Neopets Mega Mini Games Collection is a Rushed Attempt at Nostalgia

Neopets Mega Mini Games Collection: The Neopian Arcade Odyssey

1.3 out of 5
$24.99
Enjoyment
1.4 out of 5
I REALLY wanted to like this game. But the game lacks any charm of its original source, and feels like it was created more out of profit than love.
Performance
2 out of 5
While the games are actually playable in the several months since its release (those poor souls who played on launch!,) minor bugs are still common, showing a severe lack of Quality Assurance.
Functionality
1.2 out of 5
Despite the mouse and keyboard being available like the original Flash game, very few of the games actually incorporate it in any meaningful way, instead delegating the WASD keys to less controlled movement.
Price
1 out of 5
Due to how the site is structured, the lowest we can give any specific rating is 1.0 out of 5. 𝑻𝒉𝒊𝒔 𝒅𝒆𝒔𝒆𝒓𝒗𝒆𝒔 𝒂 𝒁𝑬𝑹𝑶. 25/27 of the games are free on the original site, and most are superior in their original forms. 80% off feels more reasonable, but even that's assuming you know what you're in for.

Pros

Convenience of having multiple games available at a single point, especially on-the-go for handheld variants

Syncs to NeoPass to earn NeoPoints on main Neopets account

Some games are better handled in their redesigned forms

Cons

Most games are inferior to their original counterparts

Story is pointless, nonsensical, and contains grammatical inconsistencies

Bugs are common despite patches and fixes

Cheat codes may not work, including bonus 27th game

Music is sometimes used from unfitting/unused games

Boring, soulless aesthetic

In Neopets, the Game Graveyard is a location where, in its words, “…the dead games go. Games so horrible, so scary that we had to remove them from the site…” The Game Graveyard currently houses 39 games from 2001 to 2008, with its most recent addition in 2012 when its battling mechanic was rehauled.

14 years later, we have a new contender to join the dishonorable departed.

Created under the Neopets® IP, Neopets Mega Mini Games Collection was developed by No Gravity Games, published by Sidewalk Games, LLC, and distributed by U&I Entertainment. It is the first Neopets game released off the main site since Tales of Dacardia in June 2024, and the first Neopets game for consoles since Neopets Puzzle Adventure in 2008, thus making it the first console game to be released under independent ownership.

The main selling point of the game is the remastering of 25 classic Neopets games from the 2000’s (and 2010, if that counts,) plus two brand new bonus games. With support no longer provided to the Flash Engine the original games were built on, the remakes were constructed in Unity… and we’ll get more into that later.

Okay, but what IS Neopets?

Neopets® is a free browser game created in November 1999 by Adam Powell and Donna Williams, a couple specializing in web design and advertising. Users are able to create/adopt from over 50 different species of virtual pets, feed them, give them toys and books, dress them in outfits and paint them different colors, and train up stats for a competitive PVE/PVP “Battledome.” Most importantly for this review, players were able to play a variety of games to earn Neopoints, an in-game currency used to purchase the aforementioned food, toys, books, and outfits. By Christmas 1999, Neopets had over 600,000 page views per day. By May 2005, that number had soared to 4 billion per month. In addition to the community built through the game itself, a variety of staff members were additionally hired to help run the site and introduce new ideas, lands, and story arcs.

Viacom, with the specific influence of Nickelodeon, purchased Neopets on June 20, 2005 for $160 million. Adam and Donna soon left citing creative differences (and while they would later marry and rejoin Neopets in partnership with their company Meteor Games for the Facebook game Treasure Keepers from June to December 2011, allegations of employee mistreatment and homophobia have led to them being ostracized by the greater Neopets community,) while the remaining staff continued to produce new material. With heavy promotion of Nickelodeon franchises, Neopets saw only a small decrease in audience through the late 2000’s, and by 2011, the site announced it had logged 1 trillion page views.

In March 2014, Neopets was acquired from Viacom by JumpStart Games, beginning what would be known as the “Dark Ages.” Server migration led to heavy glitches and site lag, the majority of the more beloved, longstanding Neopets team were laid off in 2015, the few story arc “plots” created were poorly received, an NFT/Metaverse project resulted in unanimous condemnation and boycotts before it was cancelled, and support for Adobe Flash ending in 2020 left many site features inaccessible (though the Ruffle extension has saved 100-150 games, others are left buggy, or outright unusable.) In January 2020, Neopets logged a mere 3.4 million monthly views, with later reports of only 100,000 active monthly users.

JumpStart shut down in June 2023, but Neopets was able to buy out from Chinese company NetDragon (who in turn had acquired JumpStart in 2017) and became their own independent company, World of Neopia Inc. Work has since changed to allow for mobile access on the main site, additional mobile apps, physical media such as card games and pins/charms, more communication and inclusivity with the slowly-regrowing community, and a universal “NeoPass” account tying mobile and console games to the main site. With an older site demographic drawn back by nostalgia, only time will tell whether Neopets will thrive independently or wither away to join the many browser games it predated, rivaled against, and outlasted.

Starlight Festival: Silly Fun, or Stagnant Failure?

The story covers the Starlight Festival, an annual event where competitors duke it out in various games across the lands of Neopia, with this year’s winner earning the Starlight Champion Trophy. Three competitors are shown: Nyx, the protagonist of the game and main star of the recent “The Void Within” Plot; AAA, the self-proclaimed “Games Master” who challenges Neopians in the annual Daily Dare event to beat his high scores; and Abigail, AAA’s younger sister and co-host of Daily Dare who focuses on fun rather than glory, but has occasionally shown she can be just as good as her brother with the proper incentive. Due to the duo being competitors on the same playing field as Nyx this time, the games are instead hosted by King Roo of Roo Island, a land completely devoted to fun and games.

Sounds like a simple enough plot, right? Unfortunately, things fall apart—the intermission interactions are bland, grammatical errors and missing punctuation can be found in dialogue, and the single sprites used for characters can look… off-model.

I thought the Meerca was supposed to be the one running in Meerca Run, not me.

Don’t worry though, it gets worse! Despite the game’s focus on points and tokens, the only time they bear any relevance is when you complete the 1-3 minigames in one land and move on to the next one, where a blink-and-you-miss it chart displays scores of the three characters that you have zero involvement with. It doesn’t matter if you barely scratch by the goal score or blow it out of the water; you’ll still have AAA take first place for the majority of the game. And – spoiler alert – the scores don’t even end up mattering; after the final game, the scores inexplicably result in a three-way tie, and nobody says anything beyond “that was fun.” You don’t even get to see the trophy!

The Included Games

Unless you use a cheat code to immediately unlock Arcade Mode, games will be unlocked in groups of 1-3 in Story Mode before progressing to the next area. You will not be able to play them again until Story Mode is finished and Arcade Mode is unlocked, and selecting Story Mode after seeing the credits will simply restart the story. If you have linked the game to your NeoPass account, submitting your score will earn you neopoints on your main Neopets account, even going beyond the usual cap of 1,000NP per submission!

Jumpin’ Gem Heist: Skipping the oddly dark backstory for this game, you play as Solly the Sandan, throwing rocks up at the baskets overhead to knock the gems out and keep them from getting into the hands of the Bori Miner while dodging… volcanic rocks? You must catch your rock after throwing it or you will lose it, equivalent to a life.

While the Flash game allowed you to control Solly with the mouse allowing for rapid movement, you are delegated to WASD in this collection with (Ctrl as a sprint as a small silver lining,) making the gems harder to catch. The thrown rock is heavier in this version too, which may catch veteran players off-guard. I couldn’t stop staring at the Bori Miner’s stiff animations or his lazy eye, probably a result of porting the spritework over instead of recreating it from scratch like Solly. Not the worst experience for someone new, but it’s a minor let-down for me.

Spinacles: Spinacles is a unique twist on the classic match-colors-to-burst-them game template. All the orbs are connected to a central gray orb, and the impact of the launched orb from above will send it spinning like a pinwheel. This clever mechanic adds a new puzzle element to the levels requiring a switch to the second lined-up orb or ricochets off the walls, and is thankfully preserved fine in this adaptation.

Kass Basher: The most-played game on all of Neopets has big shoes to fill and… it’s a swing and a miss. Rather than a gradual unlocks of the three batting options, all three are available by default, and the launch distance has been considerably lessened, even with the maximum wind for your benefit. The score doesn’t even provide any fanfare anymore, good, great, or bad; and I have to assume the easter egg of batting with the entire tree has been removed as well. This is where things finally hit me that this wasn’t going to be the experience I had hoped for.

Turmac Roll: Another popular classic, this one has been completely redone. Rather than high-speed rolling, platforming, and collecting until you die, this has been changed to a Sonic-esque rolling/jumping style where different berries will speed you up or give a few extra points, hitting something will instead slow you down temporarily, and there’s a 60-second time limit. It makes sense why this one feels like more effort was put into it though, see “The Ugly Truth” down below.

Ultimate Bullseye: I was really bad at the Flash version of this game, so I was worried this would be the end of my progress when playing here. Thankfully, you’re given twice as many shots, and instead of one target that changes its location each turn, there are a variety of stationary targets with forgiving hitboxes. Hitting 0 targets, 1-2 targets, or 3+ targets all get different sound effects. Honestly, I’d call this one of the few improvements compared to the original games!

Extreme Herder: Collect the grazing petpets and place them in their enclosure before Balthazar can catch them. While the environmental graphics have improved considerably, Balthazar looks rather ugly, and not in a good way. Worse still, he loves getting stuck in any sort of collision, so the only way you’ll lose is when too many spawn near the top-left of the screen, where he arrives from each level. Later levels get rid of the edge portals or enclosure gates, but it doesn’t change the difficulty when bad luck is all that kills you.

Snowball Fight: It might be hard to see, but that yellow Chia in the picture is missing her arms and legs. That pretty much sums up this entire game. Throw your dozens of snowballs at Neopets and petpets while avoiding the friendly faeries. Like with Jumpin’ Gem Heist, mouse controls have been replaced with WASD, lessening your movement speed and options. Throwing snowballs (the only animation in the entire minigame, all of two frames of a paw!) is instead moved to the space bar, giving a quick bullseye target up the screen to show how high the snowball will be thrown… and instead of coming back down if you hold it long enough, the marker goes right off the screen and never comes down, requiring you to waste a snowball to fix it.

Polarchucks occasionally parachute down in the background as an extra obstacle, and hitting them earns you ten bonus snowballs, but instead of becoming rarer over the course of the game like in the original, they maintain their original spawn rate, allowing the game to go on endlessly, which is even more frustrating when the main targets speed up faster and faster the higher the level you reach, to the point where the charge time for snowballs isn’t long enough to reach a character popping out to hit… except the still falling Polarchucks. You won’t lose this game as much as you give up on it. Easily the worst in the collection.

Snowmuncher: Dig down through the blocks by eating them, collecting “Bloat-B-Gone” potions to ease your stomach by 50%, and make it to the bottom of ever-increasing levels before time runs out. I was hoping this would be a breath of fresh air after Snowball Fight, but if anything it left me even more sour. Level 1 works perfectly fine, but making to Level 2 permanently removes the music. Furthermore, dying for the first time bugs the mechanic of falling blocks clearing out blocks of the same color when landing upon them, while dying a second time… fixes it?

Hitting 100% bloat will instantly kill you (without any animation) instead of getting a free move in the original Flash version, and the worm enemies pictured spawn out of what are supposed to be power-ups, getting mixed up and placed in the wrong object. These issues should have been caught in any amount of testing, so them being left in the finished result (with later patches, no less!) is just insulting.

Ice Cream Machine: “Survive as long as possible” was a common theme for Flash games in the 2000’s, and Neopets had possibly the king of this concept in a delicious, sweet package. While the mouse thankfully is usable in this version like the original Flash game, Adee, the controlled (or carried, in this case) character, has a larger size and less forgiving hitbox, which is a bit ruder when close-calls and fast movement is required in the later stages. The music also uses the original, unlooped version of the Flash game’s song, sounding almost like a remix as a result. Combine that with adorable blinky eyes when blasted by ice cream, and while it’s not an improvement over the original, there’s at least some charm to this game.

Moon Rock Rampage: Originally made as a tie-in to the “Return of Dr. Sloth” plot, you are given the choice to pick between two identical-playing characters, Gorix and Cylara. It’s a simple top-down game where you push the titular moon rocks to drop them in lava and open more paths to collect spaceship parts, while avoiding or defeating rock monsters (who, blasted by your laser, will transform into more moon rocks) or robots (who simply explode, but their death animation can still inexplicably kill you.) While instant death via random enemy spawning was also a problem in the original version, I don’t recall being completely softlocked by enemies spawning out of laser range in Level 12. Another let-down.

Nova Defender: As the most recent Flash game remastered for the collection, this personal favorite was one I was really looking forward to playing when I first got it. The new looks on the Novas are neat, the animation is fluid, and controls on the non-Steam version allow for 360° firing, which is hopefully enjoyed by other version players.

Unfortunately, the flaws are more distinct: level openings no longer give an explanation for the new enemy/mechanic, the shop UI is bland and stops bothering to preview the upcoming Nova type, and the music cuts out when starting every other level, another clear sign of no testing. I also have a theory that the projectile hitboxes stop working if enough enemies are stacked in one spot, though I can’t prove this. Either way, avoid Hard Mode if you do want to play this, and hopefully you’ll find at least something comparable to a good time.

Meerca Chase: Like with Turmac Roll, this game has been completely redone, with a checkerboard floor showing the movement tiles in this Snake clone. Rather than collect simple yellow “Happy Neggs” like in the original version, you collect a more vibrant striped color, while a dangerous “Ferocious Negg” spawns each time you collect one. Instead of continuing until you hit a wall or obstacle (although that can still occur here,) a 90-second time limit has been added to cease your chase, though it can be extended by collecting blue or green stopwatches that occasionally spawn on the map. Overall, the game is harmless, but it doesn’t add anything new to distinguish itself—a shame, since for the longest time, “Meerca Chase II” was the most popular game on Neopets, only recently in its history being beaten out by “Kass Basher,” and both received subpar remasters in this collection.

Spellseeker: The premise is pretty simple: Select numbers or symbols in sequential order chains, then submit it to remove those numbers and replace them with new spots, while your chain builds up a progress bar represented by the scroll at the top of the screen. Fill up the scroll before green “poison” tiles eat their way to the bottom of the collection (sinking down one space per submission, but are dissolved if used in a chain,) and you’ll move on to the next level.

Unfortunately, the chain submit animation is much slower in this version, and animations by the Gelert Wizard only play after the chain is finished (and not when a level is completed or the game is over,) so you spent a long time doing nothing. Interestingly, letters are no longer allowed as selectable options alongside numbers and symbols because… an internalized dictionary was too much work? Level 3 also completely fails to add 4’s as options (see the picture,) leaving 5 tiles as nothing more than obstacles (or unavoidable hazards, if a 5 becomes a poison tile.) Another game that feels rushed and unfinished.

Meepit Juice Break: Guide a connected line of juice to the Meepit waiting at the tree within the time limit; matching the color of the juice with the color of the Meepit gives bonus points. Feeding enough Meepits will bring you to a new level, adding extra items in pipes that will add to/subtract from your score, and increase the number of Meepits in the tree at once while decreasing their time for patience. It’s a fine remaster, though some of the pipe placement can be a bit unfair (such as corner pieces as the final connector, though that could just be me being bad at the game.) The game was also unintentionally given a 10x NP bonus, meaning a skilled enough player can walk away with 40,000 NP from a single submitted score. Three times for the daily submission is 120,000 NP… I smell another exploit in the Neopian economy!

Dubloon Disaster: Steer a rowboat around a square ocean to collect dubloons while mines continuously spawn and home in on your location- the closer you are, the more of a magnetic effect they have to you, and you have only one life. While fine in its Flash form, this “remaster” lacks any animation for mines or dubloons spawning, and the intended target goal can be completed from collecting a single dubloon if the first one you get is silver (such as in the picture.) You can be in and out in less than a minute, which is not how any game should play, fast-paced or not.

Sutek’s Tomb: It’s a special type of embarrassing to mess up a Match-3 game. But here we are, with tiles that don’t load, random screen wipes, and a time limit hourglass that never seems to speed up or actually have time as a factor at all. Each match gets you only a paltry couple of points, so by the time I got to the 2,600-score range, I got bored and waited out the clock for a painfully long time. Snowball Fight might be the worst game in the collection, but this is certainly a contender for second place.

Pyramids: Click to remove a face-up card from the titular pyramid, as long as the card is one unit higher or lower than the one in the top-right. The more cards you clear and the higher you go, the more points you get. It’s neat to see updated versions of the old card sprites instead of low-definition versions from the original site, but… it’s a game of solitaire that’s been on computers since the 1980’s; is this really what you wanted in a remaster of Neopets games?

Faerie Bubbles: The predecessor to Spinacles, this game got around the mediocrity of color-matching games by adding different effects for clearing four or more of the same type of bubble at the same time (green adding another layer of random bubbles, purple randomizing the colors, etc.) Well, that, and not actually showing the specific trajectory of where you’re firing, which I feel would’ve made a great addition to the remaster. Beyond that, it’s a perfectly mediocre remaster of a perfectly mediocre game.

Destruct-O-Match: Break colored bricks that are together in groups of two or more—the more bricks broken at once, the more points you get. Despite the name, this remaster takes the appearance and mechanics from Destruct-O-Match III on the site, rather than the Game Graveyard forms of I and II. Unfortunately, it only retains the classic form of III, rather than the numerous options that were available in that game.

Black and gray bricks look very similar when you unlock them in the game, no level complete screens are shown once you run out of possible moves (assuming you have enough points to make it to the next level; there is no bonus given for completing a level with only a few bricks left, or even none at all,) and the power-up to scramble the bricks allows you to click them mid-scramble, rather than waiting for the full refresh in the Flash version. The serene background music also doesn’t work for this game.

Unfortunately, awkward results with missing mechanics are what we’ve come to expect in these remasters, as this is another of those continuous examples.

Hasee Bounce: Jimmy and Woogy are two Hasees trying to collect as much of their favorite food- doughnutfruit- as possible, and do so by jumping from treetops to launch each other off a seesaw to catch the doughnutfruit flying through the air. Collecting a letter with the right-colored Hasee gives you two more seconds of play and adds it to the top of the screen, and filling up the full word (a la Bubble Bobble or Mr. Do!) will give you a larger time bonus.

While the Hasees can slightly move from their positions on the tree and seesaw, it doesn’t help much in the way of aiming for the doughnutfruit, especially when the point count differed depending on whether you were launching up into it or falling down upon it, something that wasn’t in the original Flash version. There’s also a lot less doughnutfruit that show up in this version, making combos far less likely and actually making the goal score of 50 much more difficult.

Worse still is that the wacky music (containing various random Hasee sound effects, turned off by default in the Flash version) cannot be muted, so you’re just stuck with it as you try and try again to reach an oppressive goal score. You don’t even get different screens at the end respective to your score, like the original game. Another dud.

Gadgadsgame: This game functions similarly to Puyo Puyo (or Puyo Pop, as it was previously known,) but instead of the colors “popping” when enough were gathered together, they grow into a larger berry when a square of the same kind is made (2×2, 3×3, etc.,) and only are deleted when a rare flashing berry appears to clear every berry of the same type out connected in a chain (or the rarer bomb power-up.) I suppose it’s a fine recreation, but being stuck waiting and hoping for a flashing berry to show up makes this less of a puzzle and more of waiting for the right luck.

Jubble Bubble: You play as Kelby, blowing bubbles to catch the falling JubJubs from falling into the sand (must be some fragile coral if even a slow fall through water hurts them!) Like with Jumpin’ Gem Heist, the WASD keys replace mouse movement, limiting your speed, which might be the correct move here, seeing as Kelby is based on a sea turtle. Holding space will launch bubbles upward, but they will only “catch” the JubJubs if their upward momentum has stopped and they are beginning to float back down at around the same point as the JubJubs are, meaning you can’t just spam bubbles to catch everything… at least, you’re not supposed to.

The Flash version has an invisible line just above Kelby where bubbles cannot catch JubJubs to avoid button-mashing to catch anything low enough, but whether to rectify for the low speed or just a result of rushed development, this isn’t in effect in the remaster. Bonus seashell items also give the same amount of points as the much rarer dubloon items, leaving the latter pretty useless… which puts my money back on the “rushed development” theory.

Kou-Jong: Match two available tiles with the same design (with the exception of flowers and Neopets locations, which may take some getting used to.) Three different difficulties are available, with three stages each, and three hints available per stage. The original was quite addictive, but the immersion broke with this version due to using a song not even in this game (“Imperial Exam”,) and the hint button targeting unavailable tiles. Strangely, the controls preview has completely different sprites for the tiles, using creatures that don’t exist in the game, presumably as placeholder sprites. It’s not the worst, but again, I doubt you purchased Mega Mini Games hoping for a remaster of a matching game.

Bouncy Supreme: If you liked Ultimate Bullseye, get ready for another game requiring angles and directions to launch forward! At least this time you are given a slight visual indication with some early arches and eventually a white line with data to show your estimated bounce, but as someone who has always failed at this game, I had better luck with trial-and-error launches. Rather than the mouse in the Flash version, the angel and force are decided by small adjustments using the keyboard, although I don’t think it helped as much compared to the larger, more forgiving platform collision of the Unity engine.

Starlight Symphony: For the grand finale of story mode and the bonus game exclusive to this collection, we get… a slow-paced rhythm game awkwardly using vertical buttons in a non-vertical controller setup. Animations are poor (does Nyx look like she’s having fun?) music is unfitting (taking bits from Hasee Bounce, Meepit Juice Break, and even a game not included in the collection, Spacerocked!) and there are no toggles for speed or difficulty.

The controls preview even seems to show a different build of the game, with the health and combo on the top of the screen, whereas the current version has the health meter below Nyx and the combo on the right side of the screen with the score. For salt on the wounds, the buttons even stop showing up at the 2/3rds point of the third song, leaving you sitting and doing nothing. It’s awkward, clunky, and charmless… which unfortunately matches the overall feel of the Mega Mini Games Collection.

Turmac Roll 3D: While a secret 27th game is supposed to be available by entering a cheat code, I was completely unable to get it work, hence no picture. Hearing the name, I was excited to imagine it was a reimagining of Turmac Roll in a 3D environment, covering new movement mechanics in a more vibrant world. As it turns out, the people who did get it to work found it was just a reskin of the previous Turmac Roll minigame in this collection, but with all the objects modeled in 3D, and absolutely no difference in gameplay. I feel insulted, to be honest.

The Ugly Truth

As previously mentioned, the games were remade in the Unity engine—an understandable choice, due to Flash no longer being usable. But there’s no defense that can be made for the poor story, and worse usage of its characters. But with Steam’s access to files, Neopian sleuths were able to look into the game’s Unity files and discovered just how bad things are—namely, over half the character cast has gone unused due to rushed development. In fact, some unused characters can even be seen in the Steam trailer.

Keep in mind the wrong character is talking here even after various patches (which included handling issues like this!) and five months since the game’s release.

Don’t worry, it gets worse, again! The games of Turmac Roll and Meerca Chase, as well as various menu graphics, have been ported over from the scrapped Neopets Metaverse, the same one that saw outrage and boycotts over its NFT and crypto focus. These were likely included just so the effort put into the games wouldn’t go unused, but not only does it put a sour taste in one’s mouth to use these concepts without expressly telling the audience, but it makes the entire game feel as if it was a rushed attempt to remake more games just so there was some viable excuse to use the Metaverse games.

Which brings me to my main problem with the game: the price tag. It’s no $80 splurge like modern games, but when there are 25 games (plus two bonus) for $25, that’s roughly $1 worth of quality for a single game. Would you pay for a $1-quality video game, let alone 25 times over? Would you do it knowing the originals were completely free?

This is what happens when you select “Gallery” on the main menu. Yes, that is the same picture, but with labels. No, nothing else ever shows up in the gallery.
Compare and Contrast – Old vs. New

Captures of the original Neopets games are on the left; remastered versions are on the right.

Please note that while clicking the images will give a full view, factors such as aspect ratios, image quality, and text may vary due to game window size, emulation errors, or miscellaneous technical difficulties.

In Conclusion

Counting the number of games on Neopets is… a complicated process. As of this review, there are 1,532 games listed on the High Score Table. Of the 1,474 I could find the names of, 439 are still available to play without the use of emulation. Remove all four console/port versions of the twenty-seven “Mega Mini Games,” and that cuts the number down to 331 games still remaining on the main website. Take out the existing games that are “mirror” clones meant to be shared with other sites as advertisements, and you’re down to 275. Finally, remove the Flash games that are not functioning perfectly (or at all) due to issues with Ruffle, and you’re left with 248.

That might sound like a lot, but if NMMGC has shown us anything, it’s that not all games are created equal. Several labels in the hi-score page are contests, miscellaneous criteria for already-existing games, and interactive events that can get you a score. The number of “games” that play, function, and feel like games is around 200.

You know how many of those games feel better than the ones in NMMGC? A good 80-90%. And they’re for the much cheaper price of completely free.

I’m not telling you to not support Neopets—I’d love to see this universe that myself and many others have loved continue to grow and prosper after the bumps it’s had in recent memory. But there are better ways to support this growth than settling for a bad game.

More Multiplayer games covered by NeverMore Niche can be found here, more nostalgic games can be found here, and more Minigames games can be found here.

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