Mario’s Express Ticket to Subcon An Examination of Mario's Sleep Habits

Disclaimer: I am not a doctor nor an expert on sleep disorders. This article is for entertainment purposes and should not be consulted for medical advice. If you are suffering from a sleep disorder, please consult a specialist.

It’s January again, a time of year when many people resolve to improve themselves and their lives. Long-time Nintendo fans are no strangers to the subject of self improvement. From the Brain Age games to the recent Ring Fit Adventure, Nintendo has a history spanning over a decade of releasing products to improve the health and cognitive well-being of their fan base. There was even a time not too long ago that the Big N toyed with the idea of building a third pillar to their business around the idea of quality-of-life consumer electronics. The only product in this line that we fans ever even heard about, however, was a device that was supposed to improve the user’s quality of sleep. As someone who has trouble maintaining a healthy sleep cycle, I was disappointed when they announced that the project had been canceled.

Now that I think about it, though, I’m not the only one with an odd circadian rhythm. One of Nintendo’s most iconic characters has exhibited strange and potentially worrisome sleep behaviors on multiple occasions: Mario. Ever since his landmark 3D debut, Super Mario 64, Mario has often been depicted as nodding off in a matter of minutes if left inactive. This leads to me wonder: how does he do it, and is it cause for concern? Read more Mario’s Express Ticket to Subcon An Examination of Mario’s Sleep Habits ›

TBC 021: Shovel Knight Treasure Trove

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Now that Shovel Knight: Treasure Trove is finally complete, it’s time for the TBC team to get their opinions on the record. Join us as we discuss Shovel of Hope, Plague of Shadows, Scepter of Torment, King of Cards, and all things SHOVEL KNIGHT!

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

Vitamin Connection Review (Switch)

Vitamin Connection brings new meaning to the word cooperative.

Most games are pretty content with just putting you and a buddy in the same space and letting you play together, working in tandem and exploring the same areas. Even though you are working together, what you or your pal are capable of doing isn’t beholden to what the other does. In Vitamin Connection you have a truly symbiotic relationship – you play as a couple of ridiculously cute cartoon bobbins who save a family from their literal ills by way of a two-pilot capsule ship that can’t function without full
communication and cooperation from your friend.

Well, you could by playing the game solo, but what’s the fun in that!?

Each stage is set-up like an episode of an old Saturday morning cartoon – a member of the Sable family is on their way to an outing when disaster strikes as they step out the door and they become sick. It is then up to our heroes, Mina-Girl and Vita-Boy, to get them back on the healthy train by attack the bacteria plaguing them so they can get about their day. You travel through their interiors on mostly predetermined paths (with occasional branches to help you find secrets or pick your own route) and find and suss out that level’s big baddy by taking on what amounts to boss battles in pivotal areas of the body.

As you’re traveling, one player is in control of moving the ship in all directions and also the trigger to the Vitamin Beam which you use to clear your path. The other play is in control of rotating the ship, which is crucial in navigating your human host as well as aiming the Vitamin Beam. Both jobs are not created equal, with the person in charge of rotation and aim has to use motion controls which makes for some harrowing moments. The challenge of the game can be mitigated by one simple trick – communication. If you talk to each other and work together, it becomes a breeze!

The aforementioned boss battles are less your typical “find the weak spot and attack” nomenclature and more like mini-games. These too often make use of the Switch’s oft-forgotten gimmicks by having players play Irritating Stick-like obstacle courses and the IR sensor camera to extend a hand through a highway of viruses. It’s a nice break for the most part and yet another fun way to test your communication skills, but it felt like the game would ramp up the difficulty of these segments rather quickly, with my son and I getting stuck on the second level because the IR camera was finicky and the bad guy’s patterns being rather unforgiving. It was frustrating and could have done with maybe a different control option, but it doesn’t dilute the enjoyment we were having.

If nothing else, Vitamin Connection’s presentation compelled us to keep going as the saccharine storyline and infectious music kept us entertained so much that we had to see it through to the end!

Much like Affordable Space Adventures on the much-maligned Wii U, Vitamin Connection feels like an essential on the Switch. The game can be played solo, but it’s use of motion control feels important to the experience as a whole, thus making this game a tough sell for people intending on playing by themselves but imperative to those who have a friend or kid on hand. It has that WayForward charm permeating the whole experience and was so much fun I plan on playing through it again soon with a different son!

Vitamin Connection is a worthwhile way to spend a sick day, especially if you’re stuck at home with a co-pilot.


By Matt Mason. Follow him on Twitter @ObtainPotion and read more of his writing on his blog.

TBC Table-Top: Episode 04 A Zelda Table-Top R.P.G. Adventure

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Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.

After losing their way in the woods, our heroes run afoul of a band of bokoblin bandits.  Will the might of their arms be enough to fend off their assailants?

Read more TBC Table-Top: Episode 04 A Zelda Table-Top R.P.G. Adventure ›

Virtua Quest That Was a Thing

I’ve mentioned it a few times on the podcast, but I love the Virtua Fighter series. Unfortunately, as a Nintendo fan, that puts me in a difficult position. See, the Virtua Fighter series has been absent from Nintendo consoles. There is, however, one noteworthy exception to this history of Nintendo exclusion: the action-R.P.G. spin-off game, Virtua Quest.

Virtua Quest was developed jointly by Tose co. and Sega AM2 and published by Sega. It was released in Japan under the name Virtua Fighter Cyber Generation: Ambition of Judgement Six on August 26, 2004 for the PlayStation 2 and GameCube. It was later released in North America on January 18, 2005. As mentioned before, it was a departure from the standard Virtua Fighter series in that the game is a beat-em-up with R.P.G. elements.

My history with this game is a little different than previous installments of That Was a Thing, as I’ve never actually played this game before. Well, not the full version at least. I knew about it way back when it first came out, due it being playable at the GameCube demo kiosk at my local Target. At the time, I thought the idea of a martial-arts-based action-adventure game was intriguing, but after seeing the middling review scores it received in the now-defunct Nintendo Power magazine, I ultimately decided to pass on it.

It wouldn’t be until a few years ago once I got into the Virtua Fighter series that I developed a renewed interest in this title. After over a year of searching, I finally stumbled across it while revisiting the GameXChange in my old, grad-school stomping grounds. Read more Virtua Quest That Was a Thing ›

TBC 022: Animal Crossing: New Horizons

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Animal Crossing: New Horizons is here. After several series missteps, the franchise is back, and it’s on Switch in a big way! Scott, Glen, and Ryan get together to discuss the latest Switch sensation, check in with each other’s island progress, and discuss all of the game’s mechanics in depth.

Ready for more TBC Podcast? We are an ad-free show!

Check out our old YouTube channel: https://www.youtube.com/TwoButtonCrew

“Two Button Crew Theme” by Katie Straughn

Hideaway Island An Animal Crossing: New Horizons Narrative Let's Play

Day 1

I arrived at the airport around 9 A.M. Upon entering, I was greeted by two young raccoons who immediately got to work arranging my trip. We boarded the plane not long after that. Once finished suffering a long, boring flight during which there was nothing to do except watch an informational video and avoid eye contact with the other passengers, we arrived on the island. The two young raccoons informed the other residents and me that there was an orientation meeting nearby and that our presence was requested. Needing to retrieve my tent and other supplies, I begrudgingly followed the others to what appeared to be a construction site. There a middle-aged raccoon delivered a droll and poorly-rehearsed corporate monolog. Read more Hideaway Island An Animal Crossing: New Horizons Narrative Let’s Play ›

TBC 023: Nintendo and the Apocalypse

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As we find ourselves in the midst of a global pandemic, we reflect on the fact that Nintendo has been no stranger to the idea of the apocalypse. Indeed, many of their games have featured long-since destroyed settings, or the ruins of extinct civilizations. Why does Nintendo seem to focus on these elements and weave them into the backstories of their games? Does Japanese history play a part? Join Glen and Simeon for a deep dive on Nintendo and The Apocalypse!

Enjoying the TBC Podcast? We are an ad-free show! Drop a comment, leave a like, or share with a friend.

Check out our old YouTube channel: https://www.youtube.com/TwoButtonCrew

“Two Button Crew Theme” by Katie Straughn

TBC Table-Top: Episode 05 A Zelda Table-Top R.P.G. Adventure

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Now available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.

After dispatching their bokoblin assailants, our heroes continue delving even deeper into the woods.  Will they find the river’s headwaters or more trouble? Read more TBC Table-Top: Episode 05 A Zelda Table-Top R.P.G. Adventure ›

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!

TBC Table-Top: Episode 06 A Zelda Table-Top R.P.G. Adventure

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Now available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.

After camping for the night, our heroes make their way to the headwaters of the river.

Read more TBC Table-Top: Episode 06 A Zelda Table-Top R.P.G. Adventure ›

TBC Table-Top: Episode 07 A Zelda Table-Top R.P.G. Adventure

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Now available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.  After being led to the headwaters by a pair of friendly fairies, the party now delves into the mysterious Spring Shrine.  What dangers lurk in the dark, dank depths of these forgotten ruins? Read more TBC Table-Top: Episode 07 A Zelda Table-Top R.P.G. Adventure ›

TBC 024: Rumors, Hype, and Disappointment

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We went a year without a major Nintendo Direct, and every other day the Nintendo fanbase was clawing at different rumors saying that the next big batch of announcements was right around the corner. We are a hungry and passionate fanbase, which has its pros and cons. Scott and Glen are here to discuss the issue in depth, and examine the fanbase’s relationship with Nintendo’s marketing… the fun, the frustrating, and the nonsensical.

Enjoying the TBC Podcast? We are an ad-free show! Drop a comment, leave a like, or share with a friend.

Check out our old YouTube channel: https://www.youtube.com/TwoButtonCrew

“Two Button Crew Theme” by Katie Straughn

Emulation vs. Porting

As some of you may recall, A few months ago, there was a lot of hoopla about an unofficial P.C. port of Super Mario 64. Fans had managed to decompile and reverse engineer the source code of Mario 64 and made the necessary changes to compile and run the game on Windows. So why is this such a big deal when we can already play N64 games using emulators? Conversely, what’s it matter that the games in the Super Mario 3D All-Stars Collection are emulated and not ported? What’s the difference between porting and emulating? And why would developers choose one over the other? Read more Emulation vs. Porting ›

TBC Table-Top: Episode 08 A Zelda Table-Top R.P.G. Adventure

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Now available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.  Our heroes now have a taste of the dangers that await them in the Spring Shrine.  They’ve defeated the chuchus, but how will they fair against the lizalfos awaiting them in the next chamber?

Cast

Sigil: Scott

Trouse: Nathan Blake

Oscar: Simeon

Sage: Glen

Music Credits

Divinity
Nostalvania
OverClocked ReMix (http://ocremix.org)

Thelonius Temple
MC
OverClocked ReMix (http://ocremix.org)

The Guru
The OC Jazz Collective
OverClocked ReMix (http://ocremix.org)

TBC Table-Top Podcast 09 A Zelda Table-Top R.P.G. Adventure

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Available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.  Our heroes now have a taste of the dangers that await them in the Spring Shrine.  Our heroes have bested many foes and are now ready to delve into the depths of the dark, dank, and dangerous dungeon.

Cast

Sigil: Scott

Trouse: Nathan Blake

Oscar: Simeon

Sage: Glen

Music Credits

Divinity
Nostalvania
OverClocked ReMix (http://ocremix.org)

Full Moon Cello
Theophany
Legend of Zelda: Link’s Awakening: Threshold of a Dream
OverClocked ReMix (http://ocremix.org)

Middle Boss
Koji Kondo
The Legend of Zelda: Majora’s Mask
Nintendo

The Guru
The OC Jazz Collective
OverClocked ReMix (http://ocremix.org)

TBC Table-Top Podcast 10 A Zelda Table-Top R.P.G. Adventure

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Available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.  Our heroes have overcome their toughest opponent yet!  What could the Diara have been guarding?  And how will it help the team as they continue to explore the ancient ruins?

Cast

Sigil: Scott

Trouse: Nathan Blake

Oscar: Simeon

Sage: Glen

Music Credits

Divinity
Nostalvania
OverClocked ReMix (http://ocremix.org)

“This Cave Is Creepy”
Obtuse
Legend of Zelda: Threshold of a Dream
OverClocked ReMix (http://ocremix.org)

“Inception”
Mustin
Legend of Zelda: Threshold of a Dream
OverClocked ReMix (http://ocremix.org)

“Monkey King”
Koji Kondo
The Legend of Zelda: Twilight Princess Original Soundtrack
Nintendo

“The Guru”
The OC Jazz Collective
OverClocked ReMix (http://ocremix.org)

TBC Table-Top R.P.G. Podcast 11 A Zelda Table-Top R.P.G. Adventure

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Available in high quality Vorbis audio!

Join Scott, Simeon, Glen, and Nathan Blake of Nathan Blake Games on an adventure through the backwoods of Hyrule as the crew plays a table-top R.P.G. inspired by The Legend of Zelda.  With the boss key in hand, Trouse, Oscar, and Sigil prepare to face off with the Spring Shrine’s final challenge.

Cast

Sigil: Scott

Trouse: Nathan Blake

Oscar: Simeon

Sage: Glen

Music Credits

“Divinity”
Nostalvania
OverClocked ReMix (http://ocremix.org)

“Boss Battle”
Koji Kondo, Toru Minegishi
The Legend of Zelda: Majora’s Mask Original Soundtrack
Nintendo

“Boss Clear”
Koji Kondo, Toru Minegishi
The Legend of Zelda: Majora’s Mask Original Soundtrack
Nintendo

“Link’s Epic”
Joshua Morse
25 Year Legend: A Legend of Zelda Indie Game Composer Tribute
OverClocked ReMix (http://ocremix.org)

Shantae: Risky’s Revenge Review

While it may be hard to believe now, there was a time when Shantae was relatively obscure. Released in the Gameboy Color’s twilight years, Shantae’s first game failed to get a foothold in a market that had already advanced on to Nintendo’s next iteration of the Gameboy line. That said, WayForward was confident in the I.P.—partly thanks to the cult following that had formed around the half-genie’s debut title—and were eager to develop a sequel. Eight arduous years and a few false starts later, Shantae: Risky’s Revenge was released as a download title for the Nintendo DSi. In the years that followed, the game would see updated ports on several systems, including: iOS, Steam, Wii U, and now—of course—the Nintendo Switch. Read more Shantae: Risky’s Revenge Review ›