Ninja JaJaMaru-kun Review


This is one of those games that is quietly very good. It has a bit of a Donkey Kong feel to it as you run through vertical levels as you take the enemy ninjas down. The main villain has the heroine trapped up at the top so when you reach her it becomes your job to take this guy down. The game loops very quickly so it’s pretty short but still makes for a fun little time. The length would be more of an issue if this was a newer game.

The gameplay essentially has 2 controls. You can throw shurikens up or in front of you and you can jump. That’s pretty much it so from there it’s up to you to use your abilities as quickly as you can. It can be difficult to take on some of the enemies straight up so I recommend retreating often. For example you can only shoot one shuriken at a time while most of the enemies can shoot two. So wait until they are nearly off screen and then shoot since they probably won’t be able to react. Additionally you can also jump on most enemies which makes them unable to use their attacks.

Jumping gets more and more useful as you go through the levels to the point where you probably won’t use many other options after a while. Jumping is just the best course of action. At times the villains move so quickly that you can expect to die a lot before you get used to the speed. Fortunately that’s what the rewinding and access points are for. It must have been quite the challenge when it first came out though. Reacting to those guys is really difficult.

The graphics are pretty good. It’s not super detailed or anything but you do see what they are going for here and you always know what is happening. At the end of the day that is definitely the important part. The soundtrack is fairly limited but the main theme is catchy which is really what matters in the end. Ultimately it’s a good package.

With arcade type games like this the most important factor is always making sure that the game is fun and has a lot of replay value. I would say this is achieved here so it gets a positive score in the end. It would be nice to have a little more depth to it but at the end of the day this is effectively an arcade game after all. It’s not like you could add everything to it.

While the game does loop almost immediately it is worth pointing out that new enemies continue to show up until you get to around the 3rd loop. Not saying that’s enough to keep on playing but it’s at least good to know. The enemies continue getting tougher and tougher by the end. There’s even a loose fireball that starts to show up and naturally letting it hit you is fatal so definitely don’t do that. You want to stay one step ahead at all costs.

Overall, This is a solid game that I would recommend if you have the Switch Online service. It really does feel like an alternate version of Donkey Kong which is pretty interesting. The throwing stars makes for a good weapon while keeping in the Mario jumping mechanics. When you have all of those options at your disposal you really can’t go wrong right? I could see there being some potential in a 3D remake of this someday. In the meantime, playing through this title at least once is a good idea.

Overall 6/10

Super Bomberman R Online Review


It’s time for the latest game in the classic battle royale style. At this point there are quite a few that have tried this our such as Mario, Tetris, Pac-Man, and now we have Bomberman. Unfortunately this one may be the weakest of the batch. It has some interesting ideas but it does feel like they put less effort into it compared to the others. The menu layouts aren’t great and the tutorial doesn’t even cover a lot of the controls. There isn’t a practice mode where you can try this out for yourself either. So at the end of the day what that means is this one just doesn’t hold up.

The main mode of course is to jump in and start a 64 man free for all. You run around the map and drop off some bombs in order to knock the other players out. You have two health points so if you get hit twice then that’s it for you. When the match starts you are effectively boxed in and have to blow up crates to get out of there. Each bomb destroys some tiles on all 4 sides of it. You want to stay out of range since your own bombs can certainly hurt you. After a while the stage will start to explode so you have to go and run into a different room. Once the blocks fall again you restart the process.

It may sound simple enough but you also have to factor in the special abilities. Each character aside from the main Bomberman fighters have a special ability to watch out for. For example, Solid Snake is in this game and he has the ability to turn invisible. That way you can’t see him until he throws the bomb and it is too late to dodge. Another character seems to have some kind of magnet. A lot of the characters need to be purchased so I didn’t try their abilities out but this is an interesting twist.

In most free for all games each character has the same abilities. Changing your character is purely cosmetic in order for everyone to have the same playing field. Well, that’s not the case here. Your characters all have way different stats. Another example is how many bombs you can put down. For example the average character can only drop one at a time but some characters can drop more than that. Then you have characters with bombs that have a longer reach, can throw farther, etc.

Due to each of the characters having different stats, I definitely expect we’ll see characters belonging to different tiers before long. Not every character is equal this time around so I imagine this game will be less balanced than all of the others. That being said, we’ll see if enough people are playing the game for that to become a big concern.

On one of the first days of the game it was already taking a while to get a match. I suspect that’s more an issue with the servers that they’re using and not a lack of player base though. It just seems like it would be way too soon for that to really become a factor just yet right? It does make it a little harder to really get into the action as well. There’s just a whole lot of waiting each time which gets old. You’ll want to be reading something as you wait.

The graphics are good though. It all looks pretty modern and you can really feel the energy behind all of the character designs. The levels look nice as well and the game reminds me a lot of the Mega Man Powered Up game from back in the day. It’s got that kind of a vibe/look at the very least. So I have no complaints with the graphics. The music seems a bit limited but it’s not bad either. You won’t have much time to think about it to be honest.

It is rather odd that the game doesn’t properly teach you how to play the game though. Figuring out what each of the power ups do will be up to you. Additionally the same is also true for learning how and when you can pick up and throw bombs. If anything I think the game could have done without that. It makes the strategy aspect a little more intense if you have to run around and dodge as opposed to just throwing the bombs away. Doesn’t that defeat the purpose of the labyrinth?

In the end, the game just isn’t nearly as fun as it could have been. Pac-Man was hype with how the gameplay worked and Tetris was absolutely stellar. The shooter games like Fortnite and Call of Duty have the style on lock of course. I don’t think any of these will be passing those but at least you want them to put up a fight. Tetris did that really well by adding a ton of bonus content through the years and the gameplay just really works.

Bomberman feels more like a cash-in with no real content to speak of. You have a battle pass so eventually you will unlock some costumes and such but it takes forever. I played 5 battles but with all of the waiting between levels that wasn’t as quick as I would have liked. It’s not a bad game but it does feel like one that is just trying to grab ahold of the battle royale trend. The problem is, with so many others to choose from I don’t see why you would stick with Bomberman for more than a few days.

Overall, Super Bomberman R definitely underperformed. I would have to say that it just couldn’t quite keep up with the others. It really didn’t feel like it was trying either. There’s not a lot of heart to this game. There would need to be some big fixes/patches to really get this one back on the right track. If you’re a huge Bomberman fan then you should check this one out, but otherwise I’d say to give it a skip.

Overall 5/10

Godzilla Destruction Review


Clearly making these mobile games is tougher than I thought because this is another one that just wasn’t very good. If all 3 of the Godzilla games that were announced at the same time are by the same developers then it makes a lot of sense. This one seems to be using a lot of the same assets from Run Godzilla. While the gameplay is slightly better there are still a lot of really weird game design choices. Ultimately it just feels pointless to play a lot of the game.

The game has no story this time so you can forget about that part. You’re thrown in without much of a real introduction or anything. The gameplay is simple. You move Godzilla around with the touchscreen and if he is near an enemy he will attack automatically. Pretty handy right? That’s the extent of the game, there is literally no other gameplay. Each level has 15 mini levels in it which have around 5 waves each. I wouldn’t say the levels are incredibly long but they’re longer than you may think.

Any level ups and power you get in the levels are lost afterwards as it is all temporary. If you’re lucky you will get enough flames and G Profile Pics to help level up your Kaiju and try the whole thing again. Of course if you die during the experience you won’t get almost any rewards which is unfortunate. The game is set up so you should be playing for a very long time if you want to get anywhere. Of course you can pay the big bucks to get the content up front. That’s really your only other option.

For a video game just about anything can be forgiven if the gameplay is good. The problem is that it’s not very fun though. It’s just not all that satisfying to watch Godzilla attack all of the enemies for you. You’d like to be the one blasting away at them. Instead it’s almost like you’re the driver and the computer is the actual player. You can see how that would make for a rather hollow gaming experience right?

The levels all blend together really quickly so it gets rather dull. It’s not as automatic as the Run version but it’s still almost all done by the computer. You don’t feel like you’re really doing all that much. The game also just feels very limited in what you can do. This is literally the only game mode. Everything else is looking at items or your Kaiju and things of that nature. In 2021 I don’t think you can survive on a single game mode unless it’s a Story Mode or something like that.

Additionally the menu layouts don’t make much sense. Good luck equipping any of the gems you unlocked in the game. I could not figure out who to do this since every time you try to put one on it just falls right off. Perhaps that feature just isn’t set up in the game yet? It wouldn’t surprise me a great deal if this game is just severely incomplete. If anything it may even add up quite a bit.

The graphics are not good. It’s using the same character model as mentioned earlier which was already not that good. The level designs are uninspired. I suppose the enemy tanks look okay but there’s nothing too special about them either. The soundtrack is basically nonexistent as well.

What this game needed is really a complete overhaul. Throw in some real gameplay, a bunch of extra monsters, and even a quick story mode. Do those things and you could have a real winner on your hands. I don’t think there’s a big target audience for just walking around as your player does everything on his own. Where’s the excitement and the danger? I’m sure a game could pull this style off with enough development time and unique ideas but this was definitely not going to happen here. This mobile game seems like it was finished awfully quick.

In terms of content I suppose I should say that this can last for hours I guess. You can try completing all 4 worlds which each have several levels in them. Additionally you can keep on replaying the levels over and over again to farm materials and get level ups. That at least gives you a reason to go on back right? Keep this up and you should be in a good spot. Of course the replay value will depend on if you like the gameplay enough to do those things but if you do, the content is certainly here at least.

Overall, Godzilla Destruction is another disappointing mobile game. It’s a shame because most mobile games end up being quite amazing but this one was clearly not at that level. It does beat the first one so if the third in the trilogy can win then we might be in a good spot. Otherwise I’m afraid they will forever be known as a very weak trilogy of games. Better luck next time and all that.

Overall 4/10

Run Godzilla Review


Oh no, this one was bad. This one was reeeeeally bad. It has to be one of the worst mobile games out there so my good run of mobile titles is definitely over between this one in Crash. This is an extremely lazy game to the point where you have to wonder how it’s official. Burning Godzilla is blue!! Yes you head that right…in this game Burning Godzilla is just the normal character model but turned blue. Oh no……this game wasn’t even trying.

Okay so lets get into it. The game only has a single main theme so get ready to hear this forever. The game starts with two guys throwing info dump at each other. Effectively they decide to pray to a shrine and Godzilla appears. These two can create Kaiju out of prayers…..but only temporarily. After 9000 seconds the Kaiju will die of old age or just wander off. The cutscene’s kind of meta so maybe he just leaves. Now that they have a Kaiju I suppose we’re going to save the world, fight other Kaiju or do something like that right? WRONG!

The two guys decide to have Godzilla race against other Kaiju. And that’s the extent of the game. Now you may be thinking this can be cool as you control Godzilla against these other Kaiju and use attacks to slow them down though. That’d be fun so of course that’s now what happens. The A.I. controls Godzilla completely. Wanna know what you can do? You can change the camera angles which has absolutely 0 impact on the race and you can cheer for Godzilla which makes him happy and speeds him up ever so slightly. Fortunately there is a skip option so after a few seconds you can skip to the end of the race. Your cheers barely have an impact as he’ll usually win even if you skip the race so I recommend doing that.

You can already see how futile this feels. I’m just getting started too. So in the hub world you can feed the people praying to Godzilla so they pray harder….it also extends their life. They’ll die in around 600 seconds otherwise. You can use gems to buy(?) more followers so maybe instead of dying if you stop feeding them it just means they won’t bother to pray anymore. You can also use gems to upgrade your forest.

Now the kicker, the game uses a time system. So all those upgrades you spent on the shop? All gone as soon as you participate in any kind of race…which you’re supposed to do. Your Kaiju also loses a lot of his remaining time left on the planet if you race. Yet, that’s the only thing to do in the game so why wouldn’t you race? There are 38 levels in the game. I managed to clear around 24-25 of them. Its a little tedious though because only 2 levels show up at a time and sometimes they’re both old. You have to keep exiting and re-entering the menu to shuffle the levels until a new one shows up.

At least you have a sense of progression though right? Wrong! When your Kaiju dies all of your data is erased as well. Yes, any record of your completing a single level is gone. You lose all of your apples, gems, followers, milestones, everything. The only thing that carries over is a fraction of your original Kaiju’s stats so your next one will be stronger. At least you’ll get a new one next time right? No, not that either. You have to pay 2 bucks a piece if you want any other Kaiju. Otherwise you’ll keep on getting color swapped Godzillas to play around with.

I admit that as it is I never like when games don’t let you control a character at all. Still, it could have at least tried to be decent but with the game completely erasing your data every time your Kaiju dies (Every 9000 seconds and you lose 200 seconds every time you enter a race) then there is really no point. The entire game feels completely pointless if it’s going to be erasing your data like that. Why bother getting invested or trying to have a good time if it’s just going to be like that? The game is punishing you for playing it a lot since you can keep the game off which will postpone how long your Kaiju has until it dies.

The writing is terrible as well. The info dump from the two characters at the beginning is handled poorly. They’re both talking in circles about things that don’t even matter while not even properly touching on the mechanics of the game. Instead they lazily tell you to just read the help section in the menu at the end. If you’re going to do that then don’t have a half hearted tutorial at the beginning.

The graphics are also awful. This is the kind of game that will forever taint the image of mobile games for someone. These have to be the least detailed character models I’ve seen in a long time. I’m sure a Godzilla fan with some good computer programs would be able to churn out something better in a day. It feels like the studio was given the budget of a snickers bar to come up with this. It would explain why there is only a single mode here and virtually no budget. The game still has the nerve to ask you for a lot of money to upgrade your facilities and buy new Kaiju. They’ll all be deleted within 9000 seconds anyway so why would you possibly spend that kind of money (20-50 for bundles)?

Overall, maybe I got spoiled by the first Godzilla mobile game which was actually great but this one was shockingly bad. It’s the kind of game you want to finish up and delete right away. Having the game delete my data made that a whole lot easier. This is the first of the 3 mobile games from Toho that were being hyped up and now I’m worried for the next two. I just downloaded the second game. While it’s too early for me to pass judgment I am a little worried. The next game has the exact same musical track, character designs, menu layouts, etc. It seems to be a clone, only this one is about destruction and you can move around. I just hope that doesn’t mean it also has a time system because that will absolutely be super annoying. This is easily the worst mobile game I’ve ever played in my life, I highly recommend staying far away from it.

Overall 2/10

Crash Bandicoot: On the Run! Review


Whenever you think of a free to play running game you’re probably thinking of high energy titles with a ton of content and amazing replay value. The highest values of quality are associated with these titles because there’ a lot you can do with it. Unfortunately Crash ends up fumbling the ball on this one and it’s easily the weakest free runner that I’ve played. Sonic, Ladybug, and the others are all a lot better because they embraced the free to play elements while this one seems a little more hesitant.

First off, the gameplay is fine. It’s your standard auto runner so you can crouch and jump to avoid obstacles. There are power ups in the levels and even a little boss fight at the end where you have to tap the screen with precision. These are good mechanics that work well. I did not have any qualms with the gameplay. The levels are also nice and bite sized so there is a whole lot of replay value there.

What is my main issue? It’s the energy system. Now, longtime fans of mobile games will recognize that this isn’t new. A lot of mobile games have something like that to prevent you from beating all of the content instantly. The most confident games though like Pokemon Go, Godzilla, and Dr Mario have no such system. Others like Fire Emblem Heroes, Dragon Ball Legends or any other big gatcha game have it as a formality but it’s hard to reach. In those games you could play effectively with no limit for about a month and then after that you’re limited to about 4-5 hours a day. That’s fine, I’m unlikely to play a mobile game longer than that anyway and it seems like a pretty fair tradeoff.

The problem with Crash is that it’s immediate. Within about an hour you’re going to start running into a shortage of items. Your options at that point are to wait, buy the items, or play old stages to try and get more materials. Why should I need to play an old level when I just started the game though? That was my main issue throughout the game. It felt like you were always needing to go and grab other collectibles so you couldn’t really appreciate the game.

It feels greedy because most of the time your gaming experience won’t be interrupted until you’re fairly deep into the story. Imagine having to go back and raise more Pokemon in Pokemon Masters instead of blasting through all of the available levels? Or needing to go back and clear more Witch rooms in Madoka instead of continuing? That’s my issue with the Crash game, it seems like they heavily steer you towards playing a fee right off the bat rather than enjoying your free experience. If you ask me, that’s the real shame here.

Not even adding in the famous mascot “The Noid” was enough to save the game. I had already finished my playthrough of this one before he came out but let me say that he was not enough for me to change course and go back in. You would need to fix the fundamental issues of Crash’s item system first. Part of the issue is that there are several different kinds of items, materials, and levels you have to get. This should be simplified so there is only one kind of vial for example. Instead of 3 tiers to each item, make it 1.

I would also add a new player bonus like most games where clearing story levels for the first time replenishes your energy. That’s a great way to keep you playing uninterrupted for a long while and then you can really enjoy going back to clear up loose ends. I don’t see why the game decided to be so different from the other auto runners. At the very least the unique approach didn’t work this time.

The graphics are really good though. It’s clear that a lot of work went into making the game look as good as possible. The character models are really on point. They wouldn’t be out of place in the big budget PS4 games. Then the soundtrack and level designs are good. Each theme sounds good and is fittingly high energy for a running game like this. The levels all look like the traditional Crash levels as well.

In terms of replay value, there is a lot here even if we don’t count all of the material farming. The game launched with well over 50 levels and I expect new updates will bring more and more. You can unlock costumes, in game achievements and things of that sort. As with most mobile games, you can probably expect to keep finding things to do here all the way until the game eventually runs out of steam and just ends naturally.

Overall, My main issue here is just that the game feels rather greedy. You can make the case that all mobile games exist to make money since the free to play model is built on using ad revenue but some games certainly use it better than others. In a lot of mobile games you never even get tempted to pay money and it’s all rather harmless. Additionally, if there’s a mobile game you seriously enjoy and will play for 50+ hours anyway, then spending a few bucks may not sound bad. This one just won’t be that game though. I’d highly recommend playing just about any of the other free runners instead but if you have some time then I suppose this isn’t a bad bet. Getting around the time limits is really the most annoying part so if you get past that then there are the fundamentals of a good game.

Overall 5/10