, and alongside that, said items aren’t one-and-done uses, here. You can actually equip and unequip an item to save it for later. So long as you don’t lose a life while an item is equipped, they’ll stay with you forever, and that’s honestly a cool feature that rewards playing the game well and only using your items in dire situations. Sadly, that’s pretty much about it when it comes to the good, as we’re already on to the “gripe section” of this review. Something I mentioned in my original review was the game’s slippery controls. After suffering playing through Kid Chameleon, I can tell you that they’re not the worst. They’re still slippery and floaty, but not the worst. But, Alex is still an incredibly weak character who can barely do anything successfully without the Power Bracelet item that lets you fire shockwaves with any punch or kick. Trying to kill an enemy otherwise will most likely result in a cheap death due to your pitiful range. When it comes to the Rock-Paper-Scissors mechanic, no doubts about it, it’s still incredibly dumb. You have to win these games not only to obtain items in the shop that you already paid the money for, but to also defeat bosses and progress. The latter of which is honestly worse as you lose a life if you fail to win them. I know that there’s an Amulet item that shows what your opponent is thinking of choosing, but that item shouldn’t be a requirement in the first place. Heck, I brought this idea up in my original review: it would’ve been better if the bosses always displayed what they were thinking, as the battles would instead be reflex-based challenges as you scramble to choose the counter to what your opponent may or may not select for the round. Alex playing a game of “Janken” for a Magic Robe. Source: AL82 Longplays Poor game mechanics aside, the rest of the adventure is serviceable enough. Besides Hiho Forest, there aren’t many levels that I would call “frustrating” or “horrible.” In fact, I still really enjoy the final level, the Sky Castle, just as much as I did last time. I think it puts your reflexes to good use and has some fun tricks and traps that aren’t too punishing. Plus, its music is still my favorite song in the game. The desert theme ain’t too bad, either, but the helicopter theme… yuck. With all that said and done, that’s about all I’ve got to say on the game. There were about as many good things I had to say as there were bad, making for an experience I can only describe as “okay.” While Alex Kidd still isn’t a game to write home about, I could honestly see it making for an alright “kid’s first video game” due to its relatively easy-to-learn gameplay and bright colors. The adventure isn’t too long, lasting only 11 levels of relatively short length, so if you’ve got a Kidd of your own or maybe a younger sibling, consider checking this one out together. Maybe the time shared will be a more consistently fun experience than the game itself. -------------------------------------------------------------------------------- Final Rating: 3 out of 5 One comment so far WHAT I THOUGHT ABOUT: THE REVENGE OF SHINOBI July 31, 2023ReviewsGenesis, SEGA, ShinobiCheesy About two weeks ago, I completed The Revenge of Shinobi for the SEGA Genesis. Here’s what I had to say about it… -------------------------------------------------------------------------------- Every time I play through The Revenge of Shinobi, I’m left wishing for a modern-day remake. Not because the game is bad by any means, but because things like poor level design bog down an experience that is otherwise really fun and enjoyable. Before anything else, I want to get the bad out of the way, as there are aspects about this game that I enjoy. The main problem I have with it is that its enemy, boss, and level design can be very unforgiving at times. Admittedly, most levels are relatively manageable enough, but when they aren’t, those levels stick out like a sore thumb. In some cases, the challenge comes from having to make pixel-perfect double jumps, which are already hard enough to pull off as you need to be at the peak of your jump, beforehand. I personally don’t like this type of double-jump, but that’s just how it is in Shinobi series and even then, it isn’t the worst thing in the world once you get the hang of it. What is the worst is trying to get through a stage without getting hit, a task that tends to be impossible when you’re constantly being surrounded by enemies. Stage 8-2 is the worst offender of this, as it’s a maze in which you need to enter the correct doors that lead to the exit, but there are several enemies constanting jumping and flying around as you try to do this. It certainly doesn’t help that there’s nothing to push you in the right direction as far I as I can tell. Whenever I reach this point in the game, I find myself looking up a guide as I honestly can’t beat the level without doing so. Bosses like Monster G and the Ninja Master himself (who I just call “Zeed” after the criminal organization you’re trying to take down) are also really annoying and can easily kill you in just two hits. Thank goodness for modern features like save states and rewinding, because trying to beat these guys in one go is absolute torture. Joe Musashi raining down shuriken on a samurai. Source: Retro Gamer Still, none of this prevents me from enjoying the core gameplay itself, alongside the abilities that our protagonist, Joe Musashi, has in his arsenal. I love the mechanic of having a limited supply of shuriken that you can use for long-range attacks, as it encourages you to be smart and resourceful, just like a ninja. If you’re within close range of an enemy, you can instead kick or slash them with your katana, being able to save those shuriken for later. This style of gameplay works wonders in making you feel like you are Joe Musashi, and that you are a stealthy ninja with cool weapons and Ninjutsu abilities. Speaking of which, Joe has some neat powers that are quite helpful in many cases, including summoning a thunder shield that protects you from a few hits and creating flame pillars that clear all enemies on the screen. In all honesty, I usually end up only using the Ninjutsu of Ikazuchi (the thunder shield) as I prefer being able to take some extra hits and just skip past good chunks of the more frustrating levels, but having various options to choose from is a very nice thing. Even with all of the game’s flaws, I find myself coming back to The Revenge of Shinobi often due to its satisfying gameplay. Plus, the game’s music is no slouch, either, with Ninja Step being my favorite song from the game. It’s so dang groovy and I love hearing it play in the factory levels. While this game could definitely use a remake, nowadays, if you set the difficulty to “Easy” and go in with a few save states prepared, then I’m sure you’ll find at least some amount of enjoyment when it comes to taking down Neo Zeed’s empire. -------------------------------------------------------------------------------- Final Rating: 3.6 out of 5 Leave a comment WHAT I THOUGHT ABOUT: SONIC 2 (MASTER SYSTEM) July 30, 2023ReviewsMasterSystem, SEGA, SonicCheesy Here’s what I had to say about Sonic 2 for the SEGA Master System... -------------------------------------------------------------------------------- Following my completion of Sonic 1 (Master System), I went ahead and took on its sequel, which was originally a game I ended up really not liking years ago. At least, I didn’t like the Game Gear version. However, upon revisiting the game years later and playing the Master System version with a much larger aspect ratio, I’m honestly rather surprised by how much I enjoyed this one! Most of the levels here had some pretty fun gimmicks and level theming. Under Ground Zone is a cave full of lava that has some mine-carts you can ride in. It’s a pretty neat first level as its not the usual green and grassy area most Sonic games start off in. Aqua Lake Zone sees you bouncing across water and has a fun stage mechanic in the second Act where you have to careful ride up in a bubble without touching anything along the way. I didn’t really think much of it the first time I played this game all that time ago, but this time, it ended up being a very fun stage with some really good music. Gimmick Mountain Zone lives up to its name by having things like rotating gears that fling you around, conveyor belts, moving platforms, and a few more mine-cart sections. This stage is still my favorite in the game after Aqua Lake Zone due to its color scheme, level design, and overall aesthetic. Its theme is also another one I quite like. These are a few examples of levels that I really enjoy due to their unique settings and stage mechanics, and I had a smile on my face as I played through them. Not all are perfect, however, as Sky High Zone definitely falls flat on its face when it comes to execution. The idea of using a hang glider to soar across the stage is fine, but the controls for it are confusing and counterintuitive. You would think that by diving down and swooping back up, you would gain some more height, not unlike the Cape Feather from Super Mario World, but no. Descending only does just that, and all you can really do is lightly tap left on your controller in order to keep on moving straight ahead. It’s not the worst thing in the world once you get the hang of it (no pun intended), but without the knowledge, it’s pretty dang easy to end up falling into a pit of spikes. Besides that, the rest of the Zones were pretty fun, even Scrambled Egg Zone, a stage notorious for its various tube puzzles that require split-second decision making. Honestly, I ended up liking this stage as a penultimate challenge. Even if some were difficult, you can always just take the easy way out pause to see which direction you should take next. The boss fights of these stages were also really fun (not counting the true final boss I needed to use Save States to beat). Just like in the previous game, for whatever reason, you don’t get any Rings before fighting the boss, but that’s not really a problem as you can get into a good pattern with most of them. I rather enjoy the Balance Master boss fight, where you’re first shown the boss being attacked by its own weapon before it starts to attack you. You then have to piece together the fact that you can’t directly attack it, but must instead blow up said weapon before it gets the change to attack you with it. Finally, finding the Chaos Emeralds here was, in my opinion, much more straightforward than in the previous game. There wasn’t a single one that I had to look up, and I was able to figure out what I needed to do in order to get them. “Hmm, there’s a batch of springs right before some more springs that I can’t easily reach. I wonder if building up enough speed in order to bounce off of both of them will lead me to the emerald…” I will say, though, I might’ve been lucky when it came to Gimmick Mountain’s emerald, as you need to walk through a fake wall that isn’t entirely too obvious in order to reach it. Then again, even as soon as the first level, you’ll most likely find out that there are a few fake walls throughout the game that lead to some goodies. Heck, there’s quite a few in Gimmick Mountain, itself. As I said before, I was honestly surprised to see how much more I enjoyed this game playing through it again. I wondered why I didn’t like it as much before, and why most people don’t really like it all that much. Then I realized… the Game Gear version is the one most people have experienced. The screen crunch in that version makes finding the Chaos Emeralds and getting through the game itself an absolute pain. It’s honestly a shame, too, as having the wider aspect ratio made this a game I had a good time with. It sucks that the Game Gear version is the only one that keeps getting re-released, even in recent compilations like Sonic Origins Plus. If you haven’t given the Master System version of this game a try, I’d recommend checking it out. Maybe you’ll like it more, maybe you’ll still think it isn’t that great. But with unique and creative level ideas, fun boss fights, and some really good music, Sonic 2 for the SEGA Master System is a game I think I’ll keep coming back to in the future. -------------------------------------------------------------------------------- Final Rating: 4 out of 5 Leave a comment WHAT I THOUGHT ABOUT: SONIC 1 (MASTER SYSTEM) July 29, 2023ReviewsMasterSystem, SEGA, SonicCheesy Greetings and salutations, my loyal readers! It certainly has been a hot minute since I’ve last posted something to my blog, and that’s honestly a darned shame. I’ve wanted to consistently write posts here, but finding the drive to do so has been rather difficult. However, I’ve realized that upon completing a game, I tend to write down my immediate thoughts about what I played without really overthinking anything in-between, kind of like writing down something in a personal diary or journal. This has inspired me to begin the What I Thought About series, a series of reviews where I share those exact thoughts, giving you a glimpse into my final impressions about what I just played. Without further ado, here’s what I thought about Sonic 1 for the SEGA Master System… -------------------------------------------------------------------------------- Tonight, I completed Sonic 1 (Master System), collecting all 6 Chaos Emeralds and beating the game with a total score of 413,600 Pts. Overall, I honestly really enjoyed this one. I found most of the Zones to be rather fun with some nice momentum-based platforming, and I honestly did enjoy finding the Chaos Emeralds rather than having traditional Special Stages. That being said, the Bonus Stages that were here were rather fun. The challenges and ideas presented here were rather fun. One notable challenge being how you collected the Chaos Emerald in Labyrinth Zone. It’s in plain sight inside a pit of spikes, but prior to reaching it, there’s an Invincibility Monitor. So, you have to quickly rush to it while invincible to safely pick it up. I also really enjoyed Jungle Zone, as the music is just very swinging and fun, and I really liked the stage mechanics like rolling on logs and the small streams of water that pushed you back. This is a stage I’d honestly love to see make a return. The game was not without its cheap moments, though, as for whatever reason, every boss act doesn’t have anything Rings, making it very easy to lose lives. I also hated Labyrinth Zone itself due to the fact that there’s even less air bubbles for you to breathe in, and its somehow an even slower stage than the Genesis version. Also, I have no clue how you’re even expected to find the Chaos Emerald in Scrap Brain Zone, as you need to fall in a specific pit with no indication that there’s a teleporter to the Emerald in it. The same kind of goes for Sky Base Zone, but at least in that stage, you’re shown where the Emerald is and could theoretically realize that there’s only one other path that could lead to it. But aside from those gripes, this game was pretty alright and I had a nice time with it. -------------------------------------------------------------------------------- Final Rating: 3.8 out of 5 Leave a comment SONIC ADVENTURE DX POST-GAME THOUGHTS March 3, 2022ReviewsMemories, SEGA, Sonic, Sonic AdventureCheesy *** SPOILER WARNING *** For the first time ever, I have finally 100% completed Sonic Adventure DX. All x130 Emblems, all x60 Missions, all 10+ hours of Chao Garden grinding, and all x15 Achievements have been conquered. To celebrate, tonight, I will take some time to talk about some general thoughts that came to mind after I beat the game, or my “Post-Game Thoughts,” if you will. I want to make it clear that this is not necessarily an in-depth review of the game, but instead a series of things about the game I just wanted to get out and share with the world. This is going to be a hefty one, so to those of you who plan to brave all of these heartfelt thoughts in one sitting, I sincerely and genuinely appreciate it. Without further ado, let’s begin with my thoughts on the conclusion of the game and go from there. As cool as being able to play as Super Sonic was, the grand finale kind of left me feeling a bit “empty” for lack of a better term. To get the good out of the way first, in my opinion, Super Sonic controlled very smoothly and much better than Unleashed’s Dark Gaia fight. Now while the fight itself was cool, the ending felt a bit sloppy. The day is saved, Sonic goes off on his own for look for some more adventure , but the city is still a total mess and Tails’ doofy line at the end, while funny, doesn’t make matters any better. Also, in terms of the fight itself, I wish we got to hear more of Open Your Heart. The song brings back such amazing memories of the intro and main menu screens, but that’s honestly all I can associate with it because of Perfect Chaos having a second phase theme. It isn’t a bad one, but it would’ve been neater if that one was used for a pre-fight cutscene or at least just the first phase. Anyway, on a similarly-related note, the game as a whole… sadly wasn’t as amazing as it once was, to me. It isn’t the worst Sonic game of all time and Sonic didn’t necessarily “have a bumpy transition into 3D” as every game journalist likes to say, but the game certainly isn’t perfect. Still, there are so many things that I love about the game. Most of the levels are fun, the music is phenomenal, and this game gave us Chaos, the God of Destruction! He was always a character I loved seeing because I always thought he looked so cool. Could we please see a live-action Chaos in the movies, Paramount? Pretty please? More about the music, though, let’s talk about it for a second. I love this game’s soundtrack and we need more of it in the current Sonic series. This game has so much diversity with its genres. Rock, jazz, hip-hop, techno, you name it, it’s all here. Those first three are my favorite genres of music, by the way, and I wonder if this game has something to do with that… hmm… Anyway, that variety is beautiful, and I would love to see more of it. Team Sonic Racing’s soundtrack had a good mix of music that reminded me of this era of Sonic, and I would love to see it return. Here’s hoping. In conclusion, fully playing this game again for the first time in years brought back so many memories. The voices, the models, the graphics, and all the amazing quotes like “come on ‘ya big drip” and “get a load of this,” ohhh, it’s wonderful. While this game is no longer my favorite in the Sonic series from a reviewing standpoint, it certainly is from a nostalgia standpoint, and for that, I am grateful to have relived all those moments and memories all over again. Thank you so much for the great times, Sonic Adventure. I’ll see you next game. (Continue to the bottom to see my favorite and least favorite parts about the game!) Favorite Gameplay: Sonic – It was to be expected. The sense of speed can be quite fun and being able to use the Spin Dash in a 3D space is a blast. It’s honestly something I enjoyed Sonic Lost World (3DS) for. E-102 Gamma – Locking-on to several targets and taking them all out at once always feels so rewarding. Plus, Gamma’s story is great and I love the way his voice sounds. Out of everything from the game, he was just as fun as I remembered and playing as him again was just as great. Least Favorite Gameplay: Big – It’s not so much the fishing that I don’t like, but the A Rank Missions that take forever to complete. At least the Hit!! music is an absolute banger. Chao Racing – No. I spent over 8-10 hours just grinding for this mode. Raising Chao themselves can be nice and cute, but racing them and hoping that your stats and luck are actually good enough to win is not fun at all. Favorite Stage(s): Casinopolis – More so in Knuckles’ case, but the music here is great. The NiGHTS Pinball also has good music, even if I sadly don’t use it as much to get Rings in the level. Lost World – This one surprised me as it was always the most forgettable level for me. Either way, it has some great presentation and I really like the atmosphere here. Red Mountain – This one was always my favorite stage in the game. You have the first part with a jazzy exterior before going inside to see all the volcanic inside as a fantastic hip-hop remix of Act 1’s theme plays. Oh, it’s so good! Hot Shelter – This was another one I really liked, mostly for the second Act’s music alone. That saxophone + techno hybrid is pure bliss to my ears. Favorite Boss(es): Perfect Chaos – As I mentioned previously, I felt that Super Sonic controlled very smoothly and even if relatively short, it was still pretty fun to blast through a flooded Station Square to defeat Chaos. Egg Viper – Get a load of this! Jokes aside, this one was such a tense fight back then and the orchestral music really made this encounter do-or-die, and ending it all off by having to safely jump to the only safe platform that remained was always a nail-biting moment. Beta Mk-II – This one was always at the top of my list. I really loved the showdown between Gamma and his modified brother. His new appearance made him feel like he changed entirely, no longer being the same robot Gamma used to know. Even if there was never any actual dialogue between the two, it felt like he wasn’t messing around, this time, and the silence may have contributed to that. The stylishness of his attacks accompanied by one of my absolute favorite tracks in the entire game made this such a memorable fight for me. Total Playtime: 40 Hours, 40 Minutes Favorite Songs: And now, we conclude these Post-Game Thoughts with my favorite songs from the game. I have created a public playlist containing what I believe to be my Top 25 which you can visit with the link right here. To those of you who have made it to the end of this post, thank you. Once again, I greatly appreciate the fact that you took some time out of your day to read all of this. Or maybe you didn’t and only skimmed through some parts. Either way, thanks for checking out this post at all. I know I have my fair share of memories with this game, but I want to know what some of yours are. Do you have any favorite stages or songs you love? Feel free to let me know in the comments below. I would love to hear what you have to say. Until next time, take care. Leave a comment SONG APPRECIATION #5: SMB2 SPACE COLONY (BANANA MANIA) February 9, 2022Song AppreciationMusic, SEGA, Super Monkey BallCheesy Every now and then, I’ll come across a song that catches my attention. A song that makes me imagine a certain type of scene or fills me with a strong feeling or emotion. Whenever that happens, I’m scrambling to share that sense of joy and powerful emotion with anyone I can, anytime, anyplace. The second song we’ll be talking about today is one of my favorite remixes from Super Monkey Ball: Banana Mania. The game is a remake/remaster/compilation of Super Monkey Ball, Super Monkey Ball 2, and Super Monkey Ball Deluxe, filled with over hundreds of levels from those three games. The game also features a new soundtrack, with some songs being remixes of the music from the original games. While some of the remixes can be hit or miss, for the most part, I don’t mind them. If you purchased the original soundtrack like I did, you have the added perk of being able to listen to both sets of music, listening to a remix you might like on one stage, and listening to the original on another, but that’s beside the point. What I want to get at is that there is one remix that stands out above the rest, for me, as I honestly like it more than the original, with that remix being of the Space Colony theme from Super Monkey Ball 2. The original is by no means bad at all. It fits the setting of being up in outer space and has a relaxing and soothing sound to it. However, the remix takes the part at 0:51 and, in my opinion, makes it shine brighter than before. With the added synths and extended melody, this theme made the Space Colony levels a kind of immersive experience when playing the game with headphones, as if the music represents the beauty of the stars above the sky. I absolutely loved playing through these stages with this music, as it really allowed me to keep trying again when I failed without getting too frustrated. For a game as difficult as Super Monkey Ball, I sure needed it. The lovely sounds of this remix, the push it gave to keep going, and the already (inter)stellar look of the Space Colony itself when playing are what make me recommend giving this theme a listen as soon as possible. SMB2 Space Colony composed by Hidenori Shoji, Saori Yoshida, Satoshi Okamura Leave a comment SONG APPRECIATION #4: TIDAL TEMPEST BAD FUTURE (JP) February 9, 2022Song AppreciationMusic, SEGA, Sonic, Sonic CDCheesy Every now and then, I’ll come across a song that catches my attention. A song that makes me imagine a certain type of scene or fills me with a strong feeling or emotion. Whenever that happens, I’m scrambling to share that sense of joy and powerful emotion with anyone I can, anytime, anyplace. Today, we’ll be taking a look at two songs from SEGA games I really like, the first being a song from the Japanese soundtrack of Sonic CD. The game sees our blue boy, Sonic the Hedgehog, on the floating Little Planet that Dr. Robotnik has chained to the ground. Sonic sets off to collect the 7 Time Stones, warping through the past, present, and future in order to prevent Robotnik from mechanizing the planet. In the game, when Sonic travels to the future without collecting all the Time Stones or destroying the Badnik Teleporters in the past, he ends up in a Bad Future where Robotnik has succeeded in his goals. The music in these levels really fit the situation Sonic’s found himself in, but one theme that I think does a great job of this is Tidal Tempest’s Bad Future. The music has a heavy techno vibe and I’ve always loved it for that. For me, it reflects the state of Tidal Tempest after Robotnik’s taken over Little Planet: destroyed and under Robotnik’s control. What was once a peaceful and beautiful cavern has now become an industrialized mess, and if Sonic’s too late, this is the way it’ll end up. Now, this may be a hot take, but I think I may like it more than Stardust Speedway Bad Future. While I do think it’s a good theme (both the Japanese and American versions), I feel like it suits the race with Metal Sonic more than the Bad Future, itself. Because of this, Tidal Tempest’s theme is one of the first on my mind when I think of a “bad future.” Tidal Tempest Bad Future (JP) composed by Naofumi Hataya, Masafumi Ogata Leave a comment POSTS NAVIGATION ← Older posts Older posts FOLLOW? Want to receive notifications for new posts? Click to follow by email. 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