You might think you are playing SMB2, but really it’s playing you.
Sydlexia’s Ranking: #21/100 My Rating:
As the odd ball, SMB2 does a lot of things never seen before: it prominently incorporates a transgendered bird, hides rocket ships in plain sight by masquerading them as root vegetables, and allows the consumption of a potion for us to see dark world reflections of reality.
During this adventure, we feel like we are the driver of our thoughts, allowed to make character selections and win extra lives in roulette. Little do we know that SMB2 is playing with house money, and we are just along for the ride.
As the hour count continued to rise, I continued to play to not lose out on time already invested.
Sydlexia’s Ranking: #40/100 Developer: Taito My Rating:
“Individuals commit the sunk cost fallacy when they continue a behavior or endeavor as a result of previously invested resources (time, money or effort)” (Arkes & Blumer, 1985).
You know, I like to think of myself as rational. Who doesn’t like to imagine themselves as an autonomous agent living out their free will initiatives? Unfortunately, Lufia and the Fortress of Doom dissolved any notion of me being in control of my faculties. This game is a hot piece of garbage, a big to-do list from hell, and it could only be my irrational, emotional processes that made me continue.
And the frail quilt of patched-together, leftover parts.
Sydlexia’s Ranking: #70/100 Developer: Rare My Rating:
Cranky Kong is a prescient figure in the Donkey Kong Country series; complaining of video gamers today, he warns how things to use to be harder and how easy we have it today.
I never thought he would live to see the day where it happens to his own family.
Donkey Kong Quest 3 (DKC3) was a very late installment on an old system — the N64 was released months prior when DKC3 was released for SNES. Because of this, it didn’t garner much attention as many people already moved to the new, shiny system. This is a good thing: DK3, while fun, is a step back from the other two installments on the SNES, mocking us with a false sense of achievement.
How much stimulus can the human mind handle? Exactly enough to juggle and dodge 1300 sprites of doom.
Sydlexia’s Ranking: #52/100 Developer: Konami My Rating:
One theory for general anxiety disorder is that it’s due to some lowering of neuron-firing threshold. The entire nervous system is more excitable, and it takes very little stimulus to get widespread action potentials promulgating through your central nervous system.
If you don’t have this problem, Gradius III will surely give it to you: one-hit death, complicated bosses, tricky navigation, a hundred projectiles. While some might view beating the game as an accomplishment, I believe getting through it without increased cortisol levels more of a feat.
An electric-blue, phallic symbol of power is all that matters in this beat-em up adventure.
Sydlexia’s Ranking: #60/100 Developer: Technos My Rating:
The Lee brothers are at it again. The last time I got familiar with Billy and Jimmy, they taught me that life is not fair. In this reincarnation, they really don’t teach me much of anything: there is no plot, no story, no instructions. You are just dropped off in a world of baddies, smashing your way without a care in the world…
Sydlexia’s Ranking: #19/100 Developer: Rare My Rating:
This has always been a down low favorite game of mine, and it has a lot to do with all the secrets that are so enticing to find. Diddy Kong’s Quest offered the original Xbox Achievements as each level is scattered with hidden DK coins and tokens. I feel like this was the first time that someone considered replay value beyond a stale rerun through the same levels.
DK2 has the usual quirkiness that the game traditionally brings: a little bit of culture, bizarre animal enemies, and adult Kongs that have their own unique angles. Cranky Kong is probably a favorite as he chastises the player for having it so much easier than earlier gamers (arcade and NES era) and breaks the fourth wall a little bit. This always gave the game a boost of flare and made it more rememberable.