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Reyn 🍃

@reynhester.bsky.social
97 followers 64 following 211 posts

Say it like "Rine" • He/Him • Game reviews at www.backloggd.com/u/Reyn

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JetSetKyoro @jetsetkyoro.bsky.social · 10h
Illbleed has some beautiful billboards
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pang @birthbydrip.neocities.org · 29/09/2026
a late one for you tonight... monkey ball is one of the most elegantly designed precision arcade games ever made, a game that takes a design staff primed on racers and lets them create economic geometry puzzles, only building towards alien grandeur in their structures at the end. link below!
first few paragraphs: Sega was the master of exaggerated, nuanced physics engines, and Monkey Ball fits that mold to a T. There’s three stylistic inaccuracies that sew Monkey Ball’s unique physics together:

    Friction is present as a constant inhibiting force, but in a sense this helps hold the monkey on downward slopes. This gives Monkey Ball a “sticky” quality.

    Collisions can and often do pop the monkey up in the air, where speed is uncapped. This, and the fact that the collisions seem relatively elastic,1 make collisions actually a boon for gaining speed rather than a total obstacle.

    It’s a common misconception that Monkey Ball has the player control the tilt of the stage, letting the monkey freely roll throughout it. Instead, the player is actually controlling the direction of gravity, offering very similar effects to stage-tilting while also providing essential air control to the monkey.

The three of these combined make Monkey Ball an intuitive, forgiving engine that encourages aggressive play.2 Speed gains are always at the player’s fingertips and rely heavily on environmental awareness. With that intrinsic concentration in the engine, the stage design can then follow suit. Monkey Ball’s stages are focused and brief; many stages have a max time limit of only 30 seconds, intend for you to beat them in less than half of that, and have a theoretical lower bound of only a couple seconds. While the stages are static and encourage memorization, the short length and nuanced physics put the micro-movements front-and-center in comparison to broader routing, and this creates its own form of complexity-oriented dynamism for those who can’t memorize frame-perfect input strings.
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Snakeman 🐍Low Poly Vtuber🐍 @snakemanvt.northsky.social · 25/09/2026
Oh Saturn controllers. Such a lovely bunch.
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SoulGuitarist @soulguitarist.bsky.social · 24/09/2026
Virtual-On Masterpiece collection (PS4/PS5) on sale for 1,485 yen on the Japanese PS Store until 10/7 #オラタン #virtualon #VO_MP Learn VOOT on Mizuumi Wiki: mizuumi.wiki/w/Virtual-On...
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湯耶 @13903-yuya02.bsky.social · 22/09/2026
ダクソ15周年おめでとう〜!🍄
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Reyn 🍃 @reynhester.bsky.social · 19/09/2026
Getting to try this beauty (F355 deluxe cab) happened earlier in life than I expected 🥹 I'll take having to play on LCDs for it
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Jiikae @jiikae.com · 17/09/2026
Playing patched games without beating the original unpatched release is anti-art
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MattoBii @mattobii.bsky.social · 15/09/2026
If someone tries to tell you "Sakura Wars 4 has a fan translation now", no it fucking doesn't
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🎃𝐒𝐞𝐠𝐚 𝐁𝐚𝐬𝐬 𝐅𝐢𝐬𝐡𝐞𝐫𝐦𝐚𝐧🎃 @segabassfisherman.bsky.social · 13/09/2026
Cosmic Smash came out 25 years ago! (9/13/01) You ever wonder what Rez would be like if it was Jai Alai? Well Cosmic Smash got you covered! This is like a cross-between Handball, Tennis, and Arkanoid, where you have to lob, slice, and smash a ball to destroy blocks in a neo-futuristic white void!
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🃏 Clip 🃏 @clipthejester.bsky.social · 12/09/2026
Officially speaking the Mr. Driller blocks do actually taste of human food, it's just that they are indeed inedible by humans
A clipping from an official interview with the lead team behind Mr. Driller, originally published in Arcadia vol. 3 (April 30th, 2000) and translated into English by @itsfantasticac.bsky.social.
"– Some of the blocks in-game look like food, but what do they taste like?
(Kaori) Shinzozaki: Please see this table.
[Blue - Mousse with sauce
Red - Blueberry
Yellow - Strawberry
Green - Lemon
X blocks - Chocolate
Blocks with holes on two-color stages - Cheese
Yellow hole blocks - Lemon Cheese
Green hole blocks - Melon Cheese
Bubbly blocks - Candy Drops
Spiral blocks - Whipped Cream
Cake Bocks - Sponge Cake Topped with Fresh Cream]
– Can Susumu-kun eat them?
Shinozaki: He cannot.
(Yasuhito) Nagaoka: If people could eat them, I think world hunger would be solved (laughs)."
(http://itsfantastic.moe/mr-driller-developer-roundtable/)
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🎃𝐒𝐞𝐠𝐚 𝐁𝐚𝐬𝐬 𝐅𝐢𝐬𝐡𝐞𝐫𝐦𝐚𝐧🎃 @segabassfisherman.bsky.social · 11/09/2026
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Moth (Comms Open!) @bloodcrisis.bsky.social · 08/09/2026
People get SO worked up about layoffs in the games industry, but now that Nintendo hired that man everyone’s upset? Hypocritical much?
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Mike X. Nichols @mikexnichols.bsky.social · 08/09/2026
Thinking about this exchange today
A YouTube video for the Water Temple in The Legend of Zelda: Ocarina of Time. The comments section has an exchange as detailed below. “@TheMrdangles16 • 11y ago: 
i hate the water temple... too confusing :(“ “@KeithHalsell • 2y ago: 
it's been 9 years, i hope you are doing great in life now.” “@TheMrdangles16 • 2y ago: it couldn't be going worse Keith.”
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John @redletterday95.bsky.social · 01/09/2026
Thanks to @birthbydrip.neocities.org for organizing and producing Episode #4 of Regen; this time covering the Dreamcast-exclusive Toy Commander! Give it a listen: open.spotify.com/episode/5Sbi...
open.spotify.com
A French Auteur Casts His Dream... - Regen #004
Regen Podcast · Episode
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pang @birthbydrip.neocities.org · 31/08/2026
next up for today... I'm digging back into the dreamcast well after a long absence to explore Toy Commander, a shockingly cool vehicle sandbox experiment from the minds behind Alone in the Dark and Little Big Adventure. link below!
first paragraph: It’s difficult to judge solely from the cover what kind of game this is, but the first real mission spells it out: drive an RC car up a series of oddly modeled ramps to get onto a countertop, and push an egg into a pot of boiling water using the collision physics. From there the game skews towards more traditional objectives — combat and racing — but the mission design still includes unique geometry as a key consideration. Many missions provide rickety, railless scaffolding for the player’s vehicles to climb even without extraneous obstacles to push them off or impede their progress. Given that every mission is played against a par time, simply lighting a fire under the player is enough to force tight execution on these perilous ascents.
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pang @birthbydrip.neocities.org · 31/08/2026
and finally, I wrote this review to coincide with the release of our Regen episode on Toy Commander! @reynhester.bsky.social and I take a look at several missions and detail and discuss the variety this game exhibits www.youtube.com/watch?v=0WXs...
youtube.com
A French Auteur Casts His Dream... - Regen #004
YouTube video by Regen Podcast
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Reyn 🍃 @reynhester.bsky.social · 29/08/2026
Not proud of this current trajectory 🥶 (thunder force V) Hard then Master next...
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Maddison Baek @maddisonbaek.bsky.social · 29/08/2026
Last chance till halloween, just saying.
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🐾Skitty🔥 @sugrrnspice.art · 28/08/2026
friendslop.....💙
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MewJAM @mewjam.bsky.social · 27/08/2026
AI Generated Content Disclosure
The developers describe how their game uses AI Generated Content like this:

DoDonPachi Resurrection Reignite

AI is used in part for translating text from Japanese into the supported languages.
AI is not used for game development, content generation, or any purposes other than translation.RANKING REGION

OSEANIA
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🎃𝐒𝐞𝐠𝐚 𝐁𝐚𝐬𝐬 𝐅𝐢𝐬𝐡𝐞𝐫𝐦𝐚𝐧🎃 @segabassfisherman.bsky.social · 24/08/2026
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Jiikae @jiikae.com · 21/08/2026
I gotta remember that whenever I feel a little lost and confused in life. It’s probably because I need to clean my apartment.
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pang @birthbydrip.neocities.org · 18/08/2026
spent quite a lot of time this year on outrun 2 sp, both from a scoring and a time attack perspective. over that time, it's elevated from a vibes classic for me to a mechanical totem, up there with any of my other favorites. link to my analysis below!
first paragraph: Players familiar with the effortless gear drifting of OutRun 2 may balk at the idea that it inherits much from the team’s prior Daytona and Scud Race titles, but common DNA threads through each one. Despite first appearances, OutRun 2 relies on the same exaggerated vehicle model: a strict power band, stiff handling at high speeds that frequently understeers, and drifts that linearly drain speed until exited. In the latter case, Daytona used engine braking to initiate drifts via holding a lower gear for a period of time before stabilizing the speed (which correlated with turn angle) by shifting back up. In OutRun 2, virtually every turn is solved with a plink across the shifter buttons, with little time spent in the lower gear. Instead, fine angle control is mediated through countersteer mechanics, letting the vehicle nudge laterally and alter the vehicle rotation angle on the fly. The choice makes OutRun 2 vastly more approachable at a glance, but a major change to the SP version brings back another Daytona mechanic for incredible flavor: slipstreaming.
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pang @birthbydrip.neocities.org · 10/08/2026
we probably live in a happier, healthier society given that the majority of jet set radio future players haven't yet realized the game is horrible
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Ben Hanson @yozetty.bsky.social · 10/08/2026
Based on the attract screen, you won't see the name of this 90s arcade game coming...
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🎃𝐒𝐞𝐠𝐚 𝐁𝐚𝐬𝐬 𝐅𝐢𝐬𝐡𝐞𝐫𝐦𝐚𝐧🎃 @segabassfisherman.bsky.social · 09/08/2026
Dogs were allowed to use the internet in the late 90's
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David Piskorowski @pd-cgt.bsky.social · 06/08/2026
some Saturn games are Genesis 2 games and some Saturn games are PC-Engine 2 games. Kingdom Grand Prix is a Genesis 2 game. Bulk Slash is a PC-Engine 2 game. Shinobi Legions isn't a Genesis 2 game that's just straight up a late Genesis prerendered game but on the Saturn
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barleybap @barleybap.bsky.social · 06/08/2026
More Mitch Hedberg, reading:

I finished a 1CC of Gradius the other day, and the end credits just read "by Konami". I guess that was the one credit. I don't know what I was expecting. Maybe next time I'll get a 2CC and find out who made the graphics.
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Evil Lucario @evillucario.bsky.social · 03/08/2026
I did it!!! First ever 1cc of Sin and Punishment on Hard with Turbo + Frame Skip! Super happy with this run, can't believe I actually managed to get this after over four years of playing. Now to work towards a 90m score! youtu.be/ZUiYLUl-51E
youtu.be
[N64] Sin and Punishment - Hard 1cc w/ Turbo + Frame Skip
YouTube video by Good Lucario
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kranku.wmv @kranku.bsky.social · 03/08/2026
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Reyn 🍃 @reynhester.bsky.social · 01/08/2026
It gets good after X hours ❌ It gets good after opening the hidden options menu and setting the difficulty to Very Hard ✅ Scored the clear in a run where I was still experimenting with some things lol, I'd film something a little better sometime though
Silhouette Mirage
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SaltMarsh @herzogzwei.neocities.org · 31/07/2026
an edited meme of someone taking a turkey out of the fridge for thanksgiving, but the box art for "boku no natsuyasumi 2" for the playstation 2 has been superimposed over the turkey and the text has been edited to read "I DON'T KNOW WHO NEEDS TO HEAR THIS BUT YOUR SUMMER VACATION STARTS TOMORROW"
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pang @birthbydrip.neocities.org · 31/07/2026
treasure was staffed by complete demons on artistic, programming, and design levels, all with one major flaw: they were all console apologists
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John @redletterday95.bsky.social · 29/07/2026
Episode 2 of Regen is up- this time we're talking Vanquish: www.youtube.com/watch?v=75Lp...
youtube.com
Regen #002 - Vanquish
YouTube video by Regen Podcast
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Hilltop @hilltopworks.bsky.social · 14/07/2026
Tapping the sign again. Start your playthough on August 1st for a magical experience!
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Celestio @celestiox.bsky.social · 23/07/2026
It was so worth going back to get a third Hard 1CC after being unhappy with the mistakes I made in the prior two as this is easily the smoothest gameplay I have had in any of my clears so far! (5 deaths) youtu.be/k5DMCT4XM5A?...
youtu.be
Wild Guns Reloaded - Hard 1CC (Annie)
YouTube video by Celestio
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Mando @cyberpunknut.bsky.social · 24/07/2026
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Reyn 🍃 @reynhester.bsky.social · 24/07/2026
Not necessarily grinding a Virtua Cop clear out yet but I've just had the itch again and I can still carry myself to St.3 fine enough...man I almost forgot just how good this one is
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charlie deeds done kirk cheap @gizmouse.bsky.social · 22/07/2026
creepypasta protagonist who is too amazed by the haunted games technical capabilities to be scared by it. "oh wow they put full motion video playback on a nintendo 64 cartridge!"
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pang @birthbydrip.neocities.org · 22/07/2026
finally I return to my long-form articles after half a year... backloggd legend drax asks: what exactly does "arcade-y" refer to? in response, I explain my reasoning for three major fundamentals of the arcade style, each of which drives the arcade mechanics we know and love. link below!
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fw @frwthr.bsky.social · 17/07/2026
how it feels accidentally finding a safe spot in a shmup
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shmuplations.com @shmuplations.bsky.social · 15/07/2026
Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/
shmuplations.com
Shigeru Miyamoto x Kenji Eno (1996) - shmuplations.com
In July 1996, Kenji Eno visited Nintendo HQ to speak with Shigeru Miyamoto as the first of his "cross-talk" series.
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Super Mario Wiki @mariowiki.com · 15/07/2026
LRT: Were any of you as perturbed by the gritty realism of Super Mario 64 as Kenji Eno was
Screencap of a shmuplation article with the text "Eno: To jump right into the thick of things today, the truth is I actually haven't beaten Mario 64 yet. I love the Mario series. I used to leave my Famicom turned on for so long playing Super Mario Bros. 3 that the console would overheat. But I just haven't been able to get into Mario 64. My wife won't play it either. I kept wondering why that was, but when I first tried Mario 64 at the Shoshinkai show, I felt this incredible sense of freedom in its world. You could get carried away by a bird, run through a field of flowers and be startled by butterflies, plunge down a waterfall, or fly through the sky. It felt like you could just mess around aimlessly, and anyone who wanted to dive deeper could master it.

But with the final retail version, I felt like I had suddenly joined a really strict after-school sports club. I found myself unable to get into the mindset of meticulously reading every signpost or trying to collect dozens of stars. To me, Mario 64 was supposed to be about a very loose, free atmosphere. When I first saw Super Mario Bros., it blew my mind. There was this mustachioed middle-aged guy, pipes, mountains, sky, ground, and blocks. I was a Namco fan who preferred Pac-Man, so it was completely unexpected.

But on the N64, Princess Peach and Bowser have become so realistic, and her getting kidnapped and needing help feels so real that I can't just relax and enjoy it. It's like a yonkoma (four-panel comic) strip suddenly turned into a gritty graphic novel. I always thought of you, Miyamoto-san, as someone who draws a lot of high-quality four-panel comics. I wanted to hear your thoughts on that."
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John @redletterday95.bsky.social · 12/07/2026
Regen is now live on Spotify: open.spotify.com/episode/6OJF...
open.spotify.com
Regen #001 - Killer7
Regen Podcast · Episode
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Reyn 🍃 @reynhester.bsky.social · 11/07/2026
still immensely relieved its over but pursuing this improved my opinion on it a lot more than i expected.
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downchasm @downchasm.bsky.social · 10/07/2026
上級
New Jork City
Stocks
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pang @birthbydrip.neocities.org · 08/07/2026
my neighbor came by recently and started jumping uncontrollably upon seeing my copy of The Munchables, their favorite childhood game. we booted it up and quickly fell in love with those opening levels again. it falls off rather quickly, but the start shows what could have been. review link below!
A Katamari-like from the actual Katamari developers, those Now Production contractors who toiled to get Keita Takahashi’s vision off the ground.1 Munchables twists the “roll up stuff, get bigger, roll up bigger stuff” loop from Katamari into a game all about eating, where the mute, spherical protagonists chomp through waves of pirate/alien/frankenfood creations, progressively inflating after each set of meals. The character’s size is unambiguously labeled with a level number, with enemies larger than yourself having a similar label to illustrate who exactly you can eat at any given point. These larger enemies can be bumped with a dash attack that splits them into smaller enemies, although if the difference between you and the enemy is vast enough, each of their component sub-enemies may still be larger than you. Recursively repeating the split mechanic unveils levels built around flooding the field with bite-sized enemies and eating as many as possible before they reassemble into their larger forms.
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Nashira @nashirasauce.bsky.social · 08/07/2026
Someone told me I haven't drawn enough fanart lately so here's fanart of the protagonist from Shin Megami Tensei III: Nocturne
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John @redletterday95.bsky.social · 07/07/2026
sat down with @birthbydrip.neocities.org @reynhester.bsky.social and raph to discuss killer7/10 for the first episode of the Regen Podcast youtu.be/GIynFvQU-DI?...
youtu.be
Regen Episode 001 - Killer7
YouTube video by Regen Podcast
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Reyn 🍃 @reynhester.bsky.social · 04/07/2026
🥲
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