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/

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/

Exploring SteamWorld Heist: Ultimate Edition


SteamWorld Heist: Ultimate Edition recently released on the Nintendo Switch eShpop! It’s a single-player affair, but that doesn’t mean Simeon and Scott can’t take turns and have just as much fun! This is a stretegy game along the lines of Mario + Rabbids or Worms. By the end of this video, you should know if the game is for you or not! We also have a review on our channel if you need more information!

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

A Toast to 2018

In the coming year, as we forge into the fast-approaching unknown, may the enjoyment we derive from our leisure activities grow. Whenever those opportunities present themselves, however often or not, may they find us smiling. I hope that we find games that make us happy. For some it will be our favorite developers’ newest creative endeavors. Others will rely on retro titles revisited for the “nth” occasion. Console loyalists, PC gamers, mobile gamers, all. May 2018 be a year of gratitude for the art in our medium.

Lastly, may 2018 be the year in which we play together, more than any year before. The love of a community amplifies mirth. Join me in raising a glass (filled whatever it is you toast with). To the Crew and all other gamers out there. May we have a blessed 2018.

Review // SteamWorld Heist: Ultimate Edition (Nintendo Switch)


SteamWorld Heist is an indie game developed by Image & Form, who brought us the immensely popular SteamWorld Dig game and its sequel.

Heist takes place after the events of Dig 2, as our robotic characters struggle to cling to existence after Planet Earth has been shattered.

Resources are scarce, and that’s why our trusty Steambot pirate leader Piper and her scrappy crew are exploring space and raiding enemy ships for loot.

The objective of the game is to enter a series of procedurally generated ships, accomplish certain missions like obtaining epic swag, rescuing robots in distress, or destroying big baddies.

Combat consists of moving your characters behind cover, lining up shots, and firing weapons that you’ve collected from across space. Many times, destroying all enemies is not a requirement for success, so it pays to play smart and keep the mission in mind.

Along your journey, you will collect a plethora of weapons in many categories and a ragtag bunch of crew members with different abilities. It’s up to you to determine your loadout for each mission, and any characters that survive the ensuing encounters will gain more experience points and level up.

Controls are flawless. Whether you’re playing with Joy-Con, Pro Controller, or even touching the screen without the need for any buttons, the game adapts to the way you want to play. You can gain a bit more accuracy by aiming with the touch screen if you prefer, even if you play the rest of the game with analog sticks and buttons.

Gameplay in SteamWorld Heist is turn-based, but fast-paced and exciting during the player’s turn. Aiming is a nonstop challenge that gets easier with experience, and as you learn how your character’s “breathe” and move naturally as you line up a shot. Sometimes, I wished that I could speed up the enemies’ turn, especially when multiple Scrappers and turrets were on screen. A “zoom-out” button also would have been helpful for scouting a ship, but panning around works fine.

It’s hard to complain about the graphics in this game, which are high definition with a stylized art approach. Presentation is equally good, with quick load times, a driving atmospheric soundtrack, simple user interface, and genuinely funny and clever writing that endears you to the characters and their world.

SteamWorld Heist: Ultimate Edition boasts a healthy amount of content, including DLC previously sold on other platforms. A large range of difficulty settings promises replayability, as well as New Game+ mode unlocked after beating the game (which took me over 10 hours). The downloadable content adds a playable character, interesting side-missions, and a load of hats with pop-culture references.

Simeon and I both played through this title simultaneously, and it was really fun to compare our loadouts, including all the optional characters Simeon unlocked while I was impatiently pressing through the main storyline. Exploration and strategizing is rewarded in this title!

SteamWorld Heist is easily recommendable to everyone that enjoyed Mario + Rabbids, the Worms series, or previous SteamWorld games. Heist has more limited movement options than Kingdom Battle, but is also available for the lower launch price of $20 on the Switch eShop, launching December 28th. To sum it up, it’s a challenging, rewarding, interesting, smooth, expansive game for a great value. Two Button Crew awards SteamWorld Heist: Ultimate Edition an 8.25 out of 10. Buy it!

Mario, Sonic, and the Economy of Motion

Super Mario Odyssey is out and—surprise, surprise—it’s good. As expected, Mario’s as athletic as ever, with a myriad of moves and abilities that not only elevate his already impressive jumping skills but greatly extend his lateral movement options, as well. One of my personal favorites is Mario’s new ability that allows him to curl up into a ball and roll along the ground like some sort of armadillo or hedgehog or something. It’s like some sort of…spinning dash!

After putting so many points in jumping, it only makes sense he'd take advantage of the tumbling synnergy bonus.
Mario doing his best tumbleweed impression.

Wait a second…Great Gunpei’s Ghost! Super Mario Odyssey is the best 3D Sonic game ever!

Between the rolling technique and how Mario can preserve his speed through precise platforming, there are portions of Super Mario Odyssey that feel like the classic, momentum-based 2D Sonic gameplay in three dimensions. This is especially noticeable in timed segments such as the Koopa free-running missions where obtaining and maintaining Mario’s forward momentum by achieving fluidity of motion is essential. Much like classic Sonic, Super Mario Odyssey has a great sense of flow, which is something most 3D Mario titles can’t really boast.

There are portions of Super Mario Odyssey that feel like the classic, momentum-based 2D Sonic gameplay in three dimensions.

What is Momentum?

Okay, so before we can understand how Super Mario Odyssey achieves such an excellent sense of flow, we need to know what momentum is. In physics, momentum is the product of an object’s velocity and mass. In terms of video games, this means games that feature momentum-based mechanics have a few elements:

  • The protagonist has mass.
  • Mass implies the character has inertia.
  • Inertia implies the character does not instantly accelerate and the character does not instantly decelerate. Moreover, the greater an object’s momentum, the more difficult it is to alter its course.

Some games that exhibit these traits:

  • Asteroids: One of the earliest examples of momentum-based mechanics. The player’s ship does not accelerate instantly, but gradually, and continues to move even after the player has stopped using the ship’s thrusters. Moreover, altering the path of the ship requires substantial effort at high speeds.
  • Super Mario Bros.: Mario accelerates quickly, but not instantaneously. He either jogs to a stop if he is running too fast or skids to a halt when trying to change direction.
  • Sonic the Hedgehog: Sonic carries a lot of inertia. He accelerates slowly and must either skid to a halt or let his momentum slowly peter out.

Momentum as a Resource

In platformers like Mario and Sonic, the majority of the game’s challenge comes from executing precise acrobatics to navigate through the game’s various stages and their respective perils. Not only does the inclusion of momentum-based mechanics give the characters a satisfying sense of weight, but it adds an extra element of challenge. Because the character doesn’t move at top speed right away, building enough momentum to cross large gaps, find secrets, and ultimately complete the stage is an integral part of the game’s challenge.

So basically, in games that utilize momentum and inertia as mechanics, momentum is not only useful, but also—to some extent—scarce. This essentially makes it another kind of resource to be managed, much like health, ammo, or money. If you don’t mind the forced metaphor (all for the sake of a really cool, if not somewhat pretentious sounding, title), momentum is the currency of movement in Mario, Sonic, and similar games.

Essentially, momentum is another kind of resource to be managed.

Running with the fiscal metaphor, the value of this currency is different depending on the game: in Mario games, for instance, momentum is less critical in most situations than it is in Sonic games. That’s not to mention Sonic’s slightly slower acceleration and worse traction means manipulating his momentum takes more effort without the aid of outside forces or Sonic’s signature spin-dash—producing a greater scarcity of the desired momentum. This means that the plumber’s economy of motion has a higher saturation of momentum that has less demand than the hedgehog’s momentum, thus Mario’s momentum is generally less valuable by comparison.

Flow

With all of that out of the way, I can start unpacking what I meant by Mario Odyssey’s sense of flow. Flow—for the sake of this discussion, at least—means the smooth transition from one state of motion to another. Flow is important to games, even those that don’t heavily utilize momentum-based mechanics, though not in the way you’d think. People typically like flow, so when the player character takes damage, their flow is interrupted. This brief moment in which the player loses control and their character’s momentum suddenly shifts subconsciously communicates to the player that they’ve made a mistake.

Flow is the smooth transition from one state of motion to another.

This is why it’s typically not advisable to interrupt the game’s flow for something positive. Mario is a bit odd about this as many games do pause momentarily when the player snags a power-up, but the fact that the player’s momentum isn’t lost and instead continues a half second later may have something to do with why it’s not typically seen as an issue. But that’s really a minor nit-pick compared to the plumber’s more egregious violation of these principles: most notably the star-spin from Super Mario Galaxy and its sequel. Mario’s momentum completely stops as he lifts a short distance upward, leaving him with little ability to steer himself. This is awkward when combined with normal jumps, but it completely breaks any sort of flow when Mario is using a technique like the long jump. Mario goes from flying forward to barely having any lateral movement what-so-ever; it feels like running head-first into a wall, to be honest.

An attack enabled by a cute mascot character who rides around on Mario's head? It's a new spin on an old idea.
At first glance, these two moves seem similar, but they’re very different in practice.

Super Mario Odyssey does away with this in two ways. First of all, Mario doesn’t lose much—if any—forward momentum when throwing Cappy. Secondly, Mario can immediately launch himself forward with his jumping dive maneuver. Between these two factors, it’s possible for a skilled player to utilize Cappy as jump-assistance without losing his forward momentum. As mentioned in this article’s introduction, this is used to great effect in the game’s timed missions and Koopa races, where Mario has to build up speed using the rolling maneuver and then hold onto to it through precise platforming and clever use of his aerial repertoire.


While Mario Odyssey is by no means a perfect game, the controls and Mario’s own acrobatic aptitude are spot on. In true Mario fashion, the mere act of moving is fun, especially when you get into a good rhythm and can bound across the game’s colorful locales uninterrupted. It’s also interesting to see Mario take a page from Sonic’s playbook and adopt a rolling maneuver that allows him to travel faster than he can on foot at the cost of control. Hopefully someone at Sega is paying attention, because that’s an idea worth stealing back!

P.S. In case you’re wondering, this is the actual greatest 3D Sonic game ever.

How Many is too Many? WARNING! Super Mario Odyssey Endgame SPOILERS

Most platformer games usually have one common goal in place: collecting. Whether it be jinjos, jiggies, stars, or moons, these games are usually referred to as “collectathons”. In order to bulk up the experience, or add more to the game, is it safe to simply add more things to collect? How do developers keep the experience fresh? If you missed the spoiler warning for Super Mario Odyssey in the title and don’t want anything to be spoiled, now is the time to stop reading.

There are 999 moons to collect in Super Mario Odyssey (not counting all the additional moons that you can buy, but those don’t count toward the maxed out 999 moons that can power your Odyssey). It’s true that every moon is a little different, but when you boil it down, there are some recurring ways to get most of the moons, with little uniqueness. Some moons are collected by ground-pounding a certain area, dressing up in a specific costume, walking in a perfect circle, stacking Goombas, finding paintings, racing, etc. Despite this repetition, and the vast number of moons spread across the world, I never got sick of the experience. In my 45 hours spent, I collected everything I could, and the experience never felt stale or like I was crawling my way through.

For me, this game ended at the perfect time. Anything more, and the experience likely would have started to decline. Nintendo found the sweet spot, and I think that is largely in part due to the differences in the levels. No two areas were similar in any way, and I appreciate that Nintendo didn’t play it safe with their usual grass, desert, snow/ice, mountain, and lava worlds. Starting out in the Cap Kingdom is so different than anywhere that Mario started his adventure in the past, and the sense of adventure really sparked as soon as I entered the Cascade Kingdom for the first time. The Dia de los Muertos tie-in to the Sand Kingdom was also a nice touch. The Metro Kingdom is something that I was skeptical about, as it gave me vibes of Sonic ’06, but it was done so well. Sometimes I still just go back and run around that giant playground. Even Bowser’s Kingdom looks like it never has, with a Japanese Dojo style theme. Simply wanting to experience every meticulously crafted level is what kept me going to the pursuit of 999 moons. The reason this didn’t feel like a collectathon to me is that I wasn’t motivated by the desire to collect more moons, but rather exploring and being immersed in the environment.

A game shouldn’t be driven by collecting, but exploring.

I realized that these games don’t get their longevity from the number of things to collect, but from the quality of their worlds. In Odyssey, Nintendo found the perfect balance. After I inserted that 999th moon into the Odyssey and saw the cap resting on Peach’s castle, I felt a great sense of accomplishment, and at that time, I was ready to be done. Not done exploring and playing around in the worlds, but done collecting moons. To answer my initial question: is 999 moons too many? In this game, no. In any other game, it probably would be. It all depends on the quality and creativity of the world. Not to mention that throughout my entire 45 hour completion play through, I had a pretty dumb smile on my face (except during a few moons – looking at you, Dark Side).

Nice photobomb, Captain Toad.

I just want to conclude with a more personal note: thank you as always for your time to read these blogs. I know your time is valuable, and when I write these blogs I try to approach with a fresh or new perspective, as there is already so much circulating the internet about games. So thank you, and I wish you safe and happy Holidays. Hopefully it’s not only spent with Mario on his incredible odyssey, but with family.

What Does “8-Bit” Mean?

Ah, pixel art…Nothing says “video games” quite like a 32×32 pixel sprite. Retro sprites are a fascinating art form: unlike many other mediums, the conventions of pixel art were born of technical limitations, not creative freedom. While the nuances of the medium are often lost on modern developers, who see the limitations as an excuse to churn out overly simplistic animations, classic games would often feature impressively detailed animation frames. To this day, even single frames of these animations are downright iconic and instantly recognizable to fans around the world, something that few other animated works can boast!

Pop quiz! Which of the following are 8-bit images?

Probably should've added some negative space to the top and bottom...
Please excuse the fact that these aren’t in chronological order.

Believe it or not, only the second one from the right is 8-bit. “B-but, but the NES and the Gameboy were both 8-bit systems!” you say. Yes, well, maybe it’s time we actually examine what exactly “8-bit” means.

In Computer Imagery

Let’s start with what bits mean for pictures. There are two basic ways of composing pictures: color channels and indexing. In a picture that uses color channels, each color is represented by a mixture of primary colors with each primary color composing one of the image’s color channels. These colors are red, green, blue, and sometimes an additional “alpha” channel that represents opacity (i.e. how much you can’t see through it). Every pixel in the image is a combination of these channels.

The number of bits dedicated to each pixel is known as the image’s color depth. As you may know, bits are binary digits, hence the name (binary digit). Because of this, every sequence of bits can represent 2n values (where n is the number of bits used). That means an image with a color depth of three—which is to say one bit per channel—can have two shades of red (fully black and fully red), two shades of green, and two shades of blue, which combine for a total of eight (23) colors. In today’s day and age, most images either have a color depth of 24 for plain R.G.B. or 32 for R.G.B.A., dedicating eight bits (one byte) to each color channel. That means R.G.B. images these days can contain up to 16,777,216 colors. Any more than a byte per color channel results in diminishing returns.

The number of bits dedicated to each pixel is known as the image’s color depth.

As you can imagine, three bytes per pixel adds up quickly on a console that only has 2 kilobytes of video R.A.M. While it’s easy to forget in this age where most computers typically have four to sixteen gigabytes of R.A.M. and terabytes of storage, space—both memory and long-term storage—was a valuable commodity back in the 80’s and 90’s. That’s where color indexing comes into play. Instead of storing color values per pixel, indexed images have a set of color values stored in a lookup table (i.e. the palette) with each pixel being represented by a single number that refers back to a position in the lookup table. For instance, if the color in position 5 of the table is red, then every pixel with the value 5 will be displayed as red. While this would limit the number of colors in an 8-bit image to 256, that’s 256 out of any of the thousands or millions of 16-bit or 24-bit colors available.

So, knowing this, where does this leave the NES’s graphics? An NES sprite consists of four colors, three visible and one transparent. That makes NES sprites 2-bit sprites. Don’t look at me like that, it’s the truth!

Now I’m sure some of you are thinking, “well, just because the sprites are only 2-bit doesn’t mean NES graphics aren’t 8-bit. The NES could produce way more than four colors at a time!” Okay, while we’re stretching terms a bit (or more accurately, crumpling them up and chucking them into the fireplace), I’ll be generous. The NES used the YpbPr palette, which consisted of 64 colors. So if we were to hypothetically classify the NES’s graphics in regards to the total number of colors available, that would mean the NES has 6-bit graphics. To add insult to injury, only 54 of the colors are useful, as many of them are identical shades of black. That said, the NES did include an additional three tinting bits (one for each primary color). While this increases the theoretical number of colors to 432, the tint is applied globally, meaning all sprites and tiles on screen were tinted at the same time. So, in actuality, it really just had 8 sets of 54 colors. What are we at now, 9-bits?

Note the conspicuous lack of yellow. No wonder Sakurai wanted Kirby to be pink!
All 64 colors the NES could produce prior to tinting.

What Does 8-Bit Really Mean Then?

So why is it we call sprites from the NES “8-bit” when they’re actually 2/6/9-bit? Simple, they were from games released on an 8-bit console. Of course, that begs the question: “what’s it mean when we say a console is 8-bit?” The number of bits ascribed to a console refers to its central processing unit. The NES used a Ricoh 2A03 processor (or its counterpart the 2A07, used in P.A.L. consoles), which is an 8-bit processor.

Looks kind of like one of those "Hexbugs" I see on TV.
The CPU of the Nintendo Entertainment System.

So what’s makes an 8-bit processor an 8-bit processor? When someone says a processor is “X-bits”, they are referring to the processor’s word size. In computer science, the term word refers to the standard computational unit of a machine. That means an 8-bit processor has a word that’s eight bits long, which in turn means that the C.P.U. processes eight bits in one operation.

My System Has More Bits Than Yours!

Just how important is a system’s word size? These days, manufacturers don’t even mention their consoles’ word size, but back in the 80’s and 90’s, it was a major part of a platform’s marketing. The logic was if a system had a 16-bit C.P.U., it could process twice as much data as a console that only had an 8-bit C.P.U., right? Unfortunately, the reality isn’t that simple.

While technically a 16-bit C.P.U. processes twice as much data bit-wise as an 8-bit C.P.U. per calculation, we need to keep in mind what that data is actually representing. Consider the following binary numbers:

  • 00011001

  • 00000000 00011001

Both the 8-bit value and the 16-bit value equal 25, with each representing the contents of one word for an 8-bit and a 16-bit system, respectively. Notice how they appear identical save for the number of leading zeros? Words can be thought of like boxes: if the number placed inside is smaller than the box, then the excess space is filled with packing peanuts… or, zeros. This way, the processor doesn’t have to worry about how long the number’s binary representation is and instead just performs whatever calculations are needed on the entire word. All of that is to say that unless the calculation in question requires numbers that exceed the maximum value that can be represented with the number of bits in the system’s C.P.U., there isn’t actually any speed boost.

That said, when the largest number you can handle at one time is 255, those extra-bits really do make a difference, so maybe the 8-bit and 16-bit divide isn’t the best example.


In the end, the reason we call sprites from NES games “8-bit” isn’t because the graphics themselves are 8-bit, but because of a sort of linguistic cross-contamination. The systems of the 80’s and 90’s were advertised by exploiting consumer ignorance to turn technical terms into marketing buzzwords, resulting in the systems having much of their identity tied to these terms. Because of that, anything associated with the consoles from that era is going to be collectively referred to by the one unifying descriptor available: 8, 16, 32, or even 64-bit. In the end, it’s ultimately harmless; these terms have an understood meaning and are thus perfectly descriptive in the context in which they’re used. Really, the only real confusion this causes is that I’m somehow okay with it; normally I’m the type go on a long rant whenever anyone says “Ethernet cable” when they really mean “Cat-5”.

Which Nintendo Character Am I? Scott's Thoughts

Today, I endeavor to discover which Nintendo character I identify with. I hope to find the perfect match, one that resonates and rings true. Without further ado…

Mario

I don’t think so. Mario is more like a father figure than an equal. He’s very sporty and multi-talented, which is in contrast to my narrow set of specialized skills. He wears loud clothing (especially in Super Mario Odyssey) and is a brave hero that throws himself into danger without a plan. All around: no. Not at all.

Link

Hyrule’s silent protagonist is a more likely match. He doesn’t waste any breath, which I appreciate, and he is guided by a strong sense of loyalty. Link always tries to do the right thing, and once he has found a noble cause, he applies himself and sees it through. These are all personality traits that I admire and (at least attempt to) share. However, Link is also quite the outdoorsy fellow, and can often be found traversing planes on horseback or scaling imposing mountains. He’s probably too adventurous to be considered my analog.

Donkey Kong

This big brown brute is way too strong to resemble me. He’s bigger, faster, and stronger, too, after all. I am none of those things.
DK is also easily pleased. All he needs is a pile of bananas to be content. First of all, I hate bananas because they make my mouth itchy. Second, I’m not in touch with the “simple pleasures” of life. I require technology, innovation, and the cutting edge. I wouldn’t no what to do with a stack of fruit in the jungle. Donkey kong can keep his lifestyle and I’ll keep mine, thank you very much!

Samus

Another strong contender, because like Link, Samus doesn’t say a whole lot. This is pleasing to my introverted tendencies. We’re both completely happy with alone time; in fact, this bounty hunter pretty much blasts anything alive until it stops moving. She doesn’t spend a lot of time outdoors, and she’s on top of the latest tech. I think we’d get along well.
There’s a pretty big difference that separates us, though. Samus is compassionate, and when push comes to shove, she lets even the most vicious creatures live when it means that their race will be spared. I don’t share that same level of empathy, unfortunately. But she’s currently leading the pack!

Captain Falcon

Captain Falcon enjoys everything I don’t; cars, speeding, rivalries, working out, yelling loudly, taunting people, wearing skin-tight unitards, and I could go on. Suffice it to say: FALCON NO!

Kirby

While I do enjoy eating a lot of food, the similarities end there. I am not round, cute, smiley, or cuddly, and I don’t look like a girl.

Tom Nook

Okay, this is a possibility. I do have an affinity for money, and I enjoy some aspects of business and entrepreneurship. But I hope I don’t match this raccoon’s level of greed, because he’s gone so far as to break child labor laws and employ underage animals at his store. He’s also after your real life $ bills now in Animal Crossing: Pocket Camp. Please tell me that I am not like Tom Nook.

Captain Olimar

He traverses alien planets and commands little living plants around all day (until the annoying timer runs out). I don’t think I’ve ever done anything like this.

Fox McCloud

I’m running out of options here, but Fox is promising. He also likes technology, leads a team, accepts missions and gets them done, etc. He’s got this huge amount of self-confidence and determination though, that I’m not sure I measure up to. Fox also spent a long leg of his life outside the cockpit, galavanting around Dinosaur Planet and acting like a low-rent hero of Hyrule.

However, there was one man (bird) that refused to leave the cockpit…
This guy knows what up. He prefers the air, and that’s where he stays (when he’s not shooting people up in Assault or smacking them silly in Smash Bros.). He has a narrow but deep skillset and can always be relied upon for bombs. He has a quick wit and isn’t afraid to crack a joke even in the face of danger. He appears cold on the outside, but deep down he cares for his friends and is always bummed when they get shot out of the sky. Falco is a loyal, skilled, sarcastic and cool wingman. I am Falco Lombardi!

Kickin it 8-bit: Super Mario Bros. (NES)


We’re throwing it all the way back to Super Mario Bros. on NES! The Nintendo Entertainment System: Classic Edition is getting busted out for some “not-so-speedy” speedrunning of this original 8-bit platformer that started it all.

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

YouTuber Given a Switch by his Audience!


We did it. We banded together in secret and set Simeon up with his own Nintendo Switch. Simeon is a faithful YouTuber who has been creating Nintendo content for years, day in and day out. But 2017 hasn’t been easy on him and he hasn’t been able to afford his own Switch console. We thought that was wrong; as someone who reports on the latest Nintendo news, we thought Simeon deserved the latest and greatest. That’s why TBC viewers from all over the world pooled their funds to buy him a surprise package including the console, games, and accessories. A sincere thanks to all of those who have supported Simeon (and Scott) over the years. The Crew is the best.

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

SteamWorld Heist, Street Fighter News!


SteamWorld Heist: Ultimate Edition is coming to Nintendo Switch! Also announced as a multiplatform game from Capcom: Street Fighter 30th Anniversary Collection. Which announcement are you most of excited about? Let us know in the comments!

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

Nine Parchments – Can We Work Together?


Simeon and Scott tackle the brand new Switch eShop game, Nine Parchments! Spoilers: It’s great for two player co-op. This is an unusual twin-stick shooter, not taking place in outer space but grounded in the world of fantasy. Check the demo out for free on Switch eShop!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Online Infrastructure Scott's Thoughts

Forget my two front teeth. All I want for Christmas is a solid online infrastructure for Nintendo Switch!

Add Friends

Can friend codes please go die in a deep, dark, flaming, sulfury smelling hole? Thanks.
There’s no reason that friend codes should still exist. They’re long, impersonal, impractical, and not used in any other modern technological setting.

See Friends

Nintendo has historically been all about the “couch multiplayer” experience, but it’s time those sensibilities were extended to online play. Their preferences don’t excuse them for providing trash solutions over the Internet. When my friend comes online to play a game, I get a little pop-up in the top left corner of my screen… but that’s it! I can’t tap on it, can’t spectate their session, can’t send them a message… nothing. Nintendo could also bring competitive leaderboard features to the forefront by notifying me when my scores are broken by a friend, even before I pop the cartridge in!

Join Friends

It should be easy to play online with my friends, no matter which mode. It should also be painless to make sure we’re on the same Splatoon team, rather than randomly being pitted against each other. Nintendo has always brought friends together, so let’s write the extra lines of code necessary to facilitate that when we aren’t in the same room.

Talk to Friends

Tools. That’s all we need! We just require the tools to speak to our friends, the tools to monitor or restrict that usage for our children, and the ability to use our own equipment. You won’t catch me dead with that horrid squid dongle with a web of cables running every which way… keep it simple.
It shouldn’t matter if we’re playing the same game, either. System-wide party chat has been solved for a couple console generations, so the Big N needs to jump on the bandwagon.

I’m not being too demanding because Nintendo’s competitors have all of this covered already. This is nothing new.
Nintendo starts charging for online play in 2018, and the ramp-up hasn’t looked very promising with how they’ve handled their mobile app and voice chat so far. For crying out loud, Discord has even gone on record saying that Nintendo could contract them to handle this whole infrastructure! There are no more excuses. They have to get this right if they think fans will subscribe to their service.

Does This Game Bring me Joy? Scott's Thoughts

After multiple articles on downsizing your dusty gaming collection, you’ve probably gotten rid of a bunch of junk, right?

No?

Today’s thought is a simple one, and it can bring you a surprising amount of clarity.

When trying to decide what to keep, throw away, sell, or even what to play next… ask yourself one question:

Does this game bring me joy?

If yes, keep. If no, bye bye.
(Psst… this principal works on movies, clothes, books, pretty much everything. Except living human beings.) Here’s to decluttering!

Which Games are “Perfect for the Switch”? Scott's Thoughts

“That game is perfect for Switch!”

I’ve heard that phrase every day since the system launched. But what does it mean?

What makes a game perfect for Switch? I started getting a little confused when I heard it simultaneously applied to games like Legend of Zelda: Breath of the Wild and Picross. Two completely different, polar opposite experiences.

  • Is the Switch perfect for long, single-player adventures because you can chip away at them whenever you have time, on the go?
  • Is the Switch perfect for bite-sized games that you can boot up and score a quick-win in a couple minutes?
  • Is Nintendo’s new console a match made in heaven for single player games that you can hold up close and personal?
  • Or is it perfect for multiplayer, competitive games in a LAN setting?

The answer, of course, is yes. Yes to all of the above. Nintendo seems to have caught lightning in a bottle and created a piece of kit that’s begging to have every new release, multiplatform game, indie title, and definitive edition developed for or ported to it.

There has never been a home console or portable that draws games toward it with such a magnetic force, attracting a diverse collection of titles at that.

A new phenomenon has started to happen where multiplatform announcements are discussed as “coming to Switch and other platforms.”