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NESessities of Life – Toobin’

Genre Racing Dominant Algorithm Get Ready/Toob Gameplay Put your gnarly butt in that inner-toob, radical dood and toobe a toobular river! Or, something like that. You know you are in for a most non-heinous journey down the Okefenokee when the programmers of the game eschew the proper spelling of Tubing for something like TOOBIN’. ...

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NESessities of Life: Castlevania

Genre Action Dominant Algorithm Whip It/Whip It Good Gameplay You assume the persona of Simon Belmont, a vampire hunter. Simon whips his way through Castlevania, a castle. There are power-ups along the way and the standard dangers known to side-scrolling adventures (moving platforms, pits, a deluge of enemies). ...

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NESessities of Life: Rush’N Attack

Genre Action Dominant Algorithm Rush/Attack Gameplay Run right, young soldier! Run right stopping only to stab. And, when you are done stabbing, stab some more. Should your blade dull, steal the enemies shoulder cannon and shoot. Shoot straight, young soldier. ...

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NESessities of Life – Pipe Dream

Genre Puzzle Dominant Algorithm Tile placement/Goo Gameplay Tapping into the same sense of wonder that all children associate with the field of blue-collar labor, Pipe Dream tasks you with the ever-thrilling enterprise of connecting steel pipes so that fluid can flow through them freely. Knowing that just placing pipes on a grid wouldn’t be enough to pump kids up, the programmers added a challenge – the fluid that will be...

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NESessities of Life – Kirby’s Adventure

Genre Action Dominant Algorithm Run/Jump/Fly Style (Delivered in Pun Form) Eat-Cute Game play You are the guide as Kirby goes on his titular adventure. Navigate a variety different worlds, eating enemies and absorbing their powers as you go. These worlds are each littered with mini-bosses and punctuated with a maxi-boss. The world-map unfolds in a unique manner. As you complete levels, portions of the map will become accessible. However,...

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NESessities of Life – Marble Madness

Genre Uhhhh… hell if I know Dominant Algorythm Roll/Swear/Throw Controller Gameplay It couldn’t be simpler. You use the d-pad to tell a marble which direction it should go in a series of increasingly complicated Echer-esque maze towers. The physics engine is as dense as one could be considering the hardware. The marble is affected not only by the users influence but also such variables as gravity, friction, wind, angle of incidence...

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