Color A Dinosaur: An Analysis Of A Masterpiece

Throughout all the years that I have spent playing video games, one question that has stuck firmly with me is the topic on whatever or not they can be considered art. While many have offered varying viewpoints on this, I can say that there is one game that has singlehandedly made the answer point squarely to “YES”. I am of course talking about FarSight Studios and Virgin Games’ Color A Dinosaur.

color-a-dinosaur-box-art (1)

Released for the Nintendo Entertainment System in the year of 1993, Color A Dinosaur gives you, the player, the task of bringing vibrancy and wonder to the beasts that once roamed the Earth. Right off the bat, gripping and thought-provoking ideas have been brought to the table. While games such as InFamous and Epic Mickey have utilized the morality concept, Color A Dinosaur had already took it to its’ utmost advantage years prior; you have been granted with the ability to either create life or let it wither away to an achromatic oblivion, void of anything resembling soul. This, in turn, leads into the visuals….


…dear god. If this doesn’t prove my point about how this game is an objective work of art, I don’t know what will. Just take a long glance at that triceratops’ face. THAT is the look of someone who is ready to take on the world. After all, what could possibly stop him? A tyrannosaurus? Naaah. A meteor shower? An actual bath shower would pose more of a threat. An ice age? A total cakewalk! What’s that, you say? You want to see more? Well, I’m not sure what could top this symbolic brilliance, but I’ll try.


In stark contrast to the triceratops’ fearless enthusiasm, it could be argued that the stegosaurus pictured in this scene shows reasonable concern to the prospects of having color brought upon him. However, despite his slight unease, he allows the process to go forth, not wanting you to carry the guilt of leaving him colorless. Dear god, it’s all starting to make sense now – the “FOR AGES 3 TO 6” text located at the upper left of the boxart wasn’t informing us of the game’s target demographic, but an immensely clever ruse on FarSight’s part to keep us away from playing it, as they knew that its’ artistry and high quality was so severe that they were convinced that noone could handle it or understand it!!! IT ALL MAKES SENSE!!!!

…okay, I might have gotten a bit “carried away”, if that is the proper way to describe it, but my point stands nontheless that Color A Dinosaur is a true, unsung classic of our times. It is more than just a game, it is a thought-provoking, poginant tale about creation, our duty as individuals of this planet, and what we must do to ensure a brighter future for those who live on it. And for that, it is worthy of more than a A+. That’s right – Color A Dinosaur has reinvented the alphabet as we know it. That is literally how good it is. 

With that said, have an episode of Xavier: Renegade Angel. One Adult Swim’s most underrated cartoons IMO.


Boogerman Revisited

There’s a frequently tossed-around saying that we’ve all got to start somewhere…and needless to say, I picked quite the game to start off this whole shebang.


On January 17th, 2016, I published my second article and my first ever review, which was centered around the 1994 side-scrolling platform game, Boogerman: A Pick and Flick Adventure, released for the SNES and the Genesis. Developed at the peak of the “absurdist humor/gross-out” craze generated by the likes of Ren & Stimpy, Beavis and Butthead, and Earthworm Jim (which actually has quite a lot in common with this game, which I’ll explain later on during the review), the story revolves around Snotty Ragsdale as he must travel throughout Dimension X-Crement (get it, because it’s seven letters away from excrement which is another word for poop…yeah, don’t expect the comedy gold to end there) under the guise of his superhero alter ego, Boogerman, in order to retrieve a power source to a machine built to stop pollution, encountering several foes and obstacles along the way. Like I said, it was a pretty bizarre choice for the game to really get this going to where I am now. And looking back on the original review, I can say that from a personal perspective, it… hasn’t really aged that well. Of course, that’s probably because of how my writing style has generally evolved throughout all this time, but I didn’t exactly elaborate on certain points very well. However, with that in mind, I’ve decided to take a crack at remaking my original review to paint a better picture for hypothetical interested newcomers. With that said, does Boogerman manage to hold up after all this time, or was it just a relic of the 90’s that’s better off staying as such? Well, if you’ve read the original review you already know that answer, but for curiosity’s sake, let’s say that I don’t. Anyways, let’s find out, shall we?



Make no mistake – this is a game that is gross, and one that is more than certainly loud and proud about that fact. Throughout your playthrough, you’re be greeted a nonstop barrage of visual gags revolving around bodily fluids and functions, and good god do they utilize them at every chance that they get. For example, as I’ve stated in the original review, the second world of the game, aptly named The Pits, features such lovely details such as wax oozing out of ears. And if that wasn’t enough, in order to get to bonus areas (which are sewers, because of course they are), you’ve got to flush yourself down a toilet. And if THAT wasn’t enough, the checkpoints are represented by outhouses (yes, in case you don’t know, those are a thing). And if THAT wasn’t enough, there are parts in which you have to get sucked up by a nose to get to one place to the other. And if THAT wasn’t enough – yeah, by now the main problem here is pretty transparent: it all generally reeks (no pun intended) of desperation. With that said, are the visuals outright terrible? Not really – even if the gross-out aspect can get tiresome after a while, the amount of detail that’s put into the backgrounds is pretty admirable and the character animations are very smooth and fluent. It’s just a shame that they’re going into a game that, again, is running partially on a gimmick that wears out its’ welcome.


If there’s one thing that I can say this game truly gets right, it would have to be the sound, no doubts about it. For something built upon the foundation of a superhero who battles evil with bodily functions, the music honestly has no right to be as good as it is, offering some very catchy tunes that make a fine use of bass. Oh, and how could I leave out the fact that this might just be the first video game in history to prominently feature digitized burps and farts? Man, this might be more of an iconic landmark in the industry than I think it is…



This is where the aforementioned Earthworm Jim comparisons emerge. Both games feature an unconventional protagonist, a satarical and humorous style (though EWJ is based around absurd humor rather than just gross-out humor), and even some similar level design ideas, notably setpieces based around the theme of a level. However, while EWJ and its’ sequel (especially the latter) knew how to keep shaking things up to keep the player’s attention, this doesn’t really make an effort to keep things from eventually turning stale. As stated in the original review, each world has a total of four levels, each one increasingly more tedious than the last, which just gives off the overall feeling that the game is dragging on and on, refusing to end. The bosses can also be somewhat fustrating, as they’re significantly faster in comparison to Boogerman’s rather limited attacks, which primarily consist of snot-flinging, burping, and farting, which is not helped by the fact that it’s a bit of a challenge to pin down their patterns. There are also a fair amount of leaps of faith, a flaw that I personally believe a 2D platformer should NEVER suffer from. While it’s not Bubsy-levels of unpleasentness, this certainly doesn’t hold a candle to the big-name platformers by any means.


At the end of the day, while Boogerman admittedly has some good things going for it, it’s not enough to save from becoming a blandly-designed platformer that tries way too hard to be funny. If you’re a huge fan of character-driven platformers, I suppose you might find some enjoyment out of it, but other than that, there’s nothing really worth sticking around for.


BONUS QUESTION: If merchandise of my characters was hypothetically made (shirts, plush dolls, cups, etc.), would you buy it?

REVIEW: Rayman (1995, PlayStation)

In the mid-90’s, the gaming industry was undergoing a drastic and bold transition from the fourth generation into the fifth generation; developers were working harder than ever to refine their technology, a wide variety of iconic franchises were introduced, and the third dimension was officially taking center stage. However, if there’s one game that perfectly signifies this transition more than any other one released during this period, it would have to be the first game to star Ubisoft’s limbless wonder and mascot of sorts, Rayman.


Initially released for the Atari Jaguar and later ported to a multitude of consoles throughout the years (and I do mean a MULTITUDE), this side-scrolling platformer revolves around the titular character as he must make his way throughout a wide array of bizarre lands to thwart the schemes of the evil Mr. Dark. With that said, how does this game hold up years after its’ release? Let’s find out, shall we?



Right off the bat, these are visuals that WILL grab your attention just by the sheer vibrancy and creativity of them. Not only is this the best looking 2D platformer of its’ time, but it also might just be the best looking 2D platformer, period. Rather than just using the typical “grass world, desert world, ice world, lava world” and so forth, each one is extremely distinct and unique in its’ own right, Band Land and the Candy Château being the best examples of this. It especially helps that you can tell that a lot of blood, sweat, and tears went into making each and every one of them as bursting with creativity as they are, which can also be applied to the many characters that Rayman will encounter on his journey, whether they be good or bad. I don’t know what else to say other than it’s simply pure eye candy.


A good percentage of my favorite music comes from video game soundtraccks, and this is no exception. The music is just amazing, managing to range between a wide variety of styles, whether they be atmospheric, buoyant, or whimsical. The sound effects help to add to the general aesthetic to the game, helping it feel like you’re truly playing an interactive cartoon. In addition to the visuals, the sound might also be the best I’ve ever heard in a 2D platformer.



Now the gameplay is where things get difficult to throughly summarize. On paper, it’s fairly typical – you go from A to B collecting stuff while avoiding enemies, fighting various bosses along the way until you get to the guy who’s been causing you all the trouble in the first place. However, there are plenty of things to keep it fresh. To start off, as you progress throughout the game, you gain more and more moves, whether they be using your hair as a helicopter or using your detached fists as a defense mechanism, that will aid you against certain types of enemies as well as being beneficial to certain areas. You’ll also have to search for the MacGuffins of the game called Electoons, which are scattered throughout each of the levels and are locked in cages. The level design is superb, offering the right amount of platforming as well as some stages that can get pretty brutal at times in turns of difficulty. You can also gain extra lives by collecting 100 Tings, which are the coins or rings of the game. While some might be turned of by the difficulty, the gameplay is still very much fine as it is.


I can see why the Rayman franchise has stayed around as long as it has, and the first game is definitely an ode to this notion, giving an engaging, immensely colorful, and challenging take on the side scroller. While I like the sequels and LOVE both Origins and Legends, there’s something about the original that keeps bringing me back for more. I’m not quite sure what it is, but it’s surely enough for it to earn a spot in my favorite games of all time.



I have seen a wide range of cartoons, whether they be great, okay, bad, or just plain terrible. But with that in mind, none of them, and I mean NONE OF THEM, can manage to hold a candle to the sheer, unmitigated piece of crap that is…The Nutshack.


Developed and touted as an adult animated series marketed for a Filipino demographic, the series revolves around a self-centered Filipino-American named Phil and his cousin from the Philippines, the slow but friendly Jack, as they frequently find themselves in a never ending series of Wacky And Totally Raunchy™ misadventures while living with their uncle, Tito “Dick” Dickman (subtle). Years after its’ end, however, the show has garnered a reputation as not only one of the worst adult cartoons ever made, but one of the worst cartoons, PERIOD. With that said, however, is it really that bad? Hell yes, but in order to get a better understanding as to why, let’s take a look at one of the episodes, “El Bombadero”.

The episode starts off in Phil, Jack, and Dick’s apartment, and already there’s so, so many things wrong. For starters, the animation is just awful in every sense of the word. Of course, this show was made during a time when television shows animated with Flash was a relatively young technique, but even then it can’t excuse just how stiff and unappealing it is. Secondly, the voice acting. I’ve heard some bad voice acting before, but not to the point where I actually have trouble trying to make out what the characters are saying. Thirdly, this thing.


What the hell is that!? A cyborg Mogwai? Also, his voice acting is so bad and high-pitched that they actually had to put subtitles for his dialogue. Anyways, after an unfunny drug joke and a remarkably terrible theme song, we cut to Phil and Jack getting ready for a night of spraying graffiti throughout San Fransisco (or “bombing” as it’s referred to in the episode), when Phil’s friend and Jack’s love interest Chita shows up to inform the guys about the death of Monty, an infamous spray painter who Chita went to high school with. Despite an anchorman reporting Monty’s demise on television stating a ban on graffiti throughout San Fransisco by authorities, Phil plans to go ahead with his bombing plans and manages to distract Chita with the Legendary Edition of Halo 3. In an graffiti-strewn graffiti, Phil tells Jack why graffiti is so great, saying that the rush you get from it “grows hair on your nuts”, followed by –


…yeah, I TOTALLY needed that imprinted into my brain. Anyways, Phil and Jack meet up with a group of spray-painters (whose names I don’t remember nor care enough to do so), with one of them mistaking Horatio (the aforementioned cyborg Mogwai…rat…whatever) for a bong, because bongs are hilarious or something. While they go on a bombing spree, Dick (who’s somehow still under the influence of the drugs from the opening) stumbles around until he stumbles across one of the spray-painters, followed by a dragged out sequence of the two just saying “what” to each other. As the cops inevitably arrive, the guys are forced to make a break for it, and…the scene just randomly ends and cuts to Jack and Horatio the next day. Transitions? What are these “Transitions” you speak of!? Anyways, Jack and Horatio discover that the entirety of San Fransisco has been covered in graffiti, and while following the trail, they’re led to the culprits and the two main antagonists of the series (or at least, the closest it has to one), Jerome and Jamal. The two are ambushed by the duo’s…gangster ninja clan, and the duo reveal that they have Phil and Chita hostage. Jerome and Jamal reveal their intentions behind their crime, saying that it was revenge for Phil, Jack, and the others for spraying over Jerome’s territory. Jerome explains that unless the group become their servants, they will be killed. After Jack refuses to hand over Horatio to Jerome and Jamal for reprogramming purposes, he is shot in the head and killed.

Oh, how I wish it was, Porky. So yeah, believe it or not it doesn’t up and end there. Instead, as Phil is about to be killed, the group that him and Jack ran into earlier show up and slaughter the crap out of the ninjas, followed by Jack getting resurrected by Jesus Christ. I would follow that with a “believe me, that actually happens”, but at this point anyone can go, I guess. At a bar where Jerome, Jamal, and the ninjas are keeping Chita and Horatio hostage, Jack shows up to rescue them in a lame parody of Zorro, followed by an equally lame fight scene, ultimately ending the episode off with Jerome and Jamal both tied up in a similar fashion to a pinata, about to be hit (and presumably killed) by a fat Hawaiian guy.

So, that was an episode of The Nutshack. Needless to say, it’s one of those shows that has to be legitimately seen to be believed. It’s not even bad in an ironic or humorous way, it’s a genuinely horrid piece of work. But hey, at least we can rest safe knowing that there won’t be any more adult animation on the same level as this –


BONUS QUESTION: How was your Christmas?

REVIEW: Cheetahmen (1991, Action 52/NES) *100th ARTICLE!!!*

Every once in a while, there comes a game that is so relentlessly, unabashedly awful that it manages to go down in the history books. Action 52 is one of those games.


Noted for attempting to break the mold by featuring 52 titles in one cartridge, the game was the brainchild of aspiring developer Vince Perri and his studio Active Enterprises, and was released for the NES in 1991 followed by a 1993 Sega Genesis port, with a planned SNES port getting scrapped. While AE had remarkably high hopes for the game, literally everything but success barged through their door when the time came for the big release as extremely poor word of mouth spread throughout. That’s not to say that they’re wrong, though – in fact, they’re pretty much dead on, as the game itself is simply atrocious. From glitchy and in some cases completely unplayable titles, retina-assaulting visuals, and much, much more, it’s no wonder why Action 52 has went on to become one of the shining beacons of horrible video games. With that said, there’s one game that stands out more significantly than the rest, said game being Cheetahmen.


(NOTE: This is the title screen of the Genesis version. The NES version doesn’t have a title screen, though it does have an opening cutscene.)

In what could best be described as AE’s attempt to cash in on the immense popularity surrounding the original 1987 Teenage Mutant Ninja Turtles cartoon, the game follows a trio of anthropomorphic cheetahs, two of which named after ancient Greek gods (GOLLY GEE GOSH, I SURE DO WONDER WHO COULD HAVE INFLUENCED THAT IDEA!?) named Hercules, Apollo, and Aries, as they valiantly battle to thwart the dastardly plot of the mad scientist Dr. Morbis. With that out of the way, can these ferocious felines possibly offer any sort of redemption to such a catastrophe of a game, or was their placement as the very last title an indication that AE saved the “best” for last? Let’s find out, shall we?



Well, one thing’s for sure; they haven’t eased on the godawful visuals by a LOOOOOONG shot. The best way that I can describes the graphics is that they look less like an NES game and more like an Atari 2600 game that was given a makeover to include a tiny bit of detail. In addition to that, the character sprites are some of the worst that I’ve ever seen in an NES game. Not only is it difficult to make out what a majority of them are even supposed to be, they all look lazily and sloppily designed, some of them often flickering most of the time. But you wanna know what the worst part about this is? The graphics are just the least of the problems here…

You hear that obnoxiously repetitive tune above? Well, you better get used to it, because that is literally ALL THAT YOU’LL BE HEARING THROUGHOUT THE GAME. The NES Rocky and Bullwinkle game, while worse on a technical level, at least changed the tunes around for a few levels. But that’s not even the most insulting part! In the sequel (trust me, I’ll get around to ripping that piece of crap a new one at a later date), THEY DO THE EXACT SAME THING!! There’s being cheap, and then there’s…I don’t even know how to describe this!



On paper, the gameplay isn’t complex by any means. It’s your typical side-scrolling platformer with some elements of a beat ’em up thrown in for good measure, with some levels having you shift control to another Cheetahman, whether it be the the club-wielding Aries (who you start off with), the bow and arrow-wielding Apollo, or the muscular Hercules. In execution, however, it is literally broken far beyond possible description. First off, the controls are horrible. Not only are they incredibly stiff and clunky, but they can also be barely responsive at times. The level design is tepid through and through, offering nothing to stand out from the rest of the NES library while being boring and bland at best to infuriatingly tedious at worst. Add in some cruddy hit detection and all of the other aforementioned issues, and you’re left with one sad mess.


Action 52 has rightfully earned its’ status as one of the worst video games ever made, and Cheetahmen only enforces that fact even more with its’ hideous visuals, remarkably lazy soundtrack (if you can even call it that) and gameplay that brings one of the most legendary video game consoles of all time to a whole new low. Simply put, avoid it and Action 52 as a whole like the plague. Now if you excuse me, I’ll be busy taking up an occupation as a poacher in the savanna.



BONUS QUESTION: What do you love the most about Thanksgiving?

Also, thank you all for ONE HUNDRED ARTICLES! Here’s to another one hundred!

REVIEW: Rolo to the Rescue (1992, Genesis)


When it comes to video game publishers with shady reputations, Electronic Arts (or EA for short) tends to lean rather deep into this category. Although the scorn for them has more or less died down, it still cannot be denied that some of their recent business practices have ranged from being at best questionable to at worst downright shady. Today, however, we’ll be taking a look at one of the titles released far before those days, Rolo to the Rescue.


Developed by Vectordean (who were most known for the James Pond series) and published and licensed by Sega for the Genesis in 1992, the game’s story revolves around a young elephant named Rolo who embarks on a journey with his fellow critters to free his mother from a circus. With that out of the way, how does this game fare years after its’ release? Let’s find out, shall we?



As I’ve stated earlier, Vectordean were the people responsible for the creation of the James Pond games (which interestingly enough is one of the few animal mascot platformers to pre-date the advent of Sonic). And if you really look close enough, you can see that the visual style of those games had somewhat of an influence, especially in the character sprites. The visuals go for an overall “cutesy” aesthetic, which does ultimately end up working in its’ favor. Rolo himself is pretty adorable, the use of colors is pleasing, and there’s even a good amount of variety between the levels. It might not be one of the best-looking Genesis games, but it’s certainly up there.


In a similar vein to the graphics, the music aims for a generally light-hearted tone to appeal to a younger audience, and to be honest, it really works in it’s favor. The level themes, while not spectacular, are quite pleasant to listen to, and even a bit catchy. Granted, it’s not up there with other Genesis titles or even other 16-bit platformers, but for what it is, it’s decent enough.



From an initial standpoint, the gameplay doesn’t exactly offer much. However, what might seem like a generic, run-of-the-mill platformer is actually one that is surprisingly fun. Starting off with the controls, although they might feel a bit wonky at first, it doesn’t take long to master them. Next, the level design as a whole is fairly intriguing. It’s essentially built around the abilities of Rolo and the other playable animals, in which you have to jump and search your way to find secrets as well as the trapped critters whom you must rescue in order to receive the good ending. Speaking of which, the animals themselves help to spice up the gameplay quite nicely, with each of them having their own unique and fun ability which can enable them to get to places Rolo can’t. Overall, while this isn’t anything truly remarkable, it’s most certainly a nice little diversion.


Rolo to the Rescue may not be one of the best Genesis games out there, but for what it is, it’s a rather charming 2D platformer. While I can’t say that everyone will enjoy this game, I can think of two categories of people who most certainly would: children, and people who are simply looking for a game that doesn’t break new ground but is still fun to play nonetheless.



Top 10 Best Retro Game Sequels/Spin-Offs (No. 5-1)


NO. 5 – The Curse of Monkey Island (1997, Windows)

Having to decide which LucasArts adventure game is your favorite is a rather difficult task, mainly due to how they all have something that can appeal to everyone. But after doing some long and hefty pondering, I can say for certain that this isn’t just the best game in the Monkey Island saga nor is it just the best LucasArts adventure game, but it’s also one of the best computer games ever made. Aside from the humor and visuals being spot-on, the puzzles are amongst some of the best in the entire adventure game genre, never once feeling tedious or annoying while also requiring a good amount of skill and thinking. The characters are also just as lovable as ever, from the heroic yet somewhat inept Guybrush, the villainous LeChuck, and the feisty Elaine. Suffice to say, it’s games like these that prove just how important LucasArts was to the industry. The Curse of Monkey Island: Aaargh, now this be a game worth as much as gold!


NO. 4 – Crash Bandicoot 2: Cortex Strikes Back (1997, PS1)

It’s impossible to imagine where the PlayStation would be had the Crash Bandicoot games never came into fruition, and boy does the second game really enforce that. In addition to featuring some of the most memorable level themes as well as the best music in the entirety of the franchise, Cortex Strikes Back takes everything about the first game, both good and bad, and literally improves on them by tenfold, such as the visuals, the difficulty, the boss fights, and the level design, making for one heck of a 3D platformer. The reason why I chose this game over Warped is because that while Warped is undeniably great, it’s kind of erratic and overall doesn’t have that much of an emphasis on platforming when compared to the previous two games. Regardless, the original trilogy is still one that every platforming enthusiast should play at least once. Crash Bandicoot 2: Only a orange marsupial with jeans could spin into wooden crates and make it seem awesome and not painful.


NO. 3 – Teenage Mutant Ninja Turtles IV: Turtles in Time (1991/1992, Arcade/SNES)

Back when they were Saturday morning overlords, the Teenage Mutant Ninja Turtles were utterly killing it in the licensed game department. But when you ask a long-time fan what was the best video game to ever be spawned from the franchise, there’s a 99% chance that it’ll be this one. Turtles in Time is an absolute thrill-ride from start to finish, combining frantic beat ’em up gameplay with a magnificent soundtrack, well-implemented co-op, and boss fights that are epic in every aspect of the word. It’s not perfect, of course – the hit detection can be spotty at times, and it might take a bit to get used to the control scheme, but they don’t manage to damper the experience. Turtles in Time: As the Heroes in a Half-Shell would say themselves, COWABUNGA!


NO. 2 – Sonic the Hedgehog 2 (1992, Genesis)

If there’s a game that proves just how much of an unstoppable force Sega was back in the 90’s, Sonic 2 would most certainly be it. Not only does it put a larger emphasis on speed than its’ predecessor, but it also marked the introduction of vital elements in the franchise, such as the spin dash, Super Sonic, and of course, Tails. Each zone utterly oozes with charm, from the lush Emerald Hill, the bustling Casino Night, the tranquil Hill Top, to the gloriously automatic Metropolis. The soundtrack is also fantastic, with each and every one of the zones and their songs fitting together like two peas in a pod. Finally, the boss fights are easily the most memorable in the entire franchise, especially the Death Egg Robot. Needless to say, Sega games don’t get any better than this. Sonic the Hedgehog 2: Being this fast has never been so much fun.

Before we get to No. 1, I’d like to ask one little question: Have any of you ever wondered what my favorite game of all time is? If so, it’s your lucky day, because that’s exactly what you are about to find out…

Super Mario RPG (J)

NO. 1 – Super Mario RPG: Legend of the Seven Stars

Wow, a Mario game, let alone a Nintendo game, being at No. 1 in a “Top 10 Best” list related to video games? How shocking! In all honesty though, I can’t help myself. Legend of the Seven Stars is such an enormous triumph, it’s hard to even find a starting point to list off my compliments. The visuals and overworld are outstanding, packed to the brim with color, vibrancy, and secrets. The battle system and the boss fights as a whole are excellent, offering many unique ideas and concepts. The characters are all memorable, from the mysterious Geno, the childlike Mallow, to the delightfully hammy Axel Rangers. The soundtrack is mind-blowing, showing atmosphere, intensity, and wonder. The overall storyline is incredibly engaging, putting the Mushroom Kingdom as well as the entire world at higher stakes than ever before. Like I said, this game is so awesome that it’s insanely difficult to put in everything that’s great about it into a format like this. Super Mario RPG: The No. 1 BEST Retro Game Sequel/Spin-Off of all time…

And that’s all I’ve got for the Top 10 Best Retro Game Sequels/Spin-Offs. If you have any that your favorite, be sure to leave them in the comments section below, Thanks for reading, and remember: Stay retr0!