Retro



By Ryle Unger

Games in this section are reviewed, rated out of ten, but listed in no particular order. Reviews here will cover the following games:
 * Legend of Zelda [rg1]
 * Super Mario Brothers [rg2]
 * Final Fantasy IV [rg3]
 * Super Metroid [rg4]
 * Pokemon Red/Blue/Yellow [rg5]
 * Duck Hunt [rg6]
 * Tetris [rg7]
 * Urban Champion [rg8]
 * Zero Wing [rg9]
 * Donkey Kong [rg0]

As this site does not support in-page links, simply press Ctrl+F and type in a game's three-character code to move directly to its review.

Please note that all games in this section but Poké mon were created before the inauguration of the Entertainment Software Ratings Board, and as such do not possess content ratings. As well, most early games were developed by a small number of people, meaning the developer and publisher are generally the same company. All first-party Nintendo games on this list excluding Poké mon, for example, were created by one of the Nintendo Research and Development Teams 1 through 4. All images belong to their respective owners, retrieved from Wikipedia articles relevant to the game, with the exception of Final Fantasy IV, retrieved from the Final Fantasy IV Advance official website.

The Legend of Zelda [rg1] Excellent ||  At the beginning of The Legend of Zelda, your character is dropped in the middle of nowhere with little explanation. The game's manual explains that his name is Link and that he seeks to gather the pieces of a magical object known as the Triforce in order to save Princess Zelda and defeat the evil Ganon, saving the land of Hyrule from evil, but provides little in the way of direction. Link has the option of wandering into a cave, where an old man with copious facial hair tells him that "It's dangerous to go alone! Take this." With his new wooden sword in hand, Link sets off, soon finding that the land is infested with monsters, and the pieces of the Triforce are in dungeons infested with yet more monsters.
 * Genre: Adventure | Original Release: 1986, NES | Developer: Nintendo | Publisher: Nintendo | Multiplayer: No || Rating 9/10

The Legend of Zelda was one of the first games that truly had to be played on a home console rather than at an arcade. The quest takes several hours, longer than can be played in a single sitting, and players can expect to die many times on the way (the cost in quarters on an arcade machine would have bankrupted most players). Zelda was also the first game to feature save files instead of the unwieldy password-saving system found in many older games and some modern licensed tie-ins (cough—The Incredibles—cough). The series' formula of using the item gained in a dungeon to defeat its boss and access the next dungeon was not quite as strict here as it is in later games, but filling your inventory is still extremely important. The world is surprising open-ended for a game of the time, with the player searching the land of Hyrule for dungeons and, by extension, pieces of the Triforce, with the help of hints given by more elderly individuals in caves. The difficulty, though challenging throughout, ramps up at a steady pace.

The enemy variety is excellent, and when compared to, say, Mario jumping over Bowser's head and dropping him in the conveniently placed lava, the boss battles in The Legend of Zelda are positively ingenious. Link finds himself doing everything from tricking dinosaur-like Dodongos into eating bombs to anticipating the ever-increasing speed of the Manhandala's spinning claws in order to lop them off with his sword. The game also invokes a sense of progression that would not be matched until the development of RPGs such as Final Fantasy, thanks to the expanding collection of tools and weapons, the ability to acquire more powerful swords, and the gradual piecing together of the Triforce. The game also pioneered the post-completion save slot, as after Link defeated Ganon, it was possible to save the game and begin the wickedly hard Second Quest.

While the enemies and bosses are as eclectic a collection of 8-bit foes as ever there was, the world itself is rather bland, and it is easy to get lost in large tracts of identical forest or mountain. Contributing to the problem is some confusion as to what to do next, as the open-ended world and vague hints of the elders provide little direction as to where the next dungeon is, occasionally resulting in such scenarios as the player seeking out the second dungeon and ending up in the fifth, unprepared for its challenges. ||  ||
 * Summary Good: Open-ended, challenging adventure, exciting boss battles Bad: Generic scenery, some confusion as to where to go next || An excellent game with some imperfections to be fixed later in the series. ||

Super Mario Brothers [rg2] Excellent ||
 * Genre: Platformer | Original Release: 1985, NES | Developer: Nintendo | Publisher: Nintendo | Multiplayer: Yes || Rating 9/10
 * Just about every 2-D platforming game ever made wishes it was as great as Super Mario Brothers. At a time when video games were widely considered programmers’ parlour tricks, SMB showed a hint of the true potential of the medium.

Super Mario Brothers follows two overall-wearing, moustachioed Italian fellows named Mario and Luigi on a quest to rescue Princess Peach and her royal attendants, the Toad, from the clutches of the evil, spiny, fire-spewing turtle Bowser and his mindless legions of Koopas and Goombas.

The brothers have the ability to defeat various enemies by jumping on their heads, squashing Goombas and causing Koopas to retreat into their shells, allowing them to be kicked off of cliffs or into other enemies. Foes battled later in the game tend to be a tad more resilient, however. Also at the disposal of Mario and Luigi are a handful of powerups, the likes of which are generally obtained by pressing the jump button to hit the undersides of the ubiquitous “?” blocks. Mushrooms increase the size and power of the brothers, allowing them to contact an enemy once without dying, Flowers grant the ability to throw fireballs, which can defeat the hardiest of foes, and Stars render the recipient invulnerable for a brief period of time. Also prevalent are coins, the collection of which increases score and, in large numbers, grant extra lives. All of these features are well-executed, and the controls are very responsive.  The game is broken up into eight worlds, further divided into four stages each. The stages are extremely imaginative, both in terms of their unique challenges and their composition, from fields to underwater levels to gigantic mushrooms that extend high into the air. One constant however, is that each world ends with a trip to Bowser’s Castle, a fiendish collection of traps, fireballs and lava that challenge the wits and reaction time of the most hardened gamers, and culminates with a battle against the fire-breathing King Koopa himself.

The game also contains a plethora of shortcuts and secret areas, including vines that can be climbed to reach coin-filled skies of puffy (and surprisingly solid) clouds, world-skipping pipes leading to new areas, and the now-infamous “minus world” glitch caused by a set of bizarre controller contortions at the end of World 1-2. These secrets, as well as score and completion time records encourage players to explore the Mushroom Kingdom again and again.

The only real detractor from the game is that the 2-Player mode is not truly a multiplayer affair, instead affecting a switch from Mario to Luigi with every untimely death. The same thing could essentially be achieved by passing the controller to friend. || || Final Fantasy IV [rg3] Great ||
 * Summary Good: Excellent controls, imaginative worlds and entertaining gameplay Bad: No true multiplayer mode || Classic platforming at its best ||
 * Genre: RPG | Original Release: 1991, Super NES | Developer: Square Enix | Publisher: Square Enix | Multiplayer: No || Rating 8/10
 * Final Fantasy IV, the game released as Final Fantasy II in North America, was the first truly story-driven RPG. Previously, the player would name a band of generic heroes, and then defeat monsters to level up their generic heroes in order to defeat stronger monsters in order to level up...there might also be a princess to save at some point.

FFIV, on the other hand, was a bit more interesting. The game starred Cecil, commander of the nation of Baron's infamous "Red Wings" airship squadron. When Cecil and comrade/friend/rival Kain are tasked with bombing the peaceful town of Mist, Cecil, having already been demoted for questioning the authority of the king, defects and sets off with the lone survivor of the bombings, a girl by the name of Rydia. In the story that follows, characters join the party, grow disillusioned and leave, rejoin, betray, are kidnapped, are waylaid by sickness and injury, beat each other with sticks while shouting such insults as "spoony bard!", and die for the cause. Cecil reclaims his soul and hones his skills to defeat the evil, dark-helmeted and deep-voiced adversary, Golbez (recently featured in fighting game Final Fantasy: Dissidia) who was none other than his...brother. The story has its improbable moments, including a character who, after leaping out of an airship several hundred feet in the air holding a lit bomb, which then explodes, is later found taking a pleasant nap in a dwarven castle and wakes up to fix the party’s vehicle. To be fair, however, this is not much more implausible than certain high fantasy adventures in literature and television (series such as Naruto and the BBC's Merlin come quickly to mind).

While the biggest draw to FFIV is that it possesses a fairly complex plot, the rest of the game is nothing to scoff at. The characters have widely varied abilities, and, though many enemies are essentially more powerful versions of previous enemies with palette-swapped sprites, there is enough differentiation to remain interesting and challenging. Boss battles are suitable grandiose for an RPG, with both the typical dragons and outsize animals as well as the likes of creepy automaton dolls and the memorable Elemental Lords, sadistic, vaguely human embodiments of earth, water, wind, and fire with names pulled from Dante's //Divine Comedy //.

One thing that detracts from the game is its somewhat inconsistent difficulty. The party will blaze through several dungeons before a powerful character exits the party, forcing the player to spend several dull hours grinding for experience points or wandering through the last dungeon looking for the powerful weapon or armour that was missed the last time through. The most obvious example of this is the final boss battle, the likes of which requires your characters be several levels higher than was needed to work through the final dungeon.

If interested in playing a version of this Square Enix classic, the likes of which can be found on at least three gaming systems, the Final Fantasy IV Advance port for the Game Boy Advance is reccomended over the original, as it allows for more control over party configuration late in the game, features better translation, and includes a masssive, multilayered unlockable dungeon, the Lunar Ruins. || || Super Metroid [rg4]
 * Summary Good: Excellent RPG gameplay, interesting story Bad: Some plot holes, difficulty issues || An excellent addition to the series, but the best was yet to come. ||

Excellent ||
 * Genre: Action-Adventure | Original Release: 1994, Super NES | Developer: Nintendo | Publisher: Nintendo | Multiplayer: No || Rating 9/10
 * Super Metroid, also known as Metroid 3, is the only game in the Metroid series ever released for the Super NES, and after its release another Metroid game was not developed until 2002’s Metroid Prime.

Super Metroid is a direct sequel to the first two Metroid games (released for the NES and Game Boy), following bounty hunter Samus Aran’s quest to prevent the evil Space Pirates from using the powers of parasitic Metroid aliens to cause chaos among the members of the Galactic Federation. The game maintains the previous format of an open-ended side-scrolling adventure game with much backtracking and large numbers of enemies.

At the start of Super Metroid, Samus arrives at the Ceres Space Colony to find that the researchers studying a Metroid larva have been killed, and the larva itself taken by the dragonlike Ridley, leader of the Space Pirates. Samus then pursues Ridley to the planet Zebes, the site of the first Metroid game, and the adventure begins.

Super Metroid improves upon its predecessors in every way possible, adding more items and weapons, a larger world, and affecting the dark ambience of being alone on a hostile alien planet, while fixing the issue of flickering graphics that detracted from previous games, although credit for that goes largely to the Super NES system. The controls, weapons and enemy variety are all excellent and the sense of progression is also great for such an open-ended game, as various tools make previously insurmountable challenges possible, such as the use of the heat-proof Varia Suit to descend into Ridley’s lair. The game has a faster pace than previous games in the series, beginning with the player briefly guiding Samus down a winding tunnel while figuring out the controls before being thrown into a fight with Ridley and escaping through the same tunnel before the area self-destructs. This is much more interesting than the original game’s opening, which consisted of grabbing the Morph Ball powerup and then rolling under a rock into the middle of nowhere. The game also emphasizes replay, providing multiple endings based on the completion time and the percentage of items gathered.

Perhaps one issue with the game is the difficulty. Even the boss fight/escape that takes place in the first 3 minutes of gameplay may require several tries to beat, and the climactic battle against the Mother Brain is widely regarded as one of the hardest boss fights in video game history. This is legitimate difficulty, however, unlike issues in certain other games caused by poor controls or vague instructions. || ||  Pokémon Red/Blue/Yellow Version [rg5]
 * Summary: Good: Responsive control, good weapon variety, fast pace Bad: Difficult, some players may not enjoy backtracking || The best of the 2-D Metroid games ||

Excellent ||
 * Genre: RPG | Original Release: 1995, Game Boy | ESRB rating: Everyone | Developer: GAMEFREAK | Publisher: Nintendo | Multiplayer: Yes, with Link Cable peripheral | No ESRB content descriptors. || Rating 9/10
 * At the ripe old age of five, I received a Game Boy Colour with a copy of Pokémon Red Version, which proceeded to consume untold hours of my young life. An elderly man with possible memory deficiencies asked me my name and that of his grandson, and then, my faithful Charmander in tow, I set off on a magical journey. The first trilogy of Pokémon games spawned one of the most lucrative video game franchises of all time and turned Pikachu into an exemplar of children’s nostalgia and a cultural icon. Cultural significance aside, the games actually hold up fairly well.

Despite the Pokémon franchise's marginalization as a "kid's game", the battle system is surpirsingly complex, thanks to the large number of attacks and varied elemental types. Encounters may occur in the form of random battles against “wild Pokémon”, the likes of which can be captured with specific items to fight on the side of the player, or in set battles against other Pokémon Trainers, who may possess up to six Pokémon, like the player. Each Pokémon has an elemental affiliation (water, fire, rock, etc.), and has access to up to four attacks at any one time, the likes of which also vary in terms of effect and element. Each elemental affiliation has certain strengths and weaknesses, making the battle system not unlike an elaborate game of rock, paper, scissors. For example, an electric-type attack will cause extra damage to a water-type Pokémon, but minimal damage to a rock-type.

The game revolves around the protagonist’s quest to become Pokémon League Champion, with access to the Pokémon League gained after defeating eight Gym Leaders, the likes of which are scattered throughout a large world, new areas of which can be accessed by obtaining “HMs” that give Pokémon the ability to do such things as light dark areas and cut down trees. Other goals within the game include capturing all 150 Pokémon and defeating the evil Team Rocket. I never really figured out what perpetual antagonists Team Rocket did that made them so evil, but the player must take every opportunity to battle them into submission. The plot is not especially deep, but the game did have a fair bit of dialogue, thanks to interaction being possible with every character and opposing Pokémon Trainers universally possessing opening quips and variations of “Oh no, I lost” after battle.

The 150 Pokémon are quite imaginative and different enough from each other that attempting to collect the lot remains interesting and doesn't seem too artificial an attempt to extend the length of the game. The Link Cable-based multiplayer mode, consisting solely of trading and battling each others' Pokémon, is simple but surprisingly entertaining, and the fact that it requires another Game Boy and cartridge is not necessarily a problem, considering that at the time, if you had a Pokémon game, several of your friends probably did as well. The only major issue with the game, the likes of which applies to the entire Pokémon series, is that the versions of the game don't seem different enough to merit a separate release. Choosing between the three titles essentially comes down to which colour of cartridge matches best with your Game Boy. || || Duck Hunt [rg6] Mediocre ||
 * Summary: Good: Interesting battle system, many <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt;">Pokémon to collect Bad: Simplistic plot, unnecessary re-releases || <span style="-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; border-collapse: collapse; display: block; text-align: center;">Gotta catch 'em all...the Pok<span style="font-family: Arial,Helvetica,sans-serif;">émon, not the games ||
 * Genre: Sports | Original Release: 1984, Arcade | Developer: Nintendo | Publisher: Nintendo | Multiplayer: No || Rating: 5/10
 * <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%; text-align: left;">Most often found bundled with Super Mario Brothers in a single cartridge, Duck Hunt was the first of the relative few games to utilize the Nintendo Zapper, a light gun peripheral packaged with the NES.

In the game of Duck Hunt, a dog runs into a field of grass, frightening either one or two ducks into flight (depending on game mode). The duck(s) then take diagonal flight paths, bouncing off of the edges of the screen, for several seconds before flying away, during which time the player has three “bullets” with which to shoot them. Each round has 10 targets, and the game keeps track of the player’s score based on the number of ducks hit and the type of duck hit (different colorations of duck move at different speeds and yield differing numbers of points). Hitting all 10 ducks in one round results in the unlocking of a “Clay Shooting” mode, in which the target passes across the screen only once. After each three-bullet set, the nameless brown dog pops its upper body out of the grass, either holding the shot ducks or giggling sheepishly at the player.

The grassy field, dog, and ducks are all nicely rendered and animated for an 8-bit game, and the hit detection is fairly solid. The straight flight paths of the ducks, however, seem vaguely unnatural.

Though well-executed, the gameplay is rather one-trick, with little real variation between rounds of play and gameplay modes, interest in the game wears off after a fairly short time, and Duck Hunt is by no means the best light-gun game, generally inferior to more complex arcade light-gun games. || ||
 * Summary: Good: Animation, good hit detection Bad: Awkward flight paths, Limited content or replay value || If that dog giggles at me one more time... ||

Tetris [rg7] Perfect ||
 * Genre: Puzzle | Original Release: 1986, Computer | Developer: Independent (Alexey Pajitnov, Vadim Gerasimov) | Publisher: Varies by system | Multiplayer: Yes || Rating 10/10
 * <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%;">Russian computer programmer Alexey Pajitnov's Tetris is the quintessential puzzle game. The concept is simple: Moveable, rotatable blocks made of different configurations of four individual squares drop from the top of the screen to the bottom. Line up ten individual squares and they will disappear, adding to the player's score and moving all blocks down one row. As the game progresses, the blocks fall faster. If the blocks stack up to reach the top of the screen, game over.

Virtually every platform used to play video games has hosted some iteration of Tetris during its lifetime, and the game has sold over 70 million copies. Tetris is at its most hopelessly addictive in handheld versions, such as the 1989 edition created for the original Nintendo Game Boy, as it allows for the stacking of squares anywhere, anytime, for any amount of time. Most Tetris games possess a few variations on the original concept of stacking until the screen fills, such as Time Attack (as many lines as possible within a set amount of time), Line Attack (fill a set number of 10-square lines as quickly as possible) and a 2-player mode wherein skilful play moves the opponent’s blocks closer to the top of the screen. <span style="font-family: Calibri,sans-serif; font-size: 11pt; line-height: 115%;">

<span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%;">While the game itself is absolutely brilliant, it is only improved by its iconic theme song, the likes of which has be remixed countless times and has undoubtedly rooted itself in every gamer's head at one point or another.

The simple and addictive concept and multiple gameplay and difficulty options make Tetris is an intriguing diversion for players of any skill level and age. <span style="font-family: Calibri,sans-serif; font-size: 11pt; line-height: 115%;"> <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%;"> || ||
 * Summary Good: Simple controls, excellent puzzle gameplay Bad: Early versions of the theme song were rather tinny || Puzzling perfection ||

Urban Champion [pg8]

Horrible ||
 * Genre: Fighting | Original Release: 1984, NES | Developer: Nintendo | Publisher: Nintendo | Multiplayer: Yes || Rating: 1/10
 * <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%;">Long before the inauguration of the Grand Theft Auto series, there was another game revolving around street violence, and that game was Urban Champion.

Urban Champion is essentially a port of the Nintendo Game and Watch handheld game “Boxing”, switching black-on-white LCD figures for sprites and the replacing the boxing ring with a city street. The game involves two palette-swapped characters attempting to punch each other into open manholes, presumably causing concussion followed by drowning in raw sewage.

When playing on single-player mode, victory is followed by a brief fanfare before fighting a more difficult bout against a challenger identical to the one the player just pummelled into a manhole. The characters each have a fast, weak punch and a strong, slow punch (virtually indistinguishable from each other), the likes of which can be directed at either the body or the face, and the winner is essentially the player who can mash alternate buttons in the fastest manner possible.

The game also has two variables: random people sporadically dropping flower pots out of windows, which must be avoided, and police cars, which return the fighters to their original position. The winner is showered with confetti by a woman previously seen dropping the aforementioned flower pots, obviously a rather fickle individual.

Being one of the first games ever produced for the NES, the limited pixels are not used as effectively as in later NES games such as Super Mario Brothers and Metroid, resulting in somewhat fuzzy-looking character sprites and buildings in which the outline of a brick is several times larger than the brick itself.

If you ever undergo the displeasure of playing Urban Champion with a friend, demand to be Player 1, as Player 2 must knock the opponent 50% farther back in order to win. If they disagree, you could always take it outside, but remember to watch for open manholes and pause to whistle innocently whenever a police car drives by. <span style="font-family: Calibri,sans-serif; font-size: 11pt; line-height: 115%;"> || ||
 * Summary Good: Watching opponent fall into a manhole is strangely amusing Bad: Rudimentary graphics, limited move set, no character variety || <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 10pt; text-align: center;">Champion? I think not. ||

Zero Wing [rg9]

Alright ||
 * Genre: Space-Shooter | Original Release: 1989, Arcade | Developer: Toaplan | Publisher: Taito | Multiplayer; No || Rating 6/10
 * In AD 2101 war is beginning...

With that line begins one of the greatest barrages of mangled English the world has ever seen. Zero wing became a cult classic thanks to lines like “What you say!!”, “You have no chance to survive make your time," and the infamous "All your base are belong to us." However, the game itself is a fairly generic, mediocre side-scrolling space shooter with a penchant for borrowing from its betters, gems such as Gradius and R-Type.

<span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%;">Zero Wing has the player taking control of a single small spaceship and pitting it against the fleet of evil cyborg Cats, who destroyed the fighter’s mothership. The firepower of the player-controlled fighter can be increased by destroying certain enemy ships and piloting on top of the glowing power-ups left behind, resulting in such benefits as a pair of floating cannons that follow above and below the ship and fire simultaneously with the main body of the craft, as well as a switch from red projectiles to more powerful blue laser beams.

The game is not especially difficult for an old-school arcade shooter, containing a lot of slow-moving, slow-shooting enemies, with the only difficulty stemming from the fact that the player-controlled ship is also ludicrously slow. The upgrade system for the player controlled spaceship is also more linear than other space shooters (the ship essentially has three levels of power, every power-up increases level by one).

Scenery never moves past the generic space station look, and the enemies are not especially interesting. The games becomes slightly more interesting when a boss appears, resulting in such challenges as fighting a supersized, fire-spewing copy of antagonist Cats’ head in an enclosed space.

All in all, potential players would be better off viewing the unintentionally hilarious opening scene before switching to a similar, better game, like the hyperactive screen-full-of-bullets goodness that is Raiden. || ||
 * Summary Good: Amusing opening scene, fairly entertaining boss fights Bad: Slow, no weapon choice, very little to set it apart from other space-shooters || "For great justice lauch all Zigs" ||

Donkey Kong [rg0]

Good ||
 * Genre: Platformer | Original Release: 1981, Arcade | Developer: Nintendo | Publisher: Nintendo | Multiplayer: No || Rating 7/10
 * <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt;">Before Super Mario was a legend, he was...Jumpman. The first appearance of Shigeru Miyamoto's pixellated hero is an arcade classic whose success spurred a then-ailing Japanese card playing card manufacturer called Nintendo to create some of the greatest video games of all time.

Donkey Kong is a very simple game. At the top-left of the screen is the titular ape and damsel in distress Pauline, and at the bottom stands the player-controlled Jumpman, who must run, climb and jump his way to the top. The gigantic ape is capable of sending barrels rolling down the girders upon which Jumpman stands, crushing the protagonist if he fails to leap over them. Contributing to Jumpman’s plight are barrels of oil, which, if Donkey Kong tosses a barrel into one them, will spawn a living ball of fire that will slowly work its way towards Jumpman. Also littered about the stage are hammers, which allow Jumpman to smash through barrels rather than jump over them, and various gifts, such as parasols and purses, which increase the player’s score if collected. The game has 3 or 4 levels, depending on whether the console or arcade version respectively is being played, and after the set is completed, the game restarts at a higher difficulty, but with the player’s score continuing to increase.

<span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt; line-height: 115%;">The relative few levels are well-composed and interesting enough, and the game’s construction site setting works well. Detracting from the experience, however, is the brutal need for precision that the game enforces. Jumpman must be exactly centered on a ladder to climb it, and the timing for jumping over a barrel must be perfect. Leap too soon, and Jumpman lands on top of the barrel, losing a life. Too late, and the barrel crushes him. The fireballs cannot be jumped over, and contact with the ape is also fatal. The level of difficulty makes the game frustrating enough to lower the replay value. || ||
 * Summary Good: Level design Bad: Limited stages, more difficult than it should be. || <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 10pt; text-align: center;">Excellent nostalgia trip, wickedly hard game ||

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