Appreciating Super Mario Kart

Sequels typically have one of three purposes. They are either meant to continue a story, to make a game more “current” or sensible to modern trends (we see this often with fighting games), or to simply improve the original. Usually, a combination of those three purposes can be seen when a sequel is announced with new features or characters to make you want to buy the next edition; I mean, if it were the same game, or an intentionally worse game, there would be little motivation to purchase it. Sometimes, the sequel is different enough to motivate us to return to it regularly, whether that be for the story, level design, or some other reason. For many games, though, especially in competitive series, when a sequel is released the previous title is abandoned almost completely. I find it helpful, occasionally to return to the oft-inferior predecessors to see just how far we have come and maybe appreciate something we lost along the way to where we are now.

Today, I will be comparing Mario Kart 8 Deluxe on Switch to Super Mario Kart for SNES. It is handy that Nintendo has just re-released the latter via SNES Classic, so if you want to experience the difference that 20+ years makes to a sequel, Nintendo has made it easier (as long as you can get your hands on one)! There are so many ways in which the series has improved, but I would like to focus on the ways that the original has some advantages over the most recent entry. Also note, some of these features are shared by other entries in the series but were phased out at some point along the way.

1. Simplicity

I know that “simplicity” is my fancy word for “fewer features”, but hear me out. When you boot up Mario Kart 8, you are greeted with a host of options and customization possibilities which the game may or may not explain to you. Yes, the options may seem primitive, and MK8D has its own options to make it easier for newcomers, but it is still a lot to process when you first boot it up.

With SMK, there are eight characters, each with their own attributes. No need to worry about whether the kart choice is the best or whether your tires are giving you the best advantage. Each character is a little different. Mario and Luigi are well-rounded, while Bowser takes it slower but has much more control. It makes it easy for someone who has never played to pick up a controller and not have to worry about harming their chances with a customization choice.

2: “Retry” button 

Flow is important in multiplayer games. You want to keep the action quickly moving with few interruptions. In MK8D you first have to set the number of races in each set, which means you have a definite start and end to the set. After those races, the game kicks you out to the main menu and you start over again. In SMK, unless you decide to play a cup, the game sets you loose to play as many races as you want in a row, only keeping an overall win counter.

When my wife and I play Mario Kart, we often find ourselves wanting a rematch on the same track. MK8D kicks you back to the track select screen each time (a product of setting the number of races you play), whereas SMK gives you the option for an immediate replay without any loading time. I know this seems like a nit-pick, but having to go back through a menu when you want a quick rematch takes you out of the experience a little bit.

3: Donkey Kong Jr.

It has been a while since this little guy has been swept under the rug. A forgotten relic of a bygone era. Rest in peace, little buddy.

4: The Feather

Now, I know the feather is present in MK8D, but they removed it from the racing mode, which took away much of its usefulness. Need to make a shortcut? Use a feather. Need to cut a corner especially tight? Use a feather. Need to get out of the way of a red shell? … Well, that leads into my next point.

5: Dodging

Items are kind of the bane of my existence in MK8D. If someone hurls a red shell at you (unless you have properly-placed protection, of course), it will hit you. It will snake around just about every corner and object, break all speed barriers, and it will hit you. In SMK, as long as you are paying attention, you can duck around a corner to outsmart it. You can fly into the air using a feather, because, as it should be, shells stay on the ground. Also, if you are especially skilled (or lucky), you can place a well-timed hop to dodge a shell on its way toward you. The newest entry removes just about any skill element to this dynamic. Your fate is sealed.

6: NO BLUE SHELL

Ever been bumping along in first place, no one is around, you are having the lap of a lifetime. Then, the dinging starts. You know what that means…

When the Blue Shell is coming for you.

The blue shell is on its way to ruin your day. Now, I do want to point out two things. One, the blue shell was implemented to give everyone a chance at winning a race. But does that mean the blue shell should be as common as it is? Perhaps once every third race is more appropriate (as more of a “Hail Mary” than an “Oh, I’ll just wait till whoever is in last throws one”). Second, MK8 did introduce the “boom box” (I honestly do not care what its actual name is) to give the assaultee a possible defensive mechanism. These seem to be more rare than the blue shells, though.

Super Mario Kart, if I am not mistaken, is the only game in the series without the blue shell. This means that not only is the game kind to beginners (keeping the options simple so they can jump in right away), but it also rewards the skill of experienced players without punishing them for their hard work.


Mario Kart 8 Deluxe is a great game to play, and I recommend it if you have not yet picked it up. Sometimes we fail to appreciate the features we have lost along the way, though, and I am glad we will always have the classics.

Over-Hyping a Nintendo Direct Scott's Thoughts

It’s hard to resist. When a Nintendo Direct leak or rumor starts circulating, the wish-lists and pie in the sky dreams quickly follow.

Over-hyping a Direct is just asking to be ran over by the hype-train.

How often have you felt that crushing disappointment when your favorite obscure series didn’t get a sequel out of nowhere, or when Nintendo didn’t suddenly adopt Xbox Live and rebrand it?

Here’s the key to contentment as a Nintendo fan: “I will wait patiently for the next Nintendo Direct, and I will keep an open mind. I will probably be interested in a few of the announcements, other games won’t be for me, and I’ll have hopes leftover for next time.”

Balanced Brawl Scott's Thoughts

Super Smash Bros. Brawl was a Wii game that I played to death—I’m surprised the disk never shattered after all the hours I put into it.

700, if you’re wondering.

What can I say! I was living at home with few responsibilities, bonding with friends and family, and playing competitively (for TENS of dollars).

Some people’s skin crawls at the thought of playing Brawl in a tournament setting, and they do have a point. The game was criminally imbalanced and was never blessed with a single patch.

Unless, of course, you count “unofficial” patches, like Balanced Brawl. If Nintendo ever did patch Smash Bros. on Wii, they surely would have blocked this batch of homebrew.

Balanced Brawl was a set of adjustments that could be loaded in via SD card. You could go to the Stage Builder mode and then the screen would suddenly be covered in data that would look like you were hacking into the Matrix. Things loaded for a minute, and then you’d be ready to play some balanced matches.

Meta Knight was hit with a nerf hammer from the heavens. Link could kill with his bow and arrow. All things considered, it was a pretty good effort. Still not perfectly fine-tuned, but it was fun to mod an official Nintendo game.

Super Mario World 2: Yoshi’s Island


The “sequel” to Super Mario World on SNES, Yoshi’s Island, is a very different kind of platformer! With MANY things to collect, crying babies to carry, and plenty of eggs to toss, this is an oddball entry in the Super Mario series. But we love it.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

The Physical Version Curse Scott's Thoughts

I’ve gone on record multiple times defending my decision to buy physical Switch games whenever possible.

For all the big releases, you get your decision: cartridge or download. Launch day. Choose your adventure.

Unfortunately, it’s proven pretty difficult to stick to my guns with indie games, which have complicated the buying process by releasing digitally way earlier that the physical version comes out. This is the case for Axiom Verge, Mutant Mudds, Overcooked, and more.

I want to support developers by paying the higher price-tag. I want the neat physical goodies they’re including in the box. I want the ability to sell my copy if I don’t end up liking it… but that requires a lot of waiting, which has its downsides if you’re a game reviewer that needs to be in on the conversation as it’s happening in real-time.

Matters are made worse when indie companies are wishy-washy about the potential release of a physical cartridge, either saying “we’ll see how it sells digitally” OR just announcing that a physical edition is coming after customers have already downloaded their game (Rocket League). Now I’m stuck with the digital version, and the hours I’ve put into my save-file.

We need Switch developers and publishers to be more forthright about upcoming physical releases, and to close that release date gap.

Watch Ya Mouth – Nintendo Edition!


Watch Ya Mouth is a “board game” where players fit huge plastic utensils into their mouth which prevents the lips from closing. Try talking with these things stuffed inside your pie-hole! Well, that’s exactly what we attempt (using only, of course, Nintendo themed words).

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Games I Refuse to Buy on 3DS Scott's Thoughts

There are a few great games coming out on 3DS lately, which is sad.

Why is it sad that stellar software is being brought to a Nintendo platform? Well—because it’s Nintendo’s “old” platform. The Switch owners’ sentiment is largely we’ve moved on. Bring the game to Switch.

3DS is now a low-resolution, outdated, clunky, extra-device-with-battery that needs to be charged… And I can’t bring myself to buy games for it. Here’s what I’m missing out on:

  • Detective Pikachu (this game isn’t even in three dimensions for goodness sake!)
  • Mario Party: The Top 100
  • Rhythm Heaven Mega Mix (even though it went on sale for 50% off to try and entice me even more)
  • Mega Man Legacy Collection 1 & 2
  • BoxBoy sequels
  • Chicken Wiggle

Thankfully, some of the above items are confirmed Switch ports. The rest, I can only hope.

Mutant Mudds Did it Right Scott's Thoughts

On December 14th, Atooi launched Mutant Mudds collection for $15. It contains the 1) Deluxe version of the original game, 2) the Super Challenge title, and 3) a new puzzle game called Mudd Blocks.

The developer even allowed pre-purchasing during the week leading up to release. Here’s the awesome part, though: the game was discounted for those who purchased the game before launch!

At 33% off, you could get the whole package for $10 by essentially “pre-ordering.” On December 14th, the price went back up to $15.

This is how brands gain loyal customers.

Many other creators will release a game, be disappointed by sales, and slash prices in a few weeks or months. The problem with this (common) method is that it burns those who supported the game, bought early, and paid full price.

Essentially, it teaches customers “don’t buy from me on launch day; prices will be lower soon.”

Mutant Mudds did it right be incentivizing early adopters and loyal fans to get the best deal up front.

P.S. I didn’t take the plunge on this offer. Some fans of the studio waited to pay full price on launch day, and others (like myself) are holding out for the physical version to launch!

January Nintendo Direct?!?!?!


It really happened! What started as a rumor, and turned it to a leak, finally materialized as a bona fide mini-presentation from Nintendo themselves, outlining what kind of games we can expect to be playing between now and E3. It wasn’t half-bad!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Switch Presentation 1 Year Anniversary Scott's Thoughts

One year ago, Nintendo held a live-streamed stage show in Tokyo, Japan. It was a multi-regional effort, with groups of translators working feverishly behind the scenes to help introduce the world to Nintendo Switch… I remember the day fondly.

We had been told the new console was supposed to come out sometime in March, and all we had was a brief video of the hardware being played by a group of attractive millenials—not a lot to go off. We had no idea as to the extent of the Joy-Con’s abilities, which games were going to be launch titles, what would come in the hardware box, how everything would be priced… it was an odd situation to be in as a Nintendo fan, planning to purchase the Switch in two months’ time, but being largely in the dark.

It was good to see Nintendo president Kimishima take the stage. Although he had stepped into the role shortly after Iwata’s passing, this January presentation was truly the first time that the company’s new leader addressed fans directly.
He’s not a showman; Kimishima is more of a down-to-earth businessman. He demonstrated some smart presentation skills by outlining all the important details first: release date, price, region-locking (or lack thereof!), and paid online services were all touched on at the beginning.

I’ve been trained over the years that when Nintendo says “release date March” that it usually means “launching around March 31st, might as well be April” so the earlier-than-expected release date of March 3rd instantly pleased me. The console’s price point was satisfying (though I’m still taken aback by how much accessories cost). Shortly after setting the facts straight, the president stepped aside and allowed developers to take over the show and focus on the fun!

I was on board with Switch from the moment the show began. One of the first things described about the new console is how it was conceived of a combination of elements from Nintendo’s past consoles; a little DNA from all prior systems made its way into the formation of Nintendo Switch. Throughout the show, I was quite surprised how much of the Wii I recognized in the Joy-Con controllers and games like 1-2-Switch.

It was really fun seeing the wide variety of software being developed for Switch. We finally got closure on some of the initial teases with Mario kart and Splatoon, figuring out which games were sequels and which were ports. Nintendo sure dragged out the Breath of the Wild release date, though—clearly having a bit of fun at the audience’s expense. (When the jibing ends with the revelation that we get a gigantic open-world Zelda game at console launch, we quickly forgive them for stringing us along.)

My attention was rapt on the presentation from start to finish. Fellow Crew member Ryan had to work during the live stream, so he entrusted me with his online accounts and payment information in order to snag a pre-order in his absence. I was refreshing webpages like a madman, hoping that Nintendo would allow their retailers to take pre-orders that night and praying that I could go through the checkout process fast enough.

I needed TWO consoles, one for myself and one for my poor friend who had the remainder of a night shift left before he could catch up on the news. Here’s the problem, though: we weren’t expecting the neon Joy-Con bundle to be announced, so now I didn’t know what to pre-order (I couldn’t reach him by phone)! I was even having trouble making up my own mind as to which bundle I preferred.

Best-Buy updated their website with Switch pre-orders and my fingers flew across the keyboard like a blur. Before I let out my pent-up breath, two neon Switch consoles were in my digital shopping cart. Proud of myself for securing the goods, I went to lay down and try to get some sleep after all the wild excitement.
A few hours later, Ryan gets home and starts watching the Switch presentation. I receive a text that reads “Please tell me you ordered the grey Joy-Con bundle!”

Bomberman Hero That Was a Thing

Let’s talk about Bomberman. Introduced in 1983, the Bomberman series has established itself as one of the iconic franchises of gaming, and for good reason. Nearly every system under the sun has at least one entry in the franchise. Moreover, the series has garnered a reputation for its simple, fast-paced, top-down puzzle gameplay and is best known for its frantic multiplayer mayhem.

Bomberman Hero is a single-player, third-person, action platformer. Developed and published by the now defunct Hudson Soft, the game was released for the N64 in 1998. As with any departure from formula, fans are split on whether or not this game is any good. So why the out-of-left field platformer game? Well, as it turns out, Bomberman Hero was originally planned to be a Bonk game.

As with any departure from formula, fans are split on whether or not this game is any good.

You know, Bonk the Caveman? Anyone? No? Well, now you see why they decided to go with Bomberman instead. Point is, the Bonk series were platformers, so this game’s a platformer.

I rented this game several times as a kid, and I remember having mixed feelings about it. On one hand, I greatly appreciated the fact that—unlike Bomberman 64—I could jump freely, a hang-up I developed from my mostly platformer diet at the time. On the other hand, I remember the game feeling cryptic, alien, and everything in the game’s environments feeling just a bit off. It was both fascinating and a little off-putting.

I actually made it pretty far in, though, which was unusual for me back then as I usually stuck to the first few levels of games. Unfortunately, I never could quite beat it, getting stuck on the boss of the penultimate world. I never forgot about it, though. For whatever reason, this game stuck around in the back of my mind since my childhood. Then, just a few months ago, I stumbled across it in my town’s GameXchange for a mere ten dollars.

Ten bucks for closure? Heck yeah!

Plot

The story begins with Princess Millian and her robot companion, Pibot, escaping their home world, Primus Star. The Garaden Empire, who have recently invaded Primus Star, are hot on their heels. Turns out the princess has stolen a data disk that contains information on…something important, I’m sure, and the empire wants it back. She gets captured, but before that gives Pibot the disk and instructs him to seek the aid of Bomberman.

So it’s basically Star Wars. Yeah, I take issue with this. Not so much that they’re referencing something popular, or even outright copying it in places. It’s just that everyone parodies Star Wars. Basing a plot on Star Wars isn’t just plagiarism, it’s clichéd plagiarism! In the end, I suppose it’s ultimately harmless. No one’s going to play this game for its story anyway, and besides, who doesn’t love Star Wars?

Basing a plot on Star Wars isn’t just plagiarism, it’s clichéd plagiarism!

Where was I? Oh right. Pibot’s ship crash lands, leading Bomberman to go investigate and learn about the Garaden Empire’s activities. From there, Bomberman and Pibot travel from planet to planet trying to rescue Princess Millian, only for her to be whisked away by the empire at the last second. Rinse and repeat a la Super Mario Bros.

Yes, I did find sprites of Bomberman, tracked down a font that looked like the one used in SMB, created a custom sprite for Pibot using hardware accurate colors, and edit all of it into a screenshot from Super Mario Bros. just for the sake of this throwaway gag.
Yeah, something like that…

Presentation

In regards to models and textures, the game is on par with most games of the era, and the simplistic nature of Bomberman’s design works well with the graphical limitations. The environments convey the intended mood quite well for the most part, but rarely have much in terms of personality.

The real issues are technical. The game’s frame-rate dips often, especially when there’s multiple explosions on screen, which, considering this is Bomberman we’re talking about, is often. Pop-in is also a noticeable issue for levels set along the Z-axis. Such levels aren’t terribly common, however, as most of the level design is either horizontal or vertical.

The music is a whole other story. The soundtrack, composed by longtime Bomberman series composer Jun Chikuma, is probably my favorite part of this game! The drum and bass inspired soundtrack gives this game a very distinct musical identity. Moreover, the otherworldly sound of Bomberman Hero‘s music fits perfectly with the game’s many alien worlds and bizarre environments. My only complaint is the song selection itself is pretty slim, and of the few songs some get used way more often than others. I really hope you like the song “Redial” because you’re going to be hearing that one a lot (also, I can’t be friends with you if you don’t).

The soundtrack is probably my favorite part of this game!

Between the soundtrack and the bizarre enemy designs, my initial impression that this game was weird was spot on. I’m surprised, too. Usually when I remember a game feeling surreal or mysterious, it’s just a product of my youthful imagination and inexperience; once I revisit it as an adult, it loses that mystique and intrigue. Nope, this game definitely retains that “fever dream” flavor after all these years.

Gameplay

As stated before, Bomberman Hero is a third-person 3D platformer. Bomberman can run, jump, throw bombs, drop bombs, and kick bombs. It took awhile for me to get used to Bomberman’s controls: he not only moved faster than I expected, but felt very heavy. In retrospect, it’s not that Bomberman carries much weight, it’s that he has weight to begin with. Yep, Bomberman has just a little inertia when he moves, which actually feels really good when you get the hang of it. By the end of the game, I was using Bomberman’s momentum to do cool stuff like jump in one direction while chucking bombs in another.

Here we see the Bomberman stalking his prey...
A typical gameplay moment from Bomberman Hero.

Another unexpected but welcome aspect of the game is its level design. Instead of huge sprawling sandboxes for the player to navigate, the stages are typically linear and fairly constrained, being concise and usually only requiring the player to move in one direction: forward, up, right, etc. Again, I think this works well. Each stage is bite sized and rarely overstays its welcome.

That is until you reach a vehicle stage. Bomberman Hero features four vehicles-like pieces of equipment for Bomberman to use: a jet-pack, a submarine, a helicopter, and an underutilized snowboard. While I like the helicopter alright, I don’t think too highly of the rest. They just feel awkward and a little out of place. To make things worse, the B button no longer attacks and is instead used to maneuver each vehicle in some way, which tripped me up on numerous occasions. While I can appreciate the variety they offer, these segments were a chore compared to the core gameplay.

...Except much slower and your only weapon is just as capable of killing you as it is your enemies.
If you squint really hard, it’s kind of like Star Fox…

Unfortunately, my grievances with this game’s design don’t stop at the vehicle stages. This game is very fond of “gotchas”. There are plenty of traps that only seem to exist to stick it to first time players, such as missiles that launch out of destroyed crates. Of course, traps aren’t a problem for cautious players who take their time to look before they leap.

There are plenty of traps that only seem to exist to stick it to first time players.

The real problem is it’s not always possible to look before you leap. The game’s camera mostly stays in a fixed position relative to Bomberman: angle and distance. Because the player’s view is so constrained, seeing what’s to the left or right or above and below is difficult. Remember how I mentioned most levels aren’t set along the Z-axis? That’s great if you want to hide the technical limitations of the game’s engine, but it leads to several situations where enemies can fire at the player before he can even see them. The game does offer some very limited camera controls: the player can rotate the camera by pressing the up, left, and right C buttons…but only while standing still. Seriously, why not just have the camera stay angled the way the player tells it to be until told otherwise?

While we’re on the subject of the game’s camera, boss battles are the one time the camera doesn’t stay in a fixed position. To the game’s credit, it tries to always keep Bomberman and the boss in the frame; the key word here is tries. For whatever reason, the camera is rather lethargic, not wanting to exceed a certain speed of rotation. That said, it works most of the time, with the constant motion only being a little disorientating. When it does screw up, however, you’ll be fighting the camera more than the boss.

At times, you’ll be fighting the camera more than the bosses.

Ending

So after traversing four planets, Bomberman finally catches up with Princess Millian. She asks Bomberman to return the disk that he apparently obtained from Pibot and was carrying this whole time. Bomberman obliges only to find out the Millian he’s talking to isn’t the real Millian and you totally saw that coming didn’t you? Well, the bad guys take the disk and use it to revive their leader, Bagular…whoever that is. Cue one more world, a boss rush, and kicking Bagular’s butt. The game ends with the princess giving Bomberman a medal and a “thank you” kiss while Pibot expresses envy.

Well that was underwhelming…If I didn’t know any better, I’d say there was some sort of secret, unlockable, true ending…

Wait, there is? Okay, now we’re talking! What do I have to do? Find all of the collectible bonus items…and get a perfect score on every level of the game?

To YouTube!

In all seriousness, it’s only worth your time if you really like the game and have the time to 100% it. The true ending amounts to nothing but a non-sequiter plot twist that extends the game by a scant three levels, one of which is a…jetpack stage. While the ending cinematic for beating the true final boss is slightly cooler, it doesn’t add anything to the overall narrative.


In the end, Bomberman Hero is great platformer that feels distinct from its contemporaries. The game’s by no means perfect, but most of the issues it has were more the result of the time it was made than poor design choices on the developers’ part, most notably the camera. Aside from the vehicle stages, the game feels very focused, with its tight controls and concise level design. In my debatably humble opinion, this is a game that deserves a spot in any N64 collector’s library.

I’m really glad I shelled out those ten dollars: finally having closure on this bizarre blast from my past is more than enough bang for my buck.

Sonic Mania: Co-Op Mode


Our viewers couldn’t get enough of Sonic Mania! Simeon and Scott pick up where Scott and his Dad left off last week. Simeon is an old-school Sonic semi-pro, and this game is bringing back the feels!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

This is What a GOOD Mario RPG Looks Like


Super Mario RPG is one of Simeon’s favorite games! Modern-day Mario RPGs have since lost their way, but it’s always a good time when you throw it back to this Nintendo/Square partnership. Simeon will even show us a few impressive secrets along the way!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

The 2018 Super Mario Cereal OLYMPICS!


We drove 6 hours and got 2 boxes of Super Mario Cereal, so what did we decide to do? A boring taste-test? No! We went full on “Olympics” with this new crunchy, marshmallowy goodness. Watch as Simeon and Scott compete in 5 different feats of strength, agility, accuracy, and endurance to win the gold medal.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Games Coming to Fastest Selling Console


We’ve got some big news this week, including a very convincing leak (or fake) about Switch UI 5.0.0. Simeon and Scott discuss newly announced games making there way over to the Nintendo Switch, which is now the fastest selling home console in United States history!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Just Dance Off! (Switch)


Somehow, Simeon and Scott were coerced into making this terrible video of themselves playing Just Dance on Nintendo Switch. What can we say? Whatever the patrons want, the patrons get. Join us as we give Just Dance 2018 and 2017 a spin, which is pretty accurate considering the motions we’re doing with our Joy-Con! Enjoy, and please DON’T share with any of your friends.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Defining the Illusive Nintendo Polish

The Nintendo “Polish.” It’s a designation that we award to first-party games for having a unique and nearly indescribable quality. We know well that Nintendo is weird and quirky, creating games and marketing to customers off the beaten path of their competitors… but Nintendo is also special in the way that they develop their games.

If you or I were to fall into a coma for the next 5 years, and someone handed us two games featuring brand new IPs, one first-party and one third-party, we’d be able to tell instantly which came from the Big N.

Nintendo games have an aura, an essence, a feeling of high quality and value that is much harder to quantify than other measures seen in the typical game review like graphical fidelity, music, replay value and the rest.

Polish is something I’ve appreciated for years, and never taken the time to put into words… until now! By the end of this blog, you will know what it is about Nintendo games that sets them apart from the industry standard.

Onboarding

Most companies fail at introducing new players to their game in one of two ways. 1) Overdoing it by overwhelming the player with long, text-heavy tutorials. 2) Dropping people into their game with no information, relying on trial-and-error to be the teacher.

Nintendo strikes a beautiful balance and teaches players one concept at a time without holding their hand. Ever since the first Goomba in Super Mario Bros., it’s been clear what is harmful and what’s helpful, and most importantly: what’s expected of the player.

Menus

No one does a menu like Nintendo. I distinctly remember purchasing Scribblenauts for DS after it had won a handful of glowing awards at an E3 showing. And Scribblenauts was a revolutionary game… it just lacked that Nintendo polish, and it was apparent to me before I even got into the first level. When I tapped the “New Game” button with my stylus, the user interface didn’t react. In a moment my file was created, but for that brief second I wondered if I needed to tap the screen again. Conversely in a Nintendo game, each button you press on the menu has a tactile feel created from a combination of audio-visual cues that lets you know you’re on the right track. A good menu is warm, inviting, organized, and easy to navigate. Attention to detail at every level is a hallmark of a polished game.

Nudging

Gamers don’t like to be bossed around. Giant, flashing arrows pointing to your next destination detract from a feeling of exploration and discovery. Additionally, players do not enjoy floundering about an open world aimlessly, clueless as to the next steps needed to advance a storyline. Sadly, many developers fall prey to these corner-cutting traps. Nintendo has mastered the art of “nudging” a player from point A to point B, dropping a breadcrumb trail of hints along the way that makes you, the player, feel responsible and smart for figuring out what to do. Endless hours of QA testing is invested into these first-party titles, ensuring that there’s no way to get stuck or lost while you explore on your own, carefully avoiding preachy NPCs at the same time.

Clarity

Thanks to Nintendo’s “mechanics-first” development approach, their games start out as a single idea, and end up as a final product that promotes that idea. You can’t accuse a Nintendo game for not knowing what it wants to be, or for throwing too much at the wall to see what sticks. Playing a Nintendo game is so focused, it feels like a laser beam pointed at the bullseye of a target. This sensation can be felt as you notice the carefully pronounced spoken dialogue that never has any muffled voice-acting, the fact that your next objective is never hidden, and that each world your character enters has a pronounced theme and motif.

Bug Squashing and Delays

There’s a motto in Nintendo’s Kyoto headquarters that goes something like “We release when ready.” Nintendo fans have bemoaned many a game delay, when really we should be thanking Nintendo for pushing release dates back. It’s not like Reggie is reclining in his office, laughing maniacally that you have to wait a few more months to play the game you were anticipating. They’re a business. They’d love to put more games on shelves and rake in more money. It’s just that Nintendo is one of the few companies that chooses to bite the bullet and keep games under wraps until they’re ready for you to unwrap them. Many publishers think they can’t afford to release their title later than sooner, but the reality is, shipping unfinished products damages your reputation. Nintendo games are viewed as high value products for a reason!

Emphasis

There’s one common theme that first-party software emphasizes above all else: fun. Nintendo’s emphasis on fun is their guiding North Star that prevents them from veering off the path of polish. When gamers’ fun is prioritized, you don’t make bad decisions and put anti-consumer garbage into games like loot boxes and pay-to-win mechanics. Nintendo’s commitment to enjoyment goes hand-in-hand with their seal of quality.


Looks like we have a clearer picture of the Nintendo Polish; what it is that makes their games so unique, pleasant, and friction-free. I would be remiss not to mention that there are clear exceptions… Metroid: Other M’s Adam Malkovich constantly telling players what to do… games like the Xenoblade series that have a steep learning curve and aren’t known for their quick onboarding…
That’s why this guide to Polish was made to be a general overview. I’d welcome your take on specific examples where Nintendo did it well and when they didn’t—post them in the comments!
There are also examples of “Nontendo” developers who polished their games to a degree we’d expect from a first-party title. See: These games could pass as first party.

I think all companies should endeavor to add a bit more “Nintendo Polish” to their project!

Revisiting Legend of Zelda: A Link to the Past


With Breath of the Wild sweeping our Game of the Year Awards, we thought it appropriate to go back “in time” and play a game from the past… A Link to the Past, to be precise. This SNES Classic is a gem, even by today’s standards. With modern games like Blossom Tales still taking nods from ALttP, it’s clear that this title was made to stand the test of time.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

*Nintendo* Game of the Year Awards 2017!


For 2016, our game of the year awards were complete sarcasm. All we could come up with were jokes. 2017 is a way different story, however, thanks to the Nintendo Switch and its excellent line-up of year one support from Nintendo, indies, and 3rd parties alike. Buckle up as we dish out 2018 individual awards to a wide variety of well-deserving games!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

BOTW and ARMS are DONE!


In this week’s Nintendo News, it looks like two big Switch games aren’t getting any further content updates… Breath of the Wild and ARMS are both complete games as of today. We also take a look at some rumored upcoming Switch games that Amazon partially leaked. Hype!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/