It’s True: Games ARE Made by Humans Scott’s Thoughts

Something especially cool happened at E3 2017. If you only watched Nintendo’s press conference, you missed it.
Shigeru Miyamoto came out on stage and promoted Mario + Rabbids. But even Miyamoto-san wasn’t the star of that show; Davide Soliani stole the spotlight.

Davide was the lead on developing Mario’s crossover with the Raving Rabbids. As you’ll remember, his passion project got leaked onto the internet and was met with a collective “huh?” from gamers.

It was a demoralizing period for his team, having poured months and months into crafting the perfect crossover that no one knew they wanted. The premature announcement was met with uncertainty.

The team pressed onward, through the disappointing turn of events, and made it to E3 where Kingdom Battle had its proper announcement and another shot at recognition. Nintendo lent Miyamoto for Ubisoft’s stage, as well as dedicated a slot of time in their Treehouse stream to showcase the game.

Sentiment around the game started to turn, but nothing so critical happened as when the camera at Ubisoft’s press conference focused in on Davide.

The developer had given Miyamoto the honor of introducing his game on stage, but Miyamoto turned the praise back to Davide and the crowd got to watch his reaction as tears streamed down his face.

The French game designer was overcome with emotion as his sweat equity had finally culminated in a finished product. But most every developer experiences that sensation. Davide also had the unique opportunity of getting to work with an industry idol, and partner with Nintendo on their own property. To see Miyamoto himself introduce a game that he had conceptualized brought him to tears.

“Don’t cry Ubisoft man” became a meme, a tee-shirt, and a rallying cry for those who wanted to show their support for Ubisoft’s crazy mash-up and the people responsible for creating it.

Sometimes, gamers just need a small reminder that humans create the software. Behind every work is a team of individuals with families, needs, and dreams.

For Davide’s sake, and those like him, measure your tone carefully when offering criticism online. The status quo is harsh, and it takes more effort to be constructive. Go the extra mile.

The Happiest Place on Earth

For many Nintendo fans, it is something of a rite of passage to visit the company’s only retail store in New York City. And when I mean “only”, I really mean it. The New York City store is the only retail storefront open to the public for Nintendo fans in the entire world. Every year, thousands of fans make the trek to the Big Apple to visit it. Why?

Because It’s Special

Nintendo New York (formerly known as the Nintendo World Store) is located in Rockefeller Plaza in the heart of the city. Before it transformed into a general Nintendo store, it was a Pokémon Center. For years, fans have made the drive or flight to visit the store. Sure, many come to New York for many other reasons, but stopping here is always a highlight. Some people, like myself, made the trip from Indiana specifically to go to the store, with other activities planned around it.

The store’s footprint is small… but it’s two stories, so the square footage is pretty sizable in the end. But the moment you walk in, you are in instant awe. Besides the eye-popping merchandise that smacks you in the face, the atmosphere and decorations just make you feel good.

Being the only Nintendo store in existence makes it special. It would still be special if others were to open up – which is what some fans are hoping for with the aforementioned renaming from Nintendo “World” Store to Nintendo “New York”. As it stands now, with only one store, it literally is akin to going to an amusement park, and you will look back on your visit there as fondly as if you had been to one.

Because It’s Fun

The Nintendo New York store is like nothing else. It is the hub of Nintendo goodness – one that you don’t even get when visiting the employees-only headquarters in Redmond, Washington, which I did when living in Seattle. If you are a longtime fan like myself, you will spend about a full minute just standing in the doorway with your mouth agape like I did. It is an amazing sight. The store just has a happy vibe to it – a Nintendo vibe, if you will. You are surrounded by beloved Nintendo characters, demo units, games, clothing and more. Much of the merchandise sold here is exclusive to the store. My traveling companion went wild in here when we went – she spent $471 before tax on plushies, T-Shirts, bags and more.

The store regularly holds fun launch events for major games. I was there in May of 2015, the day before the launch of the Wii U game Splatoon, and there was already a long line that stretched down the block in what would be almost 24 hours before the store opened on release day. They make game launches a huge deal with lots of fun, special guests, real life games and contests: they even held a mock fashion show for Style Savvy: Fashion Forward for instance. The pictures that accompany this post are from that time, and the interior has changed since the 2016 remodel.

On the second level you will find a small “museum” section. I believe they change them out every so often, but when I was there they had a section dedicated to the history of The Legend of Zelda with every imaginable game, manual, special edition console and accessories in a three section display case. In front of it was a “History of Nintendo Handhelds” exhibit with every portable console on display – even the obscure ones like the Game Boy Light (previously for sale only in Japan) and the Game Boy Micro. There were also a small aisle with individual cases for each of Nintendo’s home consoles from the NES to the Wii U.

The store is just flat out fun. It is fun to be in. I was in there for three full hours from 9am to just after noon, and it felt like I wasn’t there long enough. It’s a store that invites you to play and have fun, and celebrate Nintendo’s rich history without ever feeling too self-congratulatory. There is no Tom Nook stalking you around to pressure you to spend your bells on anything – you are free to be there as long as you want.

Because You Belong

Going to the store is not unlike going to a convention – everyone in there is a huge Nintendo fanatic, and it feels good to be around them. Your mileage may vary, but sometimes for me, it is tough to admit I am a Nintendo fan among my other gaming friends who specialize in Halo and Call of Duty. Nintendo is looked at as a console for kiddies, despite it being the original home to some of the best M-rated games ever like Eternal Darkness, the Resident Evil remake and Resident Evil 4. Admittedly, Nintendo has lagged behind in sheer hardware power for three console generations now, beginning with the Wii, then Wii U and now the Switch. But the draw of the Switch is its hybrid format of being a portable and a home console. I won’t talk about how awesome that is because if you like Nintendo, you are probably already aware.

But when you walk into Nintendo New York, you feel like you belong. No one will laugh at you for preferring Animal Crossing to Battlefield, or you spent over 100 hours playing Mario Kart 8 Deluxe instead of organizing your Destiny clan. And just like going to a Comic-Con, you don’t have to be ashamed of your preferences. The store encourages you to have fun and enjoy yourself, and there is no better place to do it than surrounded by Mushroom Kingdom pipe decorations and giant Bowser statues.

Because It’s the Happiest Place on Earth

Forget Disneyland. The Nintendo New York store is the happiest place on Earth. For all of the reasons I mentioned above – but the bottom line is that it is just fun. It’s like an amusement park without the lines (unless, of course, you are there for a game launch event). The employees are friendly. The shoppers are friendly. The music is friendly. The plushies are all smiling at you, and not in a creepy, Five Nights at Freddy’s way. It is an excuse for kids to be kids, and for adults to be kids again too, because it’s impossible not to become awash in memories of your own childhood when in the store and seeing everything they have to offer.


Eric “Flapjack” Ashley has been a Nintendo fan for almost his entire life! While he also has a special place in his heart for Sega, it is Nintendo that gets him worked up and the franchises that capture his imagination and wonder. Flapjack is hopelessly in love with Animal Crossing. When he is not playing video games, he is a social media guru, assisting numerous organizations with their outreach and promotions, and he is also a big horror movie buff. Follow him on Twitter and Instagram: @flapjackashley.

Summer of Play Q&A | TBC on Location

Thanks to all the awesome peeps that let us bug them in line!


#556 – The Chicago Summer of Play event was host to some of the coolest Nintendo fans around! We went through the line and talked to some folks and asked them some very deep, very personal questions… about Nintendo! Enjoy.

Note: We lost footage of a few awesome people :( But please check out their channels!
Clashex Games: https://www.youtube.com/user/ClashexGames
ItsMeTNC: https://www.youtube.com/channel/UCbWSIM3i9yHmRHqPMetMAzg

“Escape the Premises” Kevin MacLeod (incompetech.com)
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Last Minute Switch Predictions

Mark our words… MARK THEM!!!


With Nintendo fully revealing the Nintendo Switch TONIGHT, we couldn’t be more hyped! This is officially our last chance to make predictions pertaining to the launch of the console, its hidden features, and what we might see accompany the hardware at launch! Pass the time waiting for the Presentation by watching this episode and dropping your OWN predictions in the comments section! Related blog: 6 Ways Nintendo Can Nail the Switch Presentation https://twobuttoncrew.com/2017/01/08/6-ways-nintendo-can-nail-the-switch-presentation/

Shot by Alex Campbell

“Escape the Premises” Kevin MacLeod (incompetech.com)
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NEW Mario + Rabbids Vs. Mode!


Ubisoft just dropped a brand new Mario + Rabbids mode on us, their unsuspecting fans. Vs. mode?! Yes please! Simeon and Scott will showdown and see who is the better strategist. Oh, and one more thing… BWAAAAAAAAAH!

“Exit the Premises” Kevin MacLeod (incompetech.com)
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Beat it Blind: Super Mario Bros. (SNES)

We went for twice as long, but got no further. It’s tough to give no for an answer.


Can the Crew meld their teamwork power together in order to pass World 1-1 of the original Super Mario Bros? Watch and see!

Shot by Alex Campbell

“Escape the Premises” Kevin MacLeod (incompetech.com)
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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)
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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)
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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
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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.

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)
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What a Wonderful (Super Mario) World


Super Mario Odyssey might be all the rage right now, but Super Mario World was also released this year! On the SNES Classic Edition, of course. Simeon and Scott are taking a trip down memory lane to a game that many still consider the best of its class. Super Mario World changed things dramatically for the Mario series, and introduced many beloved mainstays.

“Exit the Premises” Kevin MacLeod (incompetech.com)
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The Devolution of Paper Mario Scott's Thoughts

I remember being drawn to the first Paper Mario like a magnet.

It was in a video rental store, and I saw the N64 cartridge sitting on the bottom shelf. I didn’t know why Mario was paper, or why it was turn-based, but I immediately brought it home.

Of course, an RPG like Paper Mario can’t really be explored and beaten during a rental period, so I ended up buying it. I had to! The story, the characters, and the gameplay were so compelling that I had to see the adventure through to the end.

The Thousand Year Door was a beautiful follow-up on GameCube, which I first laid eyes upon at a WalMart. It was one of those demo kiosks where you had to stare up at the ceiling and snap your head backward to see. It continued the wonderful characterizations, thickened the plot, and introduced exciting new transformations for Mario that shook up the gameplay.

Super Paper Mario was memorable. Although stripping out the beloved traditional RPG elements, the game introduced a compelling tale of love and tragedy, alongside an interesting 2D-to-3D mechanic.

And then it all went downhill.

Unique, lovable, captivating characters were replaced with gimmicks of stickers and paint.

This image sums it up well.

The modern entries have their own merit, and bring some amount of charm. But along the way, the franchise lost focus. Paper Mario became more about churning out a quick win for sales and marketing than it was about world-building.

It might have been when the father of Mario gave the Sticker Star team these directions:
There were two main things that Miyamoto-san said from the start of the project—”It’s fine without a story, so do we really need one?” and “As much as possible, complete it with only characters from the Super Mario world.”Iwata Asks

Miyamoto was wrong.

Innovation vs. Iteration Scott's Thoughts

Innovation: to revolutionize, change, transform, or evolve.

Iteration: to repeat, improve, patch, or expand.

Historically, Nintendo is a very iterative company. Most of their characters and concepts came from the mid-80s, when the company created its first batch of games for NES.

For many subsequent generations, they’ve followed the formulae, making a Mario game. A Zelda game. A Metroid game. Sequels got marginally better, improving upon past issues.

They’ve been honing their craft. Perfecting.

The only problem with this tradition is that it’s not very exciting. People start saying things like “if you’ve played one, you’ve played them all,” and “they keep recycling the same story over and over again.”

Nintendo Wii was the company’s first major hardware innovation in a long time—and they knew it, naming it codename “Revolution.” We were starting to see a brand that was ready to transform the gaming industry. Funny enough, the console’s success caused the console-maker to follow up with a safe “half-step” successor, but the masses weren’t listening anymore.

The good news is: innovative Nintendo is back, and that culture is seeping into their most beloved franchises. Breath of the Wild and Odyssey took a big leap in evolving the gameplay front. Next, we’ll see bigger shifts in story and presentation.

Buckle up! Your responsibility is being open to the change.

Super Mario Cereal – Worth the Hype?


Super Mario Cereal is a real deal! Initially leaked on the Internet, Nintendo has now come out and officially confirmed the partnership with Kellogg’s that’s going to bring us our new favorite bowl of flavor. Oh, and it’s an amiibo!

“Exit the Premises” Kevin MacLeod (incompetech.com)
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Incoming Super Mario Movie!


Hold the phone – Nintendo’s working on a movie?! Let’s talk about that! And as usual, Nintendo sales are up and more developers are committing to bringing their games to the Switch!

“Escape the Premises” Kevin MacLeod (incompetech.com)
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What this Nintendo Fan is Thankful For

Happy Thanksgiving, everybody! Here at the Crew, we’re a thankful bunch, and this is the perfect time of year to count our blessings and reflect on the many things we have to be grateful for.

Thankful for Switch

Nintendo’s latest and greatest console has been welcomed with open arms by the faithful few and, seemingly, the masses as well. The R&D team crafted a unique piece of kit that’s exactly what we wanted, and the launch was amazing. In the months following, software support has been both steady and spectacular. With Switch, Nintendo ushered in a new Golden Age of gaming, and it’s really special to have a platform that brings pure pleasure.

Thankful for the Crew

Two Button Crew affectionately refers to our viewers and subscribers as the greater “Crew,” and greater is the perfect word to describe you folks. The Internet can be a nasty and hate-filled place, but none of that comes with the viewers we attract. It’s been magical to see the sincerity and kindness demonstrated by people who tag along with our content. Every few days, we receive a nice note from a Patron or long-time subscriber, telling us how our entertainment has helped them and wishing us to keep going. The encouragement means the world.

Thankful for Podcasts

Nintendo podcasts are becoming more and more prevalent, with long-running ones still pumping out episodes and a number of new ones that popped up with the release of the Switch. Content creators are more eager than ever to discuss news, impressions, as well as an increase in meaningful topics being lobbied. If you aren’t a podcast listener, you’re missing out on some excellent sound-bites from insightful industry reporters and analysts. For hosts, podcasts are a chance to sit back and talk freely about what’s on their mind in the gaming spectrum. For listeners, it’s like having a group of friends (just as dedicated to Nintendo fandom as you are) that meet together weekly to celebrate all things Mario, Metroid, Zelda, and the rest. The podcast we started this year has been a lot of fun.

Thankful for Unforgettable Games

2017 will truly be a year to remember. We now have our modern version of Ocarina of Time vs. Super Mario 64, with the brand new installments Breath of the Wild and Odyssey. The debates between greater game will live on for decades, hopefully not overshadowing the outstanding Splatoon 2, ARMS, Mario + Rabbids, and swaths of indie games flooding the eShop each week. Switch is quickly becoming a home for masterpieces, whether they are brand new experiences, definitive editions, ports, or remakes.

Thankful for a Bright Future

This year was laser-focused on software quality and quantity. I picture Nintendo’s offices being “all hands on deck” to make this new hardware a success. However, there are other ventures that Nintendo is preparing to embark on; namely a theme park, an animated Mario film, more mobile titles, and more. Development on great software will continue as we are promised new entries in the Metroid Prime series (!) and Pokemon, which will sell systems like absolute bananas. The install base is shaping up to be so huge, no developers will be able to ignore it!

When Nintendo bounced back from the Wii U, they bounced back hard. They’re back in the spotlight, which is a huge payoff for people like us who have followed the brand through thick and thin. I’m thankful we’re currently in the thick of the action!

Have a wonderful Holiday, hug your family, and drag them to your room to play some Switch!

Back to Mario Kart’s SNES Roots!


Simeon grew up with Super Mario Kart, but Scott’s only played it once. This should be interesting. We start with a grand prix and end with a fierce balloon battle. Watch until the end for something you probably never wanted to see!

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