#590 – Nintendo has been sliding by unchallenged in a few areas with their new Switch console. Why? I think we give them a pass because the system is fun to play and the games are so stellar. But there are some things they definitely need to answer for, such as Virtual Console, voice chat, friends codes, and today’s topic: apps. Where’s our Netflix? Twitch? Come on! It’s an HD portable screen, let’s make use of it for goodness sake.
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#589 – Hey! Pikmin launched on the 3DS as a big departure from the series. The world of Pikmin has been flattened from 3 dimensions to 2, but how does the gameplay fare after the transition? Is this 3DS title worth tearing you away from your shiny new Switch?
Footage credit: GameXplain
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
So, you want to stream Nintendo games, huh? I don’t blame you! They make the best first party games. An incredible amount of polish and attention to detail goes into every title that the Japanese game developer publishes.
The origin of these games does bring up an interesting point to consider, however: there’s quite a big culture difference between Nintendo and many of their competitors in the market. They make weird decisions that don’t always make sense to their fans here in America, Europe, or elsewhere around the globe. Sometimes the ways that Nintendo interacts with their fans can only be described as “backward.”
Let me put it bluntly: they don’t make it easy for you to stream their content. You’re in for a bit of an uphill battle, but don’t let me discourage you! It’s totally possible to get a stream up and running for your Nintendo console.
Well – as long as we’re talking about a home console and not a portable.
For 3DS games, you’re out of luck. You basically have to have a development kit to get any kind of capture device rigged up to your handheld.
So let’s keep the discussion focused on their home consoles. And away we go!
Streaming As A Nintendo Fan
I’m about as big a fan of Nintendo as you can get. I buy everything they release and I make videos about their stuff on a daily basis. My free time is devoted to this company, which is why I hope you’ll understand when I say I’ve never even touched an Xbox One or PlayStation 4 controller. I don’t think I’ve even been in the same room as one (I need to diversify my friends).
But I hear that Microsoft and Sony fans have it a bit easier with streaming. PS4 has a share button that you just press to start your broadcast? Those guys are spoiled!
Nintendo has never catered to streaming culture. They’ve never made it easy to stream their games – it’s not built into the hardware in any way. That is… until now (hopefully!). You see, there is a Share button on their newest product, the Nintendo Switch. It’s still not equipped with built-in streaming capabilities; it only takes screenshots until a future update expands its use.
They say that some form of video sharing is on its way, so let’s keep our fingers crossed.
That’s not to say that Nintendo’s hardware prevents you from streaming – you can still arrange a setup that works. For me, I have a Live Gamer Portable device that accepts HDMI (for Wii U, Switch) and AV (Wii). It works very well, and I was able to purchase it for around $100. Not bad to get started with streaming Nintendo games!
Nintendo Creators Program
But not so fast. You see, Nintendo doesn’t like you uploading footage of their games to YouTube and making a profit on it.
There’s nothing they can really do about the ad revenue you receive as you are live on YouTube Gaming or Twitch, but they will seize the AdSense you would normally get off replays.
Your videos with Nintendo content will get flagged instantaneously – you won’t even have time to adjust your video titles, descriptions, or make them go live before they’re claimed by the Big N.
This is one of the main frustrations that Nintendo fans experience as they get into streaming. Why? Because many other companies just aren’t like this. And that’s because they view streamers as “free advertising,” which makes sense. YouTubers and streamers are what game developers call “influencers,” because they/we get the word out about video games. We play the ones we like (usually) and the audience sees us having a great time! Many publishers thank streamers for showing off their product so much.
Nintendo doesn’t see it that way. They see videos featuring their IP and decide that they should control who gets the ad money.
Thankfully, they don’t take it all. The company offers the Nintendo Creators Program which ultimately allows you to receive a portion of the profits from your YouTube videos, whether they are replays from a live stream or original content featuring gameplay property they own.
You sign up for the NCP with your Google account, and you’re faced with two options.
The Limited Options
You can either register your entire channel under the NCP banner, or you can choose to submit flagged videos individually and request part of your revenue back.
Option 1 allows you to receive 60%, and option 2 qualifies you for 50%. Keep in mind, these cuts are taken from the portion not already kept by YouTube itself.
The problem is, option 1 is basically fit for no one but Nintendo’s own YouTube channel. If you register your entire channel, you’re not allowed to feature gameplay from any other company other Nintendo.
Yep – you’re locked into Nintendo gameplay videos if you want to earn the greater portion of your revenue back.
So, inevitably, you’ll choose option 2 and submit each video flagged by Nintendo, and hope they agree to split the profit with you.
The Abysmal List
The reason I say “hope” is because not even every Nintendo game qualifies for this rev-share model. Buried within the NCP program is what they call a whitelist (link for your convenience). Games that are on this list qualify for submission!
Why Nintendo limits this list, I have no idea.
The entire Super Smash Bros. series is notably absent, which drives me nuts because it has a thriving eSports scene and Nintendo should be throwing those fans a bone. Smash players are Nintendo’s most dedicated, hardcore, loyal customers. How do I know? Because they still haul around their Gamecubes and 50 pound CRT televisions to play Super Smash Bros. Melee!
NES Remix for Wii U is whitelisted.
NES Remix 2 is not.
…What?
I’m sorry, I can’t make sense of it for you. I wish I could.
The Principal
After you jump through a few hoops, you’ll be set. Once you get past the NCP registration and the hardware setup, a lot of this nonsense kind of fades into the back of your mind as you start enjoying the games on their own merit and connect with your audience.
Should Nintendo be more understanding to streamers? Yes, they should. But they could also just seize all profits and choose not to offer the NCP, so I won’t complain too much.
The slice of advertising revenue isn’t really worth it to Two Button Crew, so we turned advertising off in favor of receiving support through Patreon. Ads aren’t the only way to make money playing games!
I don’t want to worry about the ad revenue – I just want to have fun playing Nintendo games and making friends with my viewers. Like I said, I’m a dedicated Nintendo fan. I run a YouTube channel that puts out daily content – discussions, reviews, streams – you name it. Check us out at Two Button Crew – we cover the latest developments in the Nintendo sector every single day, and we have literally hundreds of videos for you to browse in the backlog! We’d love to see you around and welcome you to the Crew.
With the autumn season upon us, what initially comes to mind? For most, probably colder weather, leaves falling, pumpkin spice x (where x = everything), hoodies, haunted houses, Halloween, and so on. I greatly appreciate the fall season and everything that comes with it. In fact, it’s probably my favorite season. But for me, it’s more than black cats and apple cider. It’s a time where I can enjoy certain types of video games at their best. Nintendo is absolutely fantastic at creating games that burst with seasonal energy. That is; games that display the best a season has to offer.
Of course, every game does it differently. Being the season that it is, I’ll start with the original Luigi’s Mansion for the GameCube. This game is built around one theme: a haunted house. My October would not be complete if I didn’t spend a weekend replaying through this game with the lights off. Not because it’s terrifying, but because for me, this is how the game should be played. I just get so much more out of it. Playing this game on a hot mid-summer night, or when snow is flying just doesn’t feel right. When running through the mansion vacuuming up ghosts and exploring dark rooms, I want to be able to look out my window and see colorful leaves. Another fall favorite of mine is Paper Mario: The Thousand Year Door. Why? This answer why may not be as obvious, but here it is: the chapter “For Pigs the Bell Tolls.” Yes, I know that there is a chapter where Mario travels to a tropical island and where there is snow, but making the trek to the Creepy Steeple (about 5 times), to me, is the most defining chapter. Everything about that section: the music, the characters, the lighting, the setting, creates a perfect Halloween experience.
Admittedly, I am biased when it comes to what season a game should be played because some of it has to do when the game came out, and my nostalgia for a game always peaks based on what time of the year I played through it and enjoyed it for the first time. The Thousand Year Door was released in October (yes, I may be a bit weird about my timely nostalgia). But seriously, if you haven’t experienced this glorious gem, there is no better time than now, and when you get to chapter 4, you’ll know exactly what I’m talking about.
And of course, there are games like Animal Crossing, where the game is set up to follow the time of year no matter what, so it can be played to the maximum level of enjoyment all year. This game has become immensely popular, and I attribute that a lot to what I referred to above as seasonal energy. It just feels right. Nintendo was brilliant to realize this and capitalize off of it. I remember playing the game and running around my town on Halloween looking for Jack, hearing my real world doorbell ring, and passing out candy to kids. This created a full 360° experience for me, and I’ll never forget it.
I won’t make a complete list of games I like to play during specific seasons, but here are just a few others that really stick out: Mario Baseball (spring/summer), Super Mario Sunshine (summer), Banjo Kazooie (fall/winter), Resident Evil 4 (fall), Splatoon (summer), Pikmin (any season – these games capture them all greatly), Wii Sports Resort (summer), Legend of Zelda: The Wind Waker (all but winter), and Kirby’s Epic Yarn (winter).
Lastly, the intention of this write-up is not to tell you when you can and can’t enjoy a game. Of course, this is 100% subjective, and everyone is going to have a different take. If you enjoy cleaning off Isle Delfino in the middle of winter to get some virtual sun and cure those winter blues, more power to you. I would love to hear comments about certain times of year you prefer what games, or if you don’t care at all and anytime is the best time. Now excuse me as I eat a freshly picked honey crisp apple and take on King Boo.
About the author: Matt has been a Nintendo fan since 1996 after his parents got him a Nintendo 64 with Super Mario 64. His love for gaming took off from there with games such as Diddy Kong Racing and Banjo Kazooie. When not playing video games, Matt can be found cycling, golfing, playing with his cat, reading math books, and partaking in anything nerdy. Once in a great while, he even may play a game that is… gulp… out of season.
Over the years, Nintendo’s franchises have continued to grow, but many old games (F-Zero, Ice Climbers) may not see a new entry, and a few games (Code Name: S.T.E.A.M., Captain Rainbow) will likely never get a single sequel. There are a couple new strategies they’ve started using that are really elevating the new IPs right out of the gate.
Free Content
They don’t even call it DLC because it’s not optional. Updating new games instead of asking people to spend extra money on something new and unknown is such a smart move. You can purchase a game at launch knowing you’re getting the full experience… over time. There were a few things that should have been in Splatoon at launch (TEAMS!), but the map and weapon additions every Friday after the game came out that continued for months kept me going back. There’s no way I would have bought all the content in that game (as I tend to like certain weapon types), but giving them to me for free convinces me to try them out and dig deeper into the game. They’ve already confirmed that new fighters, stages, and arms will be available in ARMS following launch, so I know I’ll be throwing punches for a while.
Free content = Ongoing happiness
Tournaments
Splatoon was featured as part of the Nintendo World Championship and now both ARMS and Splatoon 2 have tournaments at E3 2017. This builds so much hype around their games and shows off the competitive side as well. Looking from the outside, ARMS and Splatoon appear to be casual games, and can totally be played as such, but for the gamers that want a deep and challenging experience, there’s no better way to show it off than on a big flashy stage.
Nintendo Directs
Having a Nintendo Direct specifically dedicated to a game has done WONDERS for Nintendo. For the day(s) from announcing the direct until the actual stream, I see Nintendo fans going wild with rumors and speculation of what the Big N has up their sleeve. Showing off new stages and modes plus announcing new characters in ARMS has reignited a spark for that game in a lot of people (myself included). There have been a ton of posts on social media about which fighter is someone’s favorite and planning which arm combos they’ll use with said character.
The possibility of more Reggie is never a bad thing.
Global Tests
Both Splatoons have had a Global Testfire and with ARMS set to have a Global Testpunch this weekend and the following weekend, it’s bound to get even more people interested and talking about the game. While it would be nice to have longer increments to check the game out, I think it’s smart to give people a taste with set times to play. It whets your appetite for the game just enough to sell it to you and makes you want to play the title right at launch to get back into it.
Here’s hoping to the success of ARMS and Splatoon 2. With all the hype that continues to build around them, I don’t see them going anywhere in the near future… but only time will tell.
Pre-high-speed internet culture may be foreign to you, and we may be nostalgic, but we’d never go back.
#520 – Unlocking stuff used to be the highlight of the gaming experience. It was like finding a buried treasure with each new character or stage discovered. Nowadays, especially with party games, the hunt is less and less exciting. Should Nintendo keep this pattern?
Footage Credit: Super Smash Bros. – The Co-Op Clan | Mario Kart DS – Thomas J. Ashwell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
If you’re old enough to remember printed game manuals, you’ve probably heard gamers joke about how superfluous they were. Ever since the mid 90’s, games have featured in-game tutorials and, even then, most people are smart enough to figure out the basics just by fiddling with the controller for a few seconds. They were utterly redundant. And yet, just about everyone admits that the first thing they did when they bought a new game as a kid was read those blasted booklets cover to cover. I know I did.
Nowadays, print manuals have been phased out in favor of in-game tutorials and digital guides accessible with a few, quick button presses. But just because something’s extinct doesn’t mean it’s not worth studying. Let’s take a look at how game manuals evolved over the years.
These have been gone for eons, and yet every natural history museum has to have at least one.
I’ll be limiting this examination to one mainline Mario title per console generation: Super Mario Bros., Super Mario World, Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy 2. Why? Because contrary to popular belief I actually have a life, and to do this properly is way more work than even I’m willing to put out.
Printing
The most noticeable difference between manuals at first glance is their physical construction. The original Super Mario Bros.‘s manual is approximately 5.2×4 inches, which is considerably smaller the manuals of later generations, which all average to roughly 4.6×7 inches. Of course, size differences pale in comparison to the actual printing. With the exception of the cover and the gold Nintendo Seal of Approval on the first page, Super Mario Bros.‘s manual is entirely in black and white. Later generations would feature full color print for their manuals. Moreover, much more thought was given to how the pages were laid out, with sentences no longer being split between pages and more organic placement of text and illustrations. The last item of note is Super Mario Galaxy 2‘s manual is written in three languages: English, French, and Spanish. As to be expected, this tripled the booklet’s thickness.
Story
Back in the day, the only way to know a game’s plot often times was reading it in the game’s manual. Even after games started to become self-contained by providing opening cinematics, manuals continued to provide brief summaries of the game’s premise.
As to be expected, the plot summary of the first Super Mario Bros. is short and to the point. It describes what happens, without going into much detail as to how or why. Moreover, we don’t get to see things from any character’s point of view. Because of this, the narration has a sense of detachment from the plight of the hero, giving the plot summary a matter-of-fact tone. In short, it’s not so much a story as it is a plot.
In short, it’s not so much a story as it is a plot.
By contrast, Super Mario World‘s story uses a limited third-person narrative, presenting the story from Mario and Luigi’s perspective. The characters are presented as, well, characters: they’re given motives, emotions, and even dialog. Moreover, the story is actually presented as a narrative, with events playing out in sequence. Interestingly, the story (in the North American manual, at least), makes reference to the events of Super Mario Bros. 3, indicating that SMB3 is canonical despite Miyamoto stating it was all a stage-play…
Super Mario 64 continues the increased focus on narrative, notably by spending two whole pages on story! The story starts with a dose of self-awareness by asking, “Is there no end to the constant feuding between Mario and Bowser?” Afterward, the plot is told entirely from Mario’s perspective, with frequent interjections from the man himself. These quips from Mario are actually a bit jarring for anyone used to Mario’s modern portrayal, as they actually communicate some personality. It seems at this point Nintendo wasn’t afraid to let Mario be his own character instead of a stand-in for the player. Other than that, the story unfolds much like Super Mario World’s, which is to say a narrative instead of a plot. Interestingly, Mario 64 and Super Mario World‘s stories both include some overlap with what the player would see during gameplay.
It seems at this point Nintendo wasn’t afraid to let Mario be his own character instead of a stand-in for the player.
Super Mario Sunshine‘s story section is somewhere between the style of Super Mario Bros. and its super Nintendo and N64 predecessors, mostly leaning toward the former. While it attempts to convey the story with the sense of drama of Super Mario World and Mario 64, it only describes things in broad strokes. Like Super Mario Bros., there’s no focus on characters, instead favoring a description of events from an outside perspective. I assume this is in part due to the inclusion of cutscenes in the game itself. Since this was the first Mario game to be almost entirely self-contained when it came to plot, Nintendo probably thought it would be redundant to put information in the manual that the player would receive in-game.
Lastly, Super Mario Galaxy 2 somehow manages to beat even Super Mario Bros. in brevity. It doesn’t even set up the story’s conflict. All we learn from it is that Mario’s been invited to the castle and meets a Luma along the way. That’s it. The Prologue page actually devotes more space to character bios than story, which—given the game’s focus on gameplay over any semblance of plot—is probably appropriate.
Controls and Gameplay
The most important part of a game, and thereby the most important part of a game manual, is the gameplay. Gameplay and controls vary from game to game, even within the same franchise. As such, these sections are going to differ quite a bit on the granular level. Seeing as this is an examination of the evolution of game manuals and not the Mario series, I’m going to look at the big picture: what’s emphasized and how those instructions are written.
So right off the bat, I noticed something peculiar about the way pre-2000’s manuals were written. Often times when explaining controls or specific actions, the manuals often phrase actions in terms of Mario and not the player. For example, when listing the uses for the A-button, the Super Mario World manual says it “Makes Mario jump,” instead of, say, “Makes you jump.” Sunshine and Galaxy 2‘s manuals instead phrase controls and player actions in terms of the player, using terms like “when you touch an enemy” and so on.
This is interesting as conveys the idea that—despite the player controlling him—Mario is his own separate entity, with the player simply giving him instructions rather than Mario being an extension of the player. That said, I would be remiss to not mention that the pre-2000’s manuals were inconsistent in this trend, often alternating between describing actions as being performed in third-person (i.e. Mario) and second-person (i.e. the player). Also interesting is that while Mario Galaxy 2‘s manual exclusively describes the actions Mario can perform in second-person, actions that Yoshi can perform are exclusively third-person, indicating that the player isn’t the character he’s controlling, he is Mario.
This conveys the idea that—despite the player controlling him—Mario is his own separate entity.
Older games take a very different approach to describing gameplay. Both Super Mario Bros. and Super Mario World go into great detail about everything: defeating enemies, items, kicking shells, using the weird pink ramps in Mario World, everything. Super Mario 64‘s manual spends most of its pages explaining analog movement, items, and how to progress through the game, with basic concepts like stomping on enemies being mostly glossed over. Sunshine‘s gameplay section is almost exclusively about all of the different moves and actions Mario can perform, only briefly touching on game progression or items. Lastly, while the Galaxy 2 manual mostly lists moves, it does go into more detail when explaining the mechanics of recurrent items and stage features like checkpoint flags than the previous 3D games.
Early manuals explained every facet of the game.
Personally, seeing how ideas and perspectives have changed over the last 30+ years is fascinating. We’ve seen Nintendo promote Mario as a character, only to make a 180 and make him a simple stand-in for the player. Then there’s getting to see what they thought was important for each game: back when Mario was first introduced, stomping on enemies, kicking shells, and so forth were new ideas, and the manuals tried to explain everything they could. Later games trusted that the player was familiar enough with the series—or video games in general—to figure out how to use their abilities and instead focused on the basic controls and the game’s new ideas, such as Mario 64‘s analog movement.
Unfortunately, this is where the story ends; Nintendo phased out print manuals during the Wii U era in favor of digital manuals, and now with the Switch, we don’t even have those. It’s a shame really, because, as I’ve just shown, even if you don’t need a manual to play a game or understand its plot, you can still learn from it.
#588 – We wish we could say we have “nothing but love” for video games, but to be honest, sometimes it’s more of a love/hate relationship. Our goal at Two Button Crew has always been to enhance your enjoyment of Nintendo gaming and fandom, so today we’re doing that quite literally: explaining how to have fun while gaming. We’ve got tips for casual and competitive environments, as well as single player gaming. Hope it helps!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#587 – We haven’t seen the New Super Mario Bros. games in a little while, but is that such a bad thing? Nintendo was leaning heavily into the multiplayer aspects of these games, but many gamers found it surprisingly frustrating to share the screen with their friends. Maybe Mario just isn’t a well-suited series for multiplayer. Let’s discuss it! Footage credit: TheRunawayGuys, WiiLikeToPlay
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#585 – Mario + Rabbids: Kingdom Battle hits store shelves (and eShop) today! To celebrate this monumental partnership with Nintendo, we’re looking back on where the Rabbids came from. Their humble origins started with an Ubisoft launch game on Wii, and they’ve skyrocketed to success ever since. Come for a trip down memory lane with us!
Footage credit: Bryce Games
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
#584 – Are video games art? You bet they are! Or… they CAN be. Simeon and Scott have an eye for artistic expression in games, and today we’ve gathered a list of the best looking games to feast your eyes upon. We hope you enjoy!
I finally got around to playing Breath of the Wild’s First DLC pack and I had a lot of fun with it. When I finished it though, I started thinking whether or not DLC is really essential to enhance the experience of the game, or is it something that company’s feel obligated to do now, because it may look bad if they don’t. Obviously, there are different types of DLC out there, including but not limited to: enhancements (BoTW DLC Pack 1), additional story elements (BoTW DLC Pack 2), new modes, etc. I get that the advantage of DLC is that companies can release their games without further delay if they want to make an addition to the game but it is too late to fit it in the release schedule, and DLC can make a game last longer. But is that also opening the door for companies to release “unfinished” games? Nintendo themselves have even expressed disinterest in DLC in the past, saying that they want the consumer to have the full experience up front, but the tide has apparently turned.
A while back, I recall a company releasing DLC that was actually already loaded on to the original disc. Long story short, this created a huge controversy, and ever since, DLC has had sort of a negative tone to it, for me at least. The fact that you could buy the disc and not truly own all of its content seemed, well, cheap. I know that this is a rare case, but I consider it a turning point for this type of additional content. Just the idea of adding something after the fact makes me question the motive and ethics in general.
But from a positive viewpoint, DLC can drastically increase the life of a game if done right. I’m hoping the second DLC pack for Breath of the Wild, The Champion’s Ballad, will add a lot more to the game and justify the $20 price I paid for both DLC packs. Considering $20 is 1/3 of the price of the entire game, I’m expecting a lot of content. I do think it’s smart for Nintendo to “sell” the DLC a little more by releasing amiibo with it, hence the four Champion amiibo, which do look amazing. In my opinion, the more DLC can stand alone, the better it is. Yes, add-ons and enhancements are nice, but I think it’s tougher to pay for those compared with actual, fresh content. I do want to disclaim that this is in no way a review of The Master Trials DLC.
Mario Kart 8 is another game that comes to mind. I loved the bonus tracks included in the DLC, but I still can’t help but think they should have been included in the actual game. My fear, and point of this blog is that DLC in general, if not done right, can only decrease the value of the consumer dollar. Nintendo has surely jumped on the DLC bandwagon, and I think they are still in the experimentation phase. It seems like when it comes to releasing content after the fact, more developers have been getting away with charging more for less. At least that’s how things seem to be trending. The Master Trials was a fun motivator for me to get back in the game, but I really felt like it should have been included in the first place. Hopefully, the Champion’s Ballad proves to be a breath of fresh air (that pun was intended).
The Champion’s Ballad is scheduled to release this Holiday Season
It seems like the DLC trend Nintendo has been riding is here to stay. It will be interesting to see how it evolves.
#583 – When you take a game too literally, you come up with some pretty hilarious descriptions! Our job today is to make you laugh by giving you terrible explanations for games. For once, we’re trying NOT to be helpful. And we think you’ll enjoy the results.
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#582 – In the past 581 episodes, we’ve messed up a handful of times. We’ve given you sub par content that doesn’t live up to our high-quality standard. What’s the best thing to do with those shows? Put them in a collection and laugh at them, of course! Feel free to make fun of us in the comments today. This is a day for fun at our expense. Enjoy!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#581 – The man, the myth, the mustache… Mario himself. Did you know that Miyamoto originally wanted to use Popeye as a mascot? Do you know who Mario is named after? Prepare for your mind to be blown – we’ve got all the details!
Footage credit: Kotaku
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Just when you thought these video couldn’t get any weirder, Simeon and Scott place Joy-Con in their mouths. Yuck? It’s all in good fun though, as they attempt to thwart each other in three intense rounds of 1-2-Switch. No hands allowed, only tongues, teeth, and lips. If you can handle that, you will be entertained!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#579 – Nintendo World Championships are returning – completely out of nowhere! Not during E3, not for the launch of a game (that we know of), just randomly. And the qualifiers begin soon! Simeon is here with his new dog Buttercup to discuss the event’s return and its odd choice of preliminary game, Mario Kart 7. What do you think – are you excited to watch the event? Let us know!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
I guess we’ll have to wait 384 years to see what this cryptic message means.
#576 – L Is Real. Those 3 mysterious words have echoed in our minds since the Nintendo 64 days, where they showed up in Super Mario 64 and later in Ocarina of Time. But the question still stands: what does it mean? This video goes out to Crew member Rachel!
Footage credit: The Easter Egg Hunter “Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/