In the Ring with Super Punch-Out!!


Little Mac is one of the littler big stars of Nintendo’s original IP. You don’t hear people begging for new entries in the series often, but fans of the Punch-Out games often speak highly of the few outings he’s had. We’re turning on the SNES Classic Edition to give this game a spin, and see how far we can get in single player mode before being knocked out cold.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Playing Smash Bros… with NO THUMBS


We thought it would be a great idea (or at the very least… entertaining) to attempt a few Smash Bros. matches without using our thumbs. When we streamed this live, our viewers in the chat said they had a hard time distinguishing our playstyle from a normal match! I’d say we adapted pretty well! And for comparison, we show you a couple rounds with all our digits legalized.

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

Xeodrifter Review (Nintendo Switch)


Xeodrifter is a retro-styled, Metroid-like game from indie developer Atooi. It’s a bite-sized love-letter to the Metroidvania genre, originally released on the 3DS and newly ported to Nintendo Switch.

You play as a little red guy (or girl? You never know with these games…), equipped with a gun, exploring 4 neighboring planets. You’ll need to unlock equipment and abilities as you go to advance through new areas.

Beating bosses earns you power-ups, and you can configure your blaster on the fly by allocating points to its speed, bullet size, spread, and more. Most other unlockables increase your mobility in fun and useful ways; think along the lines of the Metroid series’ shine-spark or rocket jump, but with its own Xeodrifter-flavored twist. The game prompts some “aha” moments as you’re forced to use these mobility upgrades in tandem for some truly memorable segments.

This game presents a real challenge. Once in a great while you will stumble on an enemy nest where you can farm for life replenishment, but by and large you have to traverse through these alien structures with care and caution, where every hit matters. It regularly took me multiple attempts to get what I needed and make it back to the safety of my gunship before embarking on the next mission.

The graphical presentation of Xeodrifter can only be described as simple. When first booting up the game, it didn’t strike me as beautiful when compared to some other modern takes on pixel graphics, but the art style actually did grow on me. For this version, graphics AND rumble were given the “HD” treatment. I also didn’t find myself missing the stereoscopic visuals from the 3D original. However, in the absence of a second screen, a little mini-map in the corner would have saved me a lot of pausing.

One more thing I have filed under the “would have been nice” category is variable jump-height. Whether you quickly tap or hold the jump button down, the character executes the same move and sometimes stays in the air longer than I would have liked. Variable jump height is something the developer has implemented in other games, and that lacking aspect of control did limit my precision.

Overall, I had a fun time with Xeodrifter. The game doesn’t hold your hand, leaving the player to his or her own devices to figure out where to go. In such a compact world, I never felt truly lost. You are encouraged to explore and see where your new weapons can take you.

Some gamers might have a complaint about the boss levels; roughly a half-dozen encounters that use the same giant enemy and attack patterns with increasing difficulty. I actually thought this was a cool analog to my character, as if I was growing more powerful in parallel with my archenemy over multiple showdowns, like you might find with Dark Samus in the Metroid Prime games. The boss fights were another area where this game doesn’t hold back in difficulty, and beating each one felt like an accomplishment.

Xeodrifter is short. It’s an excellent palate-cleanser between bigger titles, a great option for people who miss the Metroid gameplay loop, and a good effort from a passionate indie developer. For the $10 asking price, I can easily recommend it to fans of the genre. Xeodrifter gets a 7.75/10.

Mario Kart Tour – Coming to Mobile!


One of Nintendo’s biggest—and we mean BIGGEST—franchises is coming to an iPhone or Android near you. This is only one of many news stories that Simeon and Scott are here to discuss today, because the world of Nintendo news never seems to slow down. We talk Metroid Prime 4, SteamWorld series, and much, much more.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Can You SteamWorld Dig It? (Switch)


SteamWorld Dig is a revolutionary indie game that took the 3DS eShop by storm. Now it’s back in high definition on Nintendo Switch, ready to be taken anyway or taken in on the big screen. This game features Rusty, perhaps the most beloved SteamWorld hero. This is Simeon’s first time taking to the dirty, dank underground caverns. How will he fare?

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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5 Labo Toy-Con Nintendo MUST Invent

Nintendo has removed the lid on their latest innovation: Labo. This new way of interacting with video games—through cardboard—could not have been predicted. I always allow room for Nintendo to surprise me with something that would never occur to me, and once again, they did not disappoint. We’ll be unboxing our boxes this April.

Or will we? I’m still not completely sold on the concept. This is no fault of Nintendo’s marketing department; the messaging for Labo is clear: kids and kids-at-heart get to Make, Play, and Discover functioning cardboard creations with the technological help of Nintendo Switch.

I’m no longer a kid, and my heart is still trying to decide how old it is. Were I to invest in multiple sets of cardboard kits, I would definitely need to find a place where I could tuck my creations away to keep them out of my cat’s reach. She would utterly destroy my hard work, and then meow at me with a mischievous glint in her kitty eyes.

But there’s the distinct chance that Nintendo could release Labo kits in the future that would be irresistible. Labo is all about imagination and creativity, right? For the purposes of this blog, I’ve let my imagination run wild and conceived 5 Labo Toy-Con I Would Insta-Buy…

Arcade Stand

You know this needs to be a thing. Arcade games are coming back in a big way thanks to Nintendo Switch. ACA (Arcade Archives) have been releasing arcade ports like crazy, and recently started porting some first-party Mario content as well. Additionally, indies have made a few unique offerings on eShop like Mutant Mudd Collection’s “Mudd Blocks,” Pinball FX, and more—all playable in portrait orientation. If Nintendo were to officially support portrait arcade games by creating a cardboard stand for the console… man, that would be totally tubular!

Camera

Here, I’m essentially asking Nintendo to please give me cheap DSLR lessons. Video games have been a good teacher to me before (I learned the basics of drums on Wii Music with two motion controllers and a balance board for foot pedals). And after kids get done learning piano on a cardboard keyboard, why not move on to photography? Nintendo actually showed a brief glimpse of this product in the initial Labo trailer, though it won’t be available as a product in either of the launch kits. A Joy-Con was shown both in the lens and the main body of the camera. If Nintendo could “gamify” learning the foundations of photography; aperture, exposure… lens… speed? See, I clearly need some help in this department and pointing a cardboard camera at some Pokemon on my TV might just do the trick.

Samus Aran’s Arm Cannon

Did I just blow your mind? Because with a cardboard Samus Canon, you can bet that some heads would be exploding. Imagine shooting with 1:1 pointer controls, but instead of holding a remote in your hand, your arm is the weapon. And with a mounted Joy-Con within reach, you’d be able to use your free hand for inputs like changing beams, calling in an attack from your gunship, and more. Just like our favorite bounty hunter does in-game.
Don’t get me wrong; I’m not saying that I want to play through Metroid Prime 4 dressed up like a poor cosplayer. The Prime series must be treated with great care and respect. But a Labo spinoff title (a la Nintendo Land) would be incredibly enticing.

Poltergust / Flashlight Combo

With a new coat of paint and a few different extensions, the Robot suit’s backpack could easily be transformed into Luigi’s Poltergust Vacuum. Having donned Luigi’s equipment, we would be scouring haunted mansions like never before. We’d be in the action. We’d be flashing lights and sucking baddies like no tomorrow. And HD Rumble could make us feel like we’re actually lugging around specters on our spines.

VR Goggles

While first viewing Nintendo’s promotional video for Labo, I thought that VR was becoming a reality for Nintendo fans. I was wrong, and the headset I saw was simply a decorative visor for Project Giant Robo—I mean—the cardboard robot suit. It’s probably wise for Nintendo to hold off on Virtual Reality for the time-being. With the Switch tablet’s 720p resolution, it’s not quite pixel-dense enough to hold up under the demands of VR. However, I believe that Switch and Labo are both initiatives that will last longer than a single traditional console generation. In 5 years, we might have a 4K Switch and a nice cardboard set of goggles to hold it. When that happens, Nintendo will transport us to another world.


There you have it! 5 Toy-Con that would be in my cart before I could say “Lab…Oh…No…”
What do you want Nintendo to craft from cardboard in the future?

SteamWorld Dig Review (Switch)

SteamWorld Dig is indie developer Image & Form’s first claim to fame. Originally released on 3DS in 2013, Dig was universally “dug” around the industry. On February 1st, 2018, Nintendo fans get another chance to play this instant classic on Switch.

SteamWorld Dig joins its sequel and SteamWorld Heist, on the eShop. The main differences between the original Dig and Dig 2 are that, 1: this game is shorter, and 2: the underground labyrinths are randomly generated. It’s kind of like having your own village in Animal Crossing, where all the same features are present, but their placements are determined by an algorithm. This is helpful for people like me who have beaten the game before, to have a fresh experience upon revisiting the steampunk world.

You play as Rusty as you navigate the Earth’s underbelly, mining deeper and deeper under the surface. As you traverse, you’ll gather gems and ore along the way. Once your pouch is full, or your lantern runs out, you will return to the town above, sell your goods, and use the money you earned to upgrade equipment. (By the way, the non-playable robot who you sell to is Dorothy, who goes on to star in SteamWorld Dig 2.) Stronger tools allow you to dig deeper, unlocking more sections of the world in a creative spin on the Metroidvania gameplay loop. Continuing to advance, you will discover caves featuring puzzles that have a predetermined design.

This pattern of digging, mining, spending, upgrading, and repeating is the core of SteamWorld Dig. And it’s a strong core. Few games rival it in instantly hooking the player. The soundtrack is solid (even eliciting memories of Metroid Prime at times), controls and interface are extremely user friendly, and everything periphery melts away as you focus on your goal. However, one aspect of the game sticks out like a sore thumb—and that is combat, which is neither compelling nor rewarding. Rudimentary enemy patterns and limited offensive options leave you feeling lucky when you succeed, but more often, just wishing you could avoid enemies altogether. On that note, with the right tools you can hurry and strike some baddies before they hatch, preventing a cumbersome encounter.

Combat is a mere distraction and not an essential part of the experience, which continues to be a weakness in the series. That’s just about the lone complaint there is to find in this game. Although, I have to wonder if Image & Form could have spent longer to make this a more enticing package. The developers have come a long way and learned many lessons since this game was released. Originally, SteamWorld Dig was finalized at the point just before their team went bankrupt. They’ve gone on record saying that it wasn’t wholly completed to their liking. This port was an opportunity to enhance or add value, but the devs instead opted to do a quick and dirty port.

Okay—the port isn’t dirty at all, but how could I resist that pun with a game about digging? To be clear, the game runs and looks great on Switch. And with no additional bells or whistles, they’ve created an affordable entryway into the wonderful SteamWorld lineup of games. This is worth picking up if you’ve somehow skipped the series, or if you’ve been missing Rusty, his original adventure, and the grassroots origin of one of the best developers on Nintendo eShop. You’d be hard-pressed to play this game without a grin on your face.

SteamWorld Dig gets an 8/10.

Surviving Contra III: The Alien Wars


Our viewers love putting us through the ringer when it comes to “Let’s Play Classics” games, and this week will be no differing. Especially because we can’t get the Konmai code to work! Simeon and Scott will be lucky to make it to level 3 in this tough-as-nails arcade shooter. At least they have each other to count on… right?

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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2 Nintendo Facts & A Lie!


Are you able to discern fact from fiction? Allow us to try and trip you up with this spin on the popular game “2 Truths and A Lie.” Today, the “truths” are Nintendo facts, and we’ve attempted to sneak one falsehood in with them. Using poker chips to keep score, Simeon and Scott will throwdown in a battle for truth.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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TBC 008: Game Preservation

Play

Preservation is the idea of keeping something in tact—the act of taking measures to ensure things won’t fade away, become corrupted, forgotten, or unusable. Sadly, preservation is not currently a priority for the larger gaming industry. These days, developers make money by shipping an incomplete game, patching it to kingdom come, and deleting the source code when they go out of business. That might be an extreme example, but it does take a great deal of intentionality to make sure today’s favorite games will be playable by our kids and grandkids. It was simpler in the days of cartridges, but with so much riding on the upkeep of servers, cloud saves, and day-one-patches, it might be a scary future for video game preservation if we don’t have some thoughtful conversations. That’s why this month’s podcast is all bout preserving the art form of video games.
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“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Seven Billion Humans Announced for Switch!


The creators of World of Goo and Human Resource Machine are back at it again with the newly announced Seven Billion Humans! Also, stick around for Simeon and Scott to discuss the closure of Miitomo, Nintendo’s first foray into the mobile app market. That, and more, on today’s Nintendo News episode with Two Button Crew!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Shovel Knight – Co-Op mode!


What do you get when you have two friends, two controllers, a Switch, and Shovel Knight? You get an awesome co-op romp through an amazing 8-bit indie game! That’s right, Simeon and Scott are donning their helmets and hefting their shovels as they raid King Knight’s castle—the villain that will soon be playable in the next update from Yacht Club games.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Why am I Still Playing Breath of the Wild?

It has almost been a full year since Breath of the Wild was released. My intention is to not beat a dead horse by writing about my love for this game again, but rather discuss how it’s holding up just short of a year later. As sappy as it sounds, I still remember exactly how I felt when I first booted up the game and stepped foot on the Great Plateau. This was an entire world for me to explore, and the Great Plateau served as the training wheels to my stunning adventure ahead. There were no tutorials to get my feet wet. It was a matter of exploration, failure, and most importantly, education. You had to learn how to fight, when to run (a strategy much more relevant in this Zelda game than any other in my opinion), how to glide, how to cook, how to climb, and so much more. For the majority of these, I learned by failing, and that is the reason why I am still playing the game today. A year later, and I am still learning things.

Despite over a hundred hours, there is still so much to be discovered.

At this point in my adventure, I have about 140 hours of gameplay in. I have about 200 Korok seeds, completed all Shrines, both main and DLC, completed Trial of the Sword, and finished the game. One would think this would be close to the end of the road, but I still want to keep coming back. Of course I am finding Korok seeds all over to add to my count and zooming around on my Master Cycle Zero like it’s a guilty pleasure, but I’m also learning. Every time I play I discover a new location. I learn more recipes. I meet new people. Just recently I was roaming around at night and started hearing some ominous music playing. Music I haven’t heard in my previous 100+ hours in the game. I was baffled what it was until I finally ran into the culprit: Kilton the Monster Parts Merchant. It is absolutely astonishing to me that after everything in this game that I have accomplished, there is still so much to educate myself on and explore. After meeting Kilton, I have the pleasure of doing it with a sweet Lynel mask.

A year ago I wrote about Breath of the Wild being a special game. Present day, I can not only confirm that, but add to it. Breath of the Wild has to be in the top five games I have ever had the pleasure of playing, if not the top spot. I never thought that Wind Waker would ever be dethroned, but this might do it. I can’t say for sure because I still have so much to explore in Breath of the Wild, and I’m just not satisfied putting it down. A year later and I feel as I haven’t mastered the game. There is still so much to learn. My hope is that Nintendo keeps releasing DLC, but that’s hard to predict at this point. Whether or not this is the case, I know I will be riding around on my Master Cycle Zero rocking a Lynel mask for hours to come.

It’s a ~Secret of Mana~ to Everyone


Thank goodness for Glen, or we would have been wandering around Secret of Mana aimlessly. This is a very interesting, quirky RPG from Square, complete with funny animations for walking up stairs and opening a treasure chest. It’s pretty fun! Watch and enjoy.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Jeopardy – Nintendo Edition!


Crew member Rachel made us an online Jeopardy game to play, and it’s all Nintendo themed! Of COURSE, we’ll showdown in a round of Nintendo Jeopardy made by one of our Patrons! This was a blast to play, and surprisingly close.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Nintendo Labo? Nintendo LABO!


Nintendo lifted the curtain on Labo, their new cardboard initiative. Simeon, Scott, and Producer Glen share their thoughts on Ninty’s newest innovation and take a look at the pros and cons of these first few sets being released.

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Come at Me, Super Meat Bro


Super Meat Boy is an older indie game, but it’s brand new to Switch AND has an exclusive Vs. mode for Simeon and Scott to try out. They’ll be racing, split-screen style, to see who can reach Bandage Girl first. Also, they might discover a few bugs and glitches along the way… but no matter what, be sure to enjoy the rage that’s induced by this incredibly difficult platformer!

“Exit the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Appreciating Super Mario Kart

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

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

1. Simplicity

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

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

2: “Retry” button 

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

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

3: Donkey Kong Jr.

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

4: The Feather

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

5: Dodging

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

6: NO BLUE SHELL

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

When the Blue Shell is coming for you.

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

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


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

Over-Hyping a Nintendo Direct Scott's Thoughts

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

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

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

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

Balanced Brawl Scott's Thoughts

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

700, if you’re wondering.

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

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

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

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

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