Games that require guides to complete them in a fun manner aren’t games.
Sydlexia’s Ranking: #39/100 My Rating:
Shadowrun was doing everything so right.
When a puzzle arose, different hypotheses could be formed and tested with the appropriate interplay of challenge, confusion, and reward. You never were at a complete loss (having no clue where to start) using the last resort plug-and-chug method (recounting every step, taking to every NPC, trying every command). The story pointed you in the right direction — it was then up to you to piece it together.
You had to do some repetitive grinding for levels and endure moments of uncertainty, but a framework held it together.
Until this wacka-doodle of a game spirals out of control.
No matter your favorite polygonal structure (dodecahedron anyone?), you will enjoy flying through this math-class review of a rail shooter game.
Sydlexia’s Ranking: #17/100 Developer: Argonaut Software My Rating:
What a combination: a fox, hawk, toad and hare trapped within recessing parallelograms.
It’s hard for those who weren’t there to understand how interesting the promise of 3D games was. While the SNES was not ready to do it, many developers came up with “tricks’ to make the illusion of depth. Donkey Kong Country used rounded front characters on bubbled backgrounds to create a magic eye of 3D. Doom took advantage of Renaissance-era depth and perspective techniques to make it seem that monsters were moving positions.
Starfox did it through creating actual polygonal shapes, thus an actual precursor to what we would come to know from the psone and n64. While somewhat of an ugly first effort, the charm is still there, and the organic contributions of the four characters softens the hard edges of the environment.
Kirby shows up fashionable late to the NES party and provides a final jolt to a dying system with this introspective tale of fulfilling the Hero Archetype.
Sydlexia’s Ranking: #46/100 Developer: Hal Laboratory Rating:
This game has a lot of Japanese flair — I’m not sure how else to put it. Your character is a pink puffball that sucks in monsters and steals their abilities. Mini-games includes eating as many eggs as possible and an old Western dual. The opening sequence is a how-to-tutorial of how to draw kirby (“First you draw a circle…”). Your journey begins in vegetable valley and ends with a battle flight through the stars. This game leaves no ground uncovered, including the collective consciousness.
Along the way, you may become attached to the trials and desires of the pink enveloper, but by the end you realize that Kirby’s playful facade is just a cover for his performance as a Carl Jung archetype: the hero.