Izzy's 2024 gaming year in review.

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canedaddy
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Re: Izzy's 2024 gaming year in review.

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isthatallyougot wrote: Tue May 20, 2025 12:53 pm ... I've had a love-hate relationship with language forever ...

That's interesting coming from someone who is so articulate and expresses himself so well via the written word (see this entire thread).

Anyway, that looks like a cool game. 8-)
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Re: Izzy's 2024 gaming year in review.

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canedaddy wrote: Tue May 27, 2025 11:41 am That's interesting coming from someone who is so articulate and expresses himself so well via the written word (see this entire thread).

Anyway, that looks like a cool game. 8-)
That's very sweet of you to say, but life is so full of irony, isn't it?!? At the risk of going off on a philosophical tangent, I, at some point, realized that I was becoming lost in language in a search for truth, as strange as that may sound. I had this blind spot that perhaps many also share, a blind spot that believed that I could find the depths of truth within language. But language is, of course, symbolic. And symbols can never be what they represent. To put it another way, all language is "false", even if it can be a useful pointer helping direct to what is real..."real"?. All abstraction, whether mental imagery or concepts derived of other symbols... of words, is "untrue", if that makes any sense to anyone. So all the mental noise ultimately leads nowhere and only circles back on itself, and it took me a long time to really absorb this fact, being slow to digest this thing. But in the process I became intimately familiar with language, my own given at birth, as well as Germanic etymology and also especially the study of Latin. While it's not the only influence of Western symbolism, it's tentacles are found throughout. And I also had the "advantage" of learning Swedish fluently when I was young. So, my nature, was to immerse myself within these symbols used for communication only to find that ultimately nothing comes of it, lol. The absurdity of life. Maybe I need a padded cell and straight jacket. :P

#10 Boku no Natsuyasumi 2 (PS2 - 2002) 4/5 (Playtime 19+ hours)

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Being a gamer of fairly broad tastes, I'm always on the lookout for oddities and obscurities that may have missed mainstream, or even enthusiast, attention. My radar is always on, scanning and hoping to find such treasures, and when I come across something that seems like it will tickle my fancy, I always put it on my back burner with the intention of hopefully playing it one day. One such game caught my attention years ago in the form of a Japanese-only series called Boku no Natsuyasumi (My Summer Vacation) or, more specifically, the second entry released for the PS2 (and later the PSP) in 2002. Sadly, this game was never brought to the west and no translation was available, that is, until late 2023, when Canadian YouTuber Hilltop completed work on this project, making it available to any who were interested. I thought this would be a game that would forever remain outside my ability to properly appreciate, but thankfully, with this translation, I finally got to experience it in 2024.

So what is Boku exactly? Well, you take on the role of a child named, Boku - meaning “I" in Japanese. (There's even a joke about his name in-game referencing the saying “me, myself and I” where another character makes fun of his strange name.) This is intended to be your (the player's) adventure, after all, and the name is a reflection of that ideology. Your family has sent you away to your aunt and uncle's boarding house - they run an airbnb of sorts - in the rural, coastal fishing village of Tomifumi. It's 1975, and you're a 9-year-old kid, sent away over the holiday while your mom and dad make preparations for a new arrival back home in the form of a soon-to-be-born sibling. You'll be here for one month - the entirety of August, and will have the opportunity to meet new people, explore the region, and simply enjoy your vacation as you learn a little more about life and, maybe, grow up a little in the process.

The visuals are of a pre-rendered style, like PS1 Resident Evil or Final Fantasy, and they're full of detail and charm. Of course, the resolution, being from this era of gaming, isn't as high, but taken as a package, the world was full of color and variety, and exploring was always satisfying in terms of the presentation of an interesting world. The voice acting was also well-done, although, like with other games I've played with Japanese voice, it's hard for me to accurately assess the quality, given my unfamiliarity with the language. But there was a nice variety of emotive expression and vibrancy to the deliveries, and I appreciated that aspect, whatever the quality may have ultimately been to a native speaker. There are some nice musical pieces that are sprinkled about as well. One is played on a record player of one of the villagers in the evenings. Another couple are played on guitar by one of the visitors, and finally there's a really beautiful piece played over the credits. In terms of sound and visuals, I was very pleased with Boku. There aren't many games depicting “normal” modern life, and here things were a beautiful translation of that setting.

The practical structure of Boku is an open world where you'll roam about the handful of village buildings as well as the surrounding natural areas. As things progress, you will unlock new routes to new areas and shortcuts that allow you to traverse things more efficiently. Your day is structured around a consistent routine. You awaken and have morning communal exercises at the park (if you didn't exhaust yourself and get sent to bed because you overdid it the day before), breakfast with your aunt, uncle and two boy cousins, daytime free time, dinner and then finally evening free time. During your free time you can partake in many different activities. You can collect a variety of bugs, including different types of beetles for “bug wars” where these critters battle it out for superiority against your cousins. (You can also preserve and mount them, if you wish.) You can go swimming in numerous (and interconnected) bodies of water where you may find some treasures worth holding onto. You can fish with a variety of tackle and bait, both in fresh water and the sea, and if you catch something particularly noteworthy, it will be the family dinner that evening, which was a nice touch. You can go biking, look for bottle caps - the more you find, the longer you can hold your breath underwater, which was one of the “gamiest” elements in Boku. (I only found 13 of 25 when I'd finished.) You can play at the local park - swing, slide, see saw with another girl from a local family. You can and will meet the town locals and follow along with all of their own personal narratives as the days progress. You'll meet some curious new strangers that are boarding at the families business during your stay. You can buy yourself a treat (if you've earned the money). There are simply so many little things to distract yourself with. And the beauty of it all, as it should be with a summer vacation, is that *none* of it is mandatory. From the time you arrive at the village until the day you go back home, you choose exactly what you wish to do. The way things were so open really facilitated that sensation we all (hopefully) remember when we were kids on summer break. It's your time and you while away the hours and days however you please. If you are seeking a little more guidance and structure, there is a wonderfully organic integration of a “hint” system where you play that paper fortune teller game with flaps and numbers that most everyone has probably experienced as a kid. While consulting the little girl who you play this with, she'll point you in areas you may want to focus your next day upon. And I did usually use this to my advantage to make sure I didn't miss any important story beats. Even if you don't do this, however, there is enough time every day to see every area, especially if you set the passage of time to “slow”. There are three degrees for time movement, and time moves are only measured by screen transitions, so you could theoretically spend an eternal day on one screen. If you set time movement to quick, though, you'll struggle to see every area each day. I kept mine set on slow for almost the entire game. It was only after I knew I had done everything that I wanted for a given day that I'd change it to go ahead and wrap things up or, alternatively, simply go to bed. To the point, there are so many things you can do and see each day, and there's a variety of narrative threads that persist throughout, as well as ones that crop up and resolve within a shorter span within these summer days.

Speaking of the narrative and characters, they were a real highlight of Boku. Everyday, you'll learn more and more about your relatives and the local villagers, and they are far more in-depth than I was expecting. There's not tons of bloat, with each character interaction only having two things to say each day, however short or long. But these people all felt real and their struggles and joys were wonderfully portrayed, with both comedy and sincerity. There's a grandfather who's a widower coping with the loss of his wife along with hoping for his grandchildren's’ future well-being. A nerdy, scientific boy who's estranged from his father, who also lives on the island in an isolated hut on the mountain top. An absentee mother that comes to briefly visit who knows she's not a good mom for having abandoned her children to care by relatives - a woman who wishes she were different, but has come to accept herself as she is. Your uncle used to be a carpenter but was afraid of heights and is now stuck running the boarding-house business, and he's clearly (mostly silently) tortured by his fear-induced prison of sorts. And many others - those are just a few of the threads. And Boku himself, oh my, what to say about Boku?!? Boku, well he's a lovable (and incorrigible) rascal. He just is who he is without any trace of self-awareness or pretense. Because of his pure and guileless nature, he simply says what he thinks...AT ALL TIMES. Some of the things the come out of his mouth stun the adults he interacts with, and they simply do not know how to respond to such socially unaware utterances. Boku is such an unintentional little devil. I really love him! He's pure through and through, and reason enough to play the game all on his own. All in all, BnN2, despite the cartoonish NPC appearances and relatively brief daily interactions, managed to cultivate believable and poignant profiles of people who were living their lives, both in hardship and victory. Everyone felt genuine and I cared about this group of fictional beings I came to know.

There are some things to note for any would-be players that may be worth mentioning. This is more “experience” than “game”. There's plenty to do, but it's all very simple. There are no deep mechanics, systems or strategy involved - no real demands upon you whatsoever. It's just about exploring, enjoying the narrative and characters and simply *being*. There are also instances of awkward navigation due to fixed camera angles in a few spots. Not only due to perspective, but in a few cases, it wasn't obvious that there was, in fact, a new way and/or direction to interact with the world unless you were really paying attention to little changes in the scenery. But since it's pre-rendered, it was kind of natural to *not* look for or expect differences. I think, at least for me, you don't expect changes in this sort of graphical style, even though it's obviously possible. The control scheme is also a pretty antiquated, if functional. You turn Boku with the d-pad and make him move in the direction he's facing with “X”. It works fine, especially given the pre-rendered scenes, but yeah, it's a little clunky at first. Also the typical differences between Japanese and Western button layouts are awkward with “O” to execute instead of “X" being the primary offender. The open world is also not particularly huge. It's big enough, and it takes some time to remember how to navigate from one area to another once things have fully opened up, but it's far more intimate, both in terms of content and size than most “open-world” games most people are probably used to. It's also probably not possible to see everything on one run in the game. I think you could see most things, but the days don't last long enough to experience it all.

But the essence of Boku hit me pretty hard. I was also a young child in 1975, and my family would send me (and my brother) off every summer to my grandmother's house hundreds of miles away for a couple of weeks to a month. Those memories are some of the best of my entire life. I wasn't particularly happy with some elements of my home life, but my grandmother was an angel - a teacher who also had her summers free, a woman who was intelligent and warm and was, herself, a personal sort of vacation for me. And during those summers I lived a life very much like Boku in this game. She lived in a rural area abutting the woods, and I would run about and explore just like Boku. There were also, at the time, neighborhood children of a similar age to whom I formed bonds and enjoyed those carefree days. Those summers seemed endless and the joys of simply being free and young in a personal sanctuary of sorts were profound. This game felt like a personal parallel on so many levels for me, and as Boku's summer started to wind down, I had flashbacks of my own childhood summers of similar nature, and started to feel a real sadness as his time was drawing short. It was a really bittersweet experience that mirrored my own memories in many ways, and I was more engaged than I might have otherwise been, had those parallels not been present. There's a lot more I could say about this game, but I'll just say that it was wonderfully charming and full of personality along with both a poignant sweetness *and* melancholy in ways that you don't often see. It was engaging from beginning to end, and I was sad to see things come to a close after my 19 hours with the game. I was surprised to feel the return of those sensations of my own summer adventures brought back to the front of my awareness, and that feeling alone was worth the time I invested. It's a shame knowing how many wonderful titles remain forever hidden from many gamers due to lack of localization, but I'm very thankful that at least this one, which I had hoped to play for so long, finally became available for me to enjoy. Solid 4/5.
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Re: Izzy's 2024 gaming year in review.

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#9 Mega Man Legends (PS1 - 1998) 4/5 (Playtime 19.5 hours)


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In a world of so many games and series, there are plenty of experiences that you just miss out on by virtue of time being a limited factor. Personally, I am interested in FAR more than I'll ever have a chance to play in multiple lifetimes, but with the finite amount of leisure afforded a person, you must make choices about what games you think will give you the best return for that limited availability of investment. So sometimes, there are games that you think will click for you but just lose out in the game of large numbers. One such series for me is Mega Man. I'm very interested in the core loop of platforming, getting new weapons/abilities, and the series of creative bosses. And I've only ever played Mega Man 9, and I didn't give that game a proper shake due to being drawn to other titles at the time and the sensation of getting a little too punished by the difficulty. (I forgot to git gud. :P) But I could certainly see the appeal and always planned to return to the series in its various forms, including the mainline entries. But for whatever reason, I was in the mood for PS1 often during 2024 and, well, most every year really, ha. I really love the level of abstraction in those rough visuals that require a more imaginative sort of investment on the part of the player, and I will forever love the idea of a limited canvas…constraints being the source of inventiveness and creativity in approaching problems. Well, I was thinking about Mega Man and always thought Mega Man Legends looked particularly crisp and clean from what I'd seen. It almost seemed like it didn't belong on the hardware in some ways, mostly due to art style and a very efficient use of resources. So the more I thought about it, I decided I wanted to go ahead and give the first entry of this spinoff a shot.

In the distant future the world has become very land-sparse, with only pockets of human civilization peppered about on islands of various sizes. Mega Man, in this adventure, is a “digger” who travels about searching for treasure and adventure, I suppose. On his quest for booty, his ship, piloted by his partner - the tech-savvy Roll - encounters some troubles, and they end up having to crash land on the nearby island of Kattelox. From here, while trying to secure resources to repair their vessel, we're introduced to the locals and discover their plight. Kattelox is under attack by groups of pirates who are also looking for rare treasure they believe to be hidden on this island, and they're causing all sorts of troubles for the native inhabitants. So a serendipitous adventure begins as he learns about this world and its history, a world that may have more to tell him about himself than he initially realizes. The narrative wasn't in the foreground too often, which I appreciated, but it was fairly engaging in its appearances, both in premise and in execution. Everything is very low-budget anime in flavor with plenty of silly and exaggerated characters and situations. But it's quite fun in a lighthearted Sunday morning cartoon sort of way. The only exception to the relative silliness was in the encounter with the final boss, which carried a heavier and more serious tone than the bulk of the narrative, appropriately enough. But overall it was a nice mix of tones that kept things playful while directing you on your more "serious" quest.

In terms of the structure of MML, there are essentially two worlds he navigates. There is the overworld of Kattelox, which is comprised of various shops and businesses along with a variety of other typical buildings like banks, libraries, and local law enforcement. And there is the underworld, where Mega Man and other diggers would go to seek out treasures and try to uncover mysteries that may be hidden on the island. In the town proper, there are plenty of activities and side quests to uncover through talking to the locals. There seemed to be quite a large number to discover, as I finished my time with the game with a large number of unused inventory items I had discovered on my journey. There are also mini-games to play, which offer rewards, money, and equipment that can help you on your adventure. I appreciated the fact that there seemed to be so much to discover in this open world. It made exploring and interacting both fun and motivating. As for the nether regions, there are “sub-gates” that lead to the world below, and when you descend into these areas, Mega Man discovers it to be infected with tons of robotic enemies that stand in his way, attempting to thwart his efforts to solve this mystery and save the island. There are many forms of robots to deal with, and while the more common foes don't usually require too much strategy other than blasting away, it was simple and explosive fun as you mowed through the fodder and unlocked more portions of this “dungeon”. One thing I really liked was that this sub-world was divided into sections initially, but as you progressed and found more tools, you eventually discovered that this entire region was one giant, interconnected area. I thought this aspect was really well done. It could sometimes be a bit disorienting due to many areas having a fairly simple look and textures, but you are provided a map that uncovers as you progress, and eventually you find your way, if only by sheer persistence sometimes.

Combat itself, while fun as mentioned, fared much better in terms of your arsenal or, more pointedly, in the way in which you could upgrade and evolve your tools. Among all the loot you discover, your partner, Roll, can use some of it to create new weapons if you ask her to research what can be done with what you've found. And these new weapons and tools can be further upgraded via in-game currency from enemy drops to improve things like rate of fire, range, power, and the like. Some of these higher-end upgrades were ridiculously expensive though, and either I missed some easy money-making strategy (I never consulted a guide) or it's meant to reward that grinder mentality. I did grind a little, but at some point, I figured I was happy with my arsenal and made my way through the game without having upgraded things to their max or even having discovered every possible weapon. (Some of these must be hidden very well, because I did plenty of exploring during my play.) And while the basic foes had a nice variety despite their relative simplicity, the bosses offered a greater challenge and were fun in that typical pattern observation and mastering way. The final boss was a pretty sharp difficulty spike, though. He stood out as a TRUE end-game challenge in comparison to what had come before. It took some time and skill to take down his two-form finale. I had even upgraded my armor to the “kevlar suit” which reduced damage by 3/4, but his stronger attacks were doing some SERIOUS damage nonetheless. I appreciated that the final confrontation stood out against the rest of the game though, and it was a satisfying conclusion to things from a mechanical and interactive standpoint.

In terms of negatives, the controls were mostly good, but you are relegated to the d-pad for movement, and turning with the triggers was pretty intuitive, but I sometimes wished for the turning speed to be a little quicker than it was. And when in combat, you cannot lock on and move at the same time. So often you were better served by remaining mobile instead of hard-targeting foes. (I understand they remedied this in the sequel. And a side note here is that Ocarina of Time often gets credited for the “z-targeting” innovation in 3D space, but MML released prior and had an implementation of that idea already. Granted, they may have both had the idea at the same time, and releases were just coincidental in that regard, but you never hear MML receiving proper credit for this innovation.) Also, as touched on, it was possible to get a bit lost due to the look of the netherworld, and I did find myself wandering aimlessly a few times. The game does give you in-game hints via the “save-monkey”, Data, but that is only for the primary quest line and doesn't facilitate you when navigating otherwise. But, in fairness, I do appreciate games that require you to work things out on your own - something that seems to get less and less prominent, at least in mainstream gaming, over time. But the visual cues could have been a little more varied at times, even with the in-game map. The auto-targeting would also sometimes choose an enemy further away than another, which was unintuitive and awkward - another reason I didn't use it in some cases.

But overall, I really enjoyed Mega Man Legends. It was a proper adventure full of discovery, always with some tantalizing carrots-on-a-stick driving you forward. There were secrets littered about, tucked within walls and there to be found via both NPC and world engagement, and the world itself was surprisingly large and complex, especially for the era. The combat, in particular the bosses, was fun despite its simplicity, and having a wide array of weaponry made it fun to experiment as you found what you enjoyed using and upgraded to allow you a personal form of carnage. After having played it, I'll surely play the sequel at some point, and it refreshes my sensation that I really want to give the primary series entries some proper attention down the road. Strong recommendation. 4/5
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Re: Izzy's 2024 gaming year in review.

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isthatallyougot wrote: Tue May 27, 2025 7:07 pm That's very sweet of you to say, but life is so full of irony, isn't it?!? At the risk of going off on a philosophical tangent, I, at some point, realized that I was becoming lost in language in a search for truth, as strange as that may sound. I had this blind spot that perhaps many also share, a blind spot that believed that I could find the depths of truth within language. But language is, of course, symbolic. And symbols can never be what they represent. To put it another way, all language is "false", even if it can be a useful pointer helping direct to what is real..."real"?. All abstraction, whether mental imagery or concepts derived of other symbols... of words, is "untrue", if that makes any sense to anyone. So all the mental noise ultimately leads nowhere and only circles back on itself, and it took me a long time to really absorb this fact, being slow to digest this thing. But in the process I became intimately familiar with language, my own given at birth, as well as Germanic etymology and also especially the study of Latin. While it's not the only influence of Western symbolism, it's tentacles are found throughout. And I also had the "advantage" of learning Swedish fluently when I was young. So, my nature, was to immerse myself within these symbols used for communication only to find that ultimately nothing comes of it, lol. The absurdity of life. Maybe I need a padded cell and straight jacket. :P
Ha, well, as someone who spent 35+ years working with the written word as an editor, often dealing with some of the supposedly best practitioners of language arts, I can say with confidence that very few could even conceive of the ideas you just expressed, let alone articulate them as well as you did.

Both of those games look cool. I played the first Megaman a million years ago on NES and enjoyed it, but I haven't touched it since. Maybe I should do so the next time I'm in a lull.
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Re: Izzy's 2024 gaming year in review.

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canedaddy wrote: Wed Jun 04, 2025 10:09 am Ha, well, as someone who spent 35+ years working with the written word as an editor, often dealing with some of the supposedly best practitioners of language arts, I can say with confidence that very few could even conceive of the ideas you just expressed, let alone articulate them as well as you did.
Speaking of...when are you going to *get* a job. :P

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(I remember you mentioning that you had a "lane shifting" opportunity that could potentially materialize...or maybe that already happened.)

Speaking for myself, all things considered, I happily never do any sort of "work" - just get lost in things I love. I'm NEVER bored, ha.
canedaddy wrote: Wed Jun 04, 2025 10:09 am Both of those games look cool. I played the first Megaman a million years ago on NES and enjoyed it, but I haven't touched it since. Maybe I should do so the next time I'm in a lull.
Yeah, it's really fun imo, although significantly different than the 2D platformers in many ways, I suppose.
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Re: Izzy's 2024 gaming year in review.

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isthatallyougot wrote: Wed Jun 04, 2025 2:10 pm Speaking of...when are you going to *get* a job. :P
We will see! Given we're at 10 months and 100+ applications and I haven't had a single offer -- and only a handful of interviews -- the answer could be "never." Hey, I had a pretty good run.

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Re: Izzy's 2024 gaming year in review.

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canedaddy wrote: Mon Jun 09, 2025 12:32 pm We will see! Given we're at 10 months and 100+ applications and I haven't had a single offer -- and only a handful of interviews -- the answer could be "never." Hey, I had a pretty good run.

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Well, so many are in the same boat, not that it's necessarily a comfortable vessel to cruise in, ha. We're all just clinging by a nail in life anyway. We hold on until we are forced to let go. :P

In that spirit and one of the more recent tracks from one of my all-time favorite bands:



#8 Donut Dodo (PC - 2022) 4/5 (Playtime 29 hours)


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If you grew up in the heyday of the arcade scene, you probably have a greater affinity for things like chasing a high score (your own or others), brief and challenging play sessions - a vestige of the quarter-munching formative years of the medium - and games with simplistic visuals that offer plenty of room for growth through endless repetition leading to eventual mastery - at least inasmuch as your skill ceiling permits. I realize that many don't find such experiences relatable in this day and age, an era of largely self-completing, cinematic, long-winded, and sometimes pretentiously preachy, presentation-heavy games(?) that litter the landscape of the current medium. There was a time when almost all games tilted towards an immediate and tactile sense of fun and challenge over other considerations, and perhaps necessarily so, to be fair. And thankfully, even in this expansive and mostly different era of the format, there are SO MANY games out there that most anyone who can reasonably claim to enjoy video games can find experiences that cater to their preferences and moods, whatever they may be. (except maybe phase. :P I wrote this review when you were still posting. Hope you're ok brother!)

Enter a game called Donut Dodo, a game that seems as if it was pulled directly from the arcades of the 80s yet was released in 2022. It's a single-screen platformer that unapologetically borrows elements from Donkey Kong/Jr., Popeye, Pac-Man, and others. You, as baker Billy Burns, are on a quest to snatch a massive donut from this pastry-obsessed dodo who, along with his minions, guards it ferociously over the course of 5 different stages. You'll encounter rats that race back and forth trying to stop you as you jump over them to elude their patterns, a sentient lid-munching toilet that torments poor Billy and cannot be avoided via leaping, forcing you to consider your route to escape being cornered and killed by it, and the titular Dodo himself is always spewing fire at you in one way or another in each stage. And in the harder difficulty, there's a very-much-not-pac-man-wink "Pac-Man" ghost that appears and pursues you. There are a lot of obstacles in your way to retrieving your precious donut, to be sure. It's often a very frenetic sort of game as you race around eluding obstacles and enemies while trying to collect all the mini-donuts, which eventually opens up the pathway to grabbing the big prize from the dodo himself. And layered upon this basic structure, the scoring is nicely implemented. You can collect ANY of the smaller donuts to start your run, which activates another into a flashing state. As you collect each subsequent highlighted donut, you get bonus points that increase with each properly-plucked-pastry. This adds a really fun element, since it can sometimes be easy to grab the wrong donut - an unflashing donut - to break your bonus in your quest to simply navigate obstacles and enemies in your path. And finally, there is a bonus countdown timer that rewards you with extra points at the completion of each stage, assuming it hasn't counted down all the way to zero. And in between each of the 2 difficulties of the multi-series of stages run, there is a bonus level where you bounce Billy on a pumpkin as you try to collect all the donuts before restarting the series of 5 levels with an increase in challenge. To be brief, there are plenty of modifiers and incentives that allow you to pursue higher scores and best yourself as well as climb the online leaderboards. And the controls are super responsive and snappy - so very arcade-tight! It's incredibly measured and frantic simultaneously, which embodies a very fun energy as you try to improve. It's challenging but fair, and, as with all good arcade games, you feel like you could have done better than you did in a run, making you want to keep popping in another virtual quarter. Very addictive. And it has so many little presentational touches that show a love for the era and game form. There are illustrated graphic bezels on the sides that mimic the physical cabinets from the time, a fun and whimsical soundtrack that is full of chaotic and playful energy, a 3-letter maximum for high score entries, and so on. It's just saturated with a love for the zenith period of the arcade scene, and I really love it for that.

As much as I loved Donut Dodo, there are some things that could have been improved. In the first place, there is no endless mode, which is a big mistake in my opinion. It limits the potential for expert players - not that I am one - and reduces incentive to really master things, which should be a given in a great arcade game. What's there is really excellent, but the fact that every road/difficulty has an end point sort of undermines the fundamental nature of the idea of an arcade game, imho. It also makes the pursuit of high scores on online leaderboards very jumbled at the top, as there is a practical limit to what can be achieved in the available rounds on each difficulty. It's great fun, but I would have loved an endless mode that really continued to ramp things up - maybe even one that offered an old-school “kill screen” for the crazies that have that sort of dedication and skill. And some may find it too derivative due to the obvious sources of inspiration. But, for me, when enough time has passed, things shift from plagiarism to homage, and that is how I felt about Donut Dodo. And to be fair, it has its own identity that separates itself, despite clear influences. (I will say that the “not-Pac-Man” ghost that pursues you in round two could have been switched for something less blatantly obvious.)

But other than those issues - the second of which I only mention for complete information - the game is absolutely wonderful. It's easy to learn and hard to master and loaded with replayability if you want to really get good at the game. It has that addictive formula that keeps you starting up “just one more time”. You can always see yourself doing better than you've just done. You know you can do it, and you want to prove it to yourself. Then you start on a good run and then lose 3 or 4 lives in quick succession due to harried and thoughtless decision-making, and then you happily begin yet again. But a run isn't so long, which really adds to the addictive nature. This should have been on the floor of the physical arcades back in the day! It would have been right at home next to other classics in those dusky, chirping, flickering digital temples of youth. I probably put more virtual quarters in this thing than I did in many classics of yore. I doubt, no, I KNOW I would never have had access to so much change from my cheapskate dad, lol. And man, do I LOVE to HATE that stupid, donut-obsessed Dodo! That cross-eyed, unsynchronized blinking, flame-spitting, and shitting donut-deranged fool must go down! What an incredibly fun game! Pure, simple, well-executed fun. Strong 4/5. And as a brief and wonderfully synchronistic addendum, a sequel was just announced a couple of days ago, Donut Dodo FANTASTICO! It doesn't have a release date yet, but I will surely be picking it up!
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