The King of Fighters 2002: KOF fans will tell you either 98 or 02 were the absolute pinnacle. I side with 02 because it has Kula in it. Also note that 98 and 02 both have updated rereleases with an extended roster and rebalancing, but those are Windows-only.
Puyo Puyo Tsu: 20th Anniversary is the peak of the series, but if you're on hardware that can't run DS or Wii, arcade Tsu is fine. AI is a lot weaker though, and the story mode just forces five colors and high gravity on later stages to compensate.
Puzzle Bobble 1/3: You've probably played some flash game clone of this. IMO I think 1 was best for its simplicity, I'm not as fond of the garbage patterns introduced in later titles in an effort to give characters some asymmetry. But PB1 does not have AI opponents, singleplayer is only the stage clear mode, so if you don't have a human to play with try PB3 for the next best thing.
Tetris: The Grand Master 1/2/3: The only good Tetris, do not @ me. Start with TGM2's Novice Mode, then once you can clear that go back to TGM1.
Twinkle Star Sprites: A versus shmup with a very unique format. Chaining enemies on your screen sends attacks to your opponent's screen. Hard to really explain, just give this a spin and feel it out for yourself. There are a lot of moving parts, screenwatching is vital, and feels like I've barely scratched the surface of the game's depth.
Vampire Savior: Aka Darkstalkers 3. This game is fast as hell and it's a blast. Like with any classic fighter, good luck keeping up with FightCade folks who really know what they're doing, but I love it casually.
Waku Waku 7: This game's mechanics are honestly borderline kusoge, you can't even cancel normals into specials. But I love the design and atmosphere so much. Tesse is really fun to play even in spite of the system mechanics.
NES:
Fire 'n Ice: A very rad little puzzle game.
Mike Tyson's Punch-Out!!: Just an absolute blast. I won't bother listing them seperately but also check out Super and Wii. Super's kinda the black sheep of the series, but it's still a good game, just not as good. Wii is an absolutely top-notch successor and I'm sad it didn't get any more sequels after that. The two arcade predecessors are honestly forgettable.
SNES:
Chrono Trigger: I am hesitant to recommend most JRPGs from this era if you did not grow up on them, because many of them haven't aged so gracefully. Chrono Trigger is the exception, this game is a fine wine. You may want to check out one of the rereleases though, or at least a retranslation patch, because the original translation was made on a rushed deadline and bound by heavy technical limitations.
Earthbound: A bit more of a slow burn in comparison to CT, but this game is carried by incredible writing. It's also required reading before playing Mother 3 next. You can skip Mother 1 though.
Kirby Super Star: Definitely the peak of the series, giving every copy power an entire moveset is a blast. Has an updated rerelease on DS with added extras, I do highly recommend this version, but DS can be awkward to emulate so SNES is fine.
Panel de Pon: Gamecube version is best, but if you can't run Gamecube then Super Famicom is good too. GBC is also worth checking out, in order to adapt it to the small screen the story mode has health bars instead of true CPU opponents, which makes it play rather differently.
Wario's Woods: The NES version is more well known since it was the system's last first-party title, and for whatever reason it's the only version Nintendo ever rereleases. But the SNES version is a notable upgrade, biggest thing it has is AI to play versus mode against. Versus mode is wild as hell, so if you've never seen it please check out the SNES version.
GBC:
Game & Watch Gallery 2: Holds a special place in my heart as the first game I ever owned. Has the best lineup out of all the collections, with 3 and 4 you can kinda tell they had used up all the heavy hitters.
Mario Tennis: An incredible tennis RPG. And Mario doesn't even show up until the postgame as a bonus boss, which I find hilarious. Has connectivity with the N64 version if you can get that running, lets you transfer your RPG mode character and unlock more content on both titles.
I tried to like 12, but I found it painfully tedious. I couldn't carefully ration my MP the way I wanted to with gambits, and I don't want to automate the game anyway, I want to actually play it myself. But manual takeover just felt way worse than a normal turn-based system too, the way it grinds the pacing to a halt and takes forever made it apparent that the game isn't designed to be played manually.
I'm just disappointed in the way Square Enix seems to think turn-based combat is anathema for some reason. The series has abandoned its roots, it just isn't FF to me.
RGBY - You had to be there. By today's standards, these games are incredibly dated, to a point where it's hard to explain to anyone who didn't grow up on them why they were so magical. Despite feeling aged now, they honestly were ahead of their time in several ways, and there's a reason these games took off and became such a massive cultural phenomenon that dominated the late 90s.
GSC - In comparison, it's honestly surprising to me how well GSC still holds up after all these years. The sequel carries forward the magic of the first games, while polishing and improving the formula in every way. Being able to revisit Kanto for the postgame was the coolest thing ever, and it's sad that we'll never see anything like this again.
RSE - I will forever be a Hoenn hater. Coming off the heels of GSC, these games were just a massive step back in many ways. One region and 202 Pokemon. Weirdly unbalanced with the excessive amount of Water-types, and tedious amount of Surfing. Began the trend of Legendaries becoming more and more god-like, and forced in the story. Not a fan of the art style or trumpet-heavy OST either. Only good thing this game brought to the table was Abilities.
One thing I don't think a lot of people today remember is that this was Dexit before Dexit. When RS first launched, you only had 202 Pokemon in the Hoenn Dex, a step back from GSC's 251, and the missing 184 species were not mentioned or referenced at all. At the time, I thought that they had been retconned out! Eventually, linking to later gen III games would unlock the National Pokedex, but at launch no one knew that was going to be a thing. And it was still fairly wack how many games they spread it out over, gen III as a whole was a mess.
FRLG - RGBY minus the soul. It may be more modernized, but it just doesn't hit the same. I know this is very much a "you had to be there" take.
Colosseum - Painfully slow. Never finished it. Never played XD either.
DPPt - These games were just... bland. There's not much I can actively hate on as much as RSE beyond just how slow they were, but there's also not much that stands out either. I don't have much to say.
HGSS - IT'S PEAK. Does a much better job than FRLG of feeling faithful yet modern. And the sheer amount of bonus content they added in was incredible. By far the best game in the series, nothing else is even close.
BW - Gen V really had a hell of a vibe to it, this era felt like Game Freak really wanted to experiment and it paid off. I give this game a lot of credit for being the first and only entry to have a good plot. However I do feel that the gimmick of new species only wasn't so great, dragged down by the fact that half the Unova Dex is blatant copies of existing Gen I mons. Why bother doing that?
BW2 - However, this game's story was so bad that I stand by my conspiracy theory of it being a last-minute rewrite from a planned Gray. I wonder what that would've looked like. Other than that though, everything else about BW2 was quite strong.
XY - The jump to 3D was rough, but could've been a lot worse. These games honestly feel like an unfinished beta to me, there's a really good game in here somewhere but it's dragged down by performance woes and very very little content. With more time in the oven, I think Z could've been one of the best games in the series, but they never gave this game the Director's Cut it needed.
SM - Since XY's framerate was so troublesome, let's make it worse by adding more models onscreen! Also, let's drop XY's best feature, the Player Search System, in favor of doing almost nothing on the bottom screen! People really liked Megas, so let's replace those with attacks that just do big damage and call it a day! And let's really go way overboard with the cutscenes, tons of long tedious cutscenes! Most of all it was the framerate that really pissed me off. This was actually the first time I bothered finishing the Regional Dex, but I was too fed up with the framerate that I decided I would wait until the next generation on new hardware to try for National...
And so that ended up being the last game I played. Skipped USUM because I didn't want to deal with this engine any longer, and then SS... Seeing how they'd just been cutting more and more corners with each game, I simply saw Dexit as the last straw. Maybe I'd have been willing to accept it if they'd actually been bringing new things to the table to compensate, but they don't. I've come to terms with the fact that the Pokemon that I know and love, the Pokemon that I grew up on, the Pokemon that I named my account after, is dead to me.
I'd say HGSS is much more polished, and the formula hasn't changed much since anyway. Only major mechanic differences in XY would be Fairy-type and reusable TMs.
IMO, XY is pretty rough around the edges, felt a bit unfinished. There's a good foundation in there, with more time in the oven Z potentially could've been one of the best games in the series...
I'd say HeartGold/SoulSilver were the absolute peak, and the best entry point. Faithful to the spirit of the originals while feeling sufficiently modernized, and they went above and beyond with how much bonus content they packed into it.
I don't understand what you're talking about. Balatro does not contain loot boxes/gacha. In a world where so many modern AAA games are exploiting all kinds of shady dark patterns, Balatro took off by not doing any of that shit. It's just a sincerely fun game, and it sounds like you're literally just complaining that it's too fun and that should somehow be policed.
It's super cool that SMZ3 is a thing that even exists, but beyond the novelty of it I felt it was dragged down by the fact that ALttP is so much bigger than SM, to the point where it kinda drowns SM out.
I could be wrong, but I think that only happens if you repeatedly enter and exit the EMMI Zone, allowing it to wander around too much. Which is something you might get scared into doing on a first playthrough!
FWIW, that room is completely optional, only reward is a Power Bomb Tank. If you fall down there you do gotta get out, but if you can at least make your way up to the first platform you can bomb it to reveal a tunnel that lets you bail.
Been a while and I don't remember the routing details at all, but I was surprised to find that they weren't much of an obstacle at all for the speedrun. They're designed to scare you on a first playthrough, but on subsequent replays you just go fast and they won't catch you.
Dread. I wasn't sure if it could live up to the high expectations set for it, but they hit it out of the park. Hits all the highs of Super and Zero Mission, then goes on to outdo those games in terms of combat and boss fights. Had a blast going back to speedrun it again and again.