Let’s talk about Bomberman. Introduced in 1983, the Bomberman series has established itself as one of the iconic franchises of gaming, and for good reason. Nearly every system under the sun has at least one entry in the franchise. Moreover, the series has garnered a reputation for its simple, fast-paced, top-down puzzle gameplay and is best known for its frantic multiplayer mayhem.
Bomberman Hero is a single-player, third-person, action platformer. Developed and published by the now defunct Hudson Soft, the game was released for the N64 in 1998. As with any departure from formula, fans are split on whether or not this game is any good. So why the out-of-left field platformer game? Well, as it turns out, Bomberman Hero was originally planned to be a Bonk game.
As with any departure from formula, fans are split on whether or not this game is any good.
You know, Bonk the Caveman? Anyone? No? Well, now you see why they decided to go with Bomberman instead. Point is, the Bonk series were platformers, so this game’s a platformer.
I rented this game several times as a kid, and I remember having mixed feelings about it. On one hand, I greatly appreciated the fact that—unlike Bomberman 64—I could jump freely, a hang-up I developed from my mostly platformer diet at the time. On the other hand, I remember the game feeling cryptic, alien, and everything in the game’s environments feeling just a bit off. It was both fascinating and a little off-putting.
I actually made it pretty far in, though, which was unusual for me back then as I usually stuck to the first few levels of games. Unfortunately, I never could quite beat it, getting stuck on the boss of the penultimate world. I never forgot about it, though. For whatever reason, this game stuck around in the back of my mind since my childhood. Then, just a few months ago, I stumbled across it in my town’s GameXchange for a mere ten dollars.
Ten bucks for closure? Heck yeah!
Plot
The story begins with Princess Millian and her robot companion, Pibot, escaping their home world, Primus Star. The Garaden Empire, who have recently invaded Primus Star, are hot on their heels. Turns out the princess has stolen a data disk that contains information on…something important, I’m sure, and the empire wants it back. She gets captured, but before that gives Pibot the disk and instructs him to seek the aid of Bomberman.
So it’s basically Star Wars. Yeah, I take issue with this. Not so much that they’re referencing something popular, or even outright copying it in places. It’s just that everyone parodies Star Wars. Basing a plot on Star Wars isn’t just plagiarism, it’s clichéd plagiarism! In the end, I suppose it’s ultimately harmless. No one’s going to play this game for its story anyway, and besides, who doesn’t love Star Wars?
Basing a plot on Star Wars isn’t just plagiarism, it’s clichéd plagiarism!
Where was I? Oh right. Pibot’s ship crash lands, leading Bomberman to go investigate and learn about the Garaden Empire’s activities. From there, Bomberman and Pibot travel from planet to planet trying to rescue Princess Millian, only for her to be whisked away by the empire at the last second. Rinse and repeat a la Super Mario Bros.
Yeah, something like that…
Presentation
In regards to models and textures, the game is on par with most games of the era, and the simplistic nature of Bomberman’s design works well with the graphical limitations. The environments convey the intended mood quite well for the most part, but rarely have much in terms of personality.
The real issues are technical. The game’s frame-rate dips often, especially when there’s multiple explosions on screen, which, considering this is Bomberman we’re talking about, is often. Pop-in is also a noticeable issue for levels set along the Z-axis. Such levels aren’t terribly common, however, as most of the level design is either horizontal or vertical.
The music is a whole other story. The soundtrack, composed by longtime Bomberman series composer Jun Chikuma, is probably my favorite part of this game! The drum and bass inspired soundtrack gives this game a very distinct musical identity. Moreover, the otherworldly sound of BombermanHero‘s music fits perfectly with the game’s many alien worlds and bizarre environments. My only complaint is the song selection itself is pretty slim, and of the few songs some get used way more often than others. I really hope you like the song “Redial” because you’re going to be hearing that one a lot (also, I can’t be friends with you if you don’t).
The soundtrack is probably my favorite part of this game!
Between the soundtrack and the bizarre enemy designs, my initial impression that this game was weird was spot on. I’m surprised, too. Usually when I remember a game feeling surreal or mysterious, it’s just a product of my youthful imagination and inexperience; once I revisit it as an adult, it loses that mystique and intrigue. Nope, this game definitely retains that “fever dream” flavor after all these years.
Gameplay
As stated before, Bomberman Hero is a third-person 3D platformer. Bomberman can run, jump, throw bombs, drop bombs, and kick bombs. It took awhile for me to get used to Bomberman’s controls: he not only moved faster than I expected, but felt very heavy. In retrospect, it’s not that Bomberman carries much weight, it’s that he has weight to begin with. Yep, Bomberman has just a little inertia when he moves, which actually feels really good when you get the hang of it. By the end of the game, I was using Bomberman’s momentum to do cool stuff like jump in one direction while chucking bombs in another.
A typical gameplay moment from Bomberman Hero.
Another unexpected but welcome aspect of the game is its level design. Instead of huge sprawling sandboxes for the player to navigate, the stages are typically linear and fairly constrained, being concise and usually only requiring the player to move in one direction: forward, up, right, etc. Again, I think this works well. Each stage is bite sized and rarely overstays its welcome.
That is until you reach a vehicle stage. Bomberman Hero features four vehicles-like pieces of equipment for Bomberman to use: a jet-pack, a submarine, a helicopter, and an underutilized snowboard. While I like the helicopter alright, I don’t think too highly of the rest. They just feel awkward and a little out of place. To make things worse, the B button no longer attacks and is instead used to maneuver each vehicle in some way, which tripped me up on numerous occasions. While I can appreciate the variety they offer, these segments were a chore compared to the core gameplay.
If you squint really hard, it’s kind of like Star Fox…
Unfortunately, my grievances with this game’s design don’t stop at the vehicle stages. This game is very fond of “gotchas”. There are plenty of traps that only seem to exist to stick it to first time players, such as missiles that launch out of destroyed crates. Of course, traps aren’t a problem for cautious players who take their time to look before they leap.
There are plenty of traps that only seem to exist to stick it to first time players.
The real problem is it’s not always possible to look before you leap. The game’s camera mostly stays in a fixed position relative to Bomberman: angle and distance. Because the player’s view is so constrained, seeing what’s to the left or right or above and below is difficult. Remember how I mentioned most levels aren’t set along the Z-axis? That’s great if you want to hide the technical limitations of the game’s engine, but it leads to several situations where enemies can fire at the player before he can even see them. The game does offer some very limited camera controls: the player can rotate the camera by pressing the up, left, and right C buttons…but only while standing still. Seriously, why not just have the camera stay angled the way the player tells it to be until told otherwise?
While we’re on the subject of the game’s camera, boss battles are the one time the camera doesn’t stay in a fixed position. To the game’s credit, it tries to always keep Bomberman and the boss in the frame; the key word here is tries. For whatever reason, the camera is rather lethargic, not wanting to exceed a certain speed of rotation. That said, it works most of the time, with the constant motion only being a little disorientating. When it does screw up, however, you’ll be fighting the camera more than the boss.
At times, you’ll be fighting the camera more than the bosses.
Ending
So after traversing four planets, Bomberman finally catches up with Princess Millian. She asks Bomberman to return the disk that he apparently obtained from Pibot and was carrying this whole time. Bomberman obliges only to find out the Millian he’s talking to isn’t the real Millian and you totally saw that coming didn’t you? Well, the bad guys take the disk and use it to revive their leader, Bagular…whoever that is. Cue one more world, a boss rush, and kicking Bagular’s butt. The game ends with the princess giving Bomberman a medal and a “thank you” kiss while Pibot expresses envy.
Well that was underwhelming…If I didn’t know any better, I’d say there was some sort of secret, unlockable, true ending…
Wait, there is? Okay, now we’re talking! What do I have to do? Find all of the collectible bonus items…and get a perfect score on every level of the game?
To YouTube!
In all seriousness, it’s only worth your time if you really like the game and have the time to 100% it. The true ending amounts to nothing but a non-sequiter plot twist that extends the game by a scant three levels, one of which is a…jetpack stage. While the ending cinematic for beating the true final boss is slightly cooler, it doesn’t add anything to the overall narrative.
In the end, Bomberman Hero is great platformer that feels distinct from its contemporaries. The game’s by no means perfect, but most of the issues it has were more the result of the time it was made than poor design choices on the developers’ part, most notably the camera. Aside from the vehicle stages, the game feels very focused, with its tight controls and concise level design. In my debatably humble opinion, this is a game that deserves a spot in any N64 collector’s library.
I’m really glad I shelled out those ten dollars: finally having closure on this bizarre blast from my past is more than enough bang for my buck.
The end of a system’s lifespan is often an interesting time. By then, developers are intimately familiar with the platform’s capabilities and know exactly what it takes to push it to its limits. Unfortunately, these efforts are often overlooked by the general public, who are too anxious to get their hands on the next generation of hardware and games. As a result, the twilight years of a game system are a perfect breeding ground for cult classics. Such is the story of WayForward’s Shantae for the GameBoy Color. Shantae was originally released for the GameBoy Color on June 2, 2002, almost an entire year after the GameBoy Advance’s North American debut. Now the half-genie’s original outing makes its way to Nintendo Switch, thanks to Limited Run Games. Read more Shantae Review ›
I’ve been so excited about Runner3 coming to Nintendo Switch. As a long-time fan of the Bit.Trip series (especially the Runner games), I welcome CommanderVideo to new console/portable hybrid with open arms.
As you have surely noticed, the Switch isn’t hurting for indie titles, so the Commander might be met with some stiff competition, but it’s always good for another developer with as rich a portfolio as Choice Provisions to throw their hat in the ring.
I’m really thankful to be given the opportunity of reviewing Runner3. I excitedly played through the main game and prepared my thoughts thus far, though I am still reserving final judgment. By the end of this write-up, I think you’ll agree with my reasoning.
Scope
Runner3 is ambitious. After essentially introducing the auto-running genre, then perfecting it, the team is now expanding the genre and has included branching paths, vehicles, multiple objectives, non-playable characters, and more. I never expected to have quests or interact with NPCs midlevel in a game like this.
Gameplay
Moment to moment, you know exactly what to expect from a game like this. The core “Runner” gameplay is here and as compelling as ever. You know what you are signing up for, and it’s good.
Music
It wouldn’t be a Choice Provisions game without the pounding soundtrack. I can confidently say that the music is good, though I won’t claim it surpasses the heights of the original Bit.Trip Runner.
Presentation
The creators behind Runner3 sure know how to dress up a game! From entertaining (and fake) advertisements, puppet shows, incredible narration from Charles Martinet, more puns than you can shake a stick at, and clever level names, Runner3 is dripping with personality.
Runner3 is dripping with personality.
Other Good Things
The game definitely sports some fun cameos, like playable Shovel Knight and Charles Martinet—that’s AWESOME!
Play Value
I don’t envy the developers’ task of making a follow-up to games like Runner and Runner2, which are each incredibly difficult and rewarding to master. So where should the threequel pick up as far as difficulty? How long should you spend onboarding newcomers to the series, versus serving experienced fans?
I found myself breezing through the first two worlds somewhat unremarkably. Upon reaching world 3, I felt a noticeable difference where the challenge seemed to hit a sweetspot and the level design felt more inspired. World 3 was really cool… but it was the last world.
Roughly half the levels in Runner3 are “Retro” stages, which you aren’t told how to unlock… but the loading screens start giving you hints about what to do IN them from the start of the game. I found this frustrating, and I’m still trying to locate the VHS which will get me into Retro world 1. I tried reaching out to other reviewers, but they were unable to help. Perhaps I could have pinged the developers, but I felt the need to form my own opinions about how this game does (or doesn’t) guide you through the discovery process.
Crunching a few numbers, you find that the game overall has fewer levels than Runner2, and only a couple more levels than the original Runner.
Replay Value
But just beating the game once from point A to point B doesn’t put a cap on your time with Runner3. Not even close. The replay value in this title is nothing if not dense. I saw credits roll but came nowhere close to conquering the game’s available challenges.
There are lots of attainable achievements for completionists (especially the “not-actually impossible” impossible levels).
Which are pretty much impossible.
… The game stops counting your deaths after 99, by the way.
#NoShame
User Experience
The degree to which you have completed a level isn’t always clear. I can think of many things that MIGHT increase your “grade,” but they would be guesses:
There is gold to collect as well as gems, checkpoints that could be skipped instead of used, collectible items, a score counter that can be boosted by setting off optional rockets along the way, and a bullseye target at the end. It’s not communicated which of these feats correspond to which color of ring on the level select, or color of + icon, or position of said colored + icon. You can go into Stats and it literally records your amount of Perfect, Perfect+, Special, Special+, Special Perfect, Special Perfect+ and “Special Perfect Double+” levels without telling you what the differences are or how to achieve them, so I’m a bit fuzzy on what it takes to 100% this game. I know it’s cute to have those ambiguous ranks, but I felt lost.
Hiccups and Hang-Ups
I wanted to love every moment of this game, but I feel that it is my duty to report back honestly about some snags I experienced along the way.
– There are so many long loading screens in this game. If you want to back out from the level select to the menu, you’re going to sit through a lot of these back-to-back.
– Sometimes you can’t switch tracks, and other times they seem to switch for you. Sometimes you die because one track is lower than the other (but you’re supposed to be able to switch at any time).
– Accomplishments aren’t very celebrated. Levels end with some calm, anticlimactic elevator music (even if you had an outstanding run or defeated a boss). After an intense feat and narrowly winning, it feels like a crescendo is in order rather than things fading out with a wet fizzle.
– CommanderVideo is missing some of his moves from previous titles, like holding forward to reflect beats with a shield—that was an awesome mechanic! There is also no loop-de-loops or dancing. [Update: Dancing IS included in this game! Immediately after stumbling upon this action with a shoulder button, I was given a loading screen that informed me about the mechanic.]
– The art style is definitely unique, but can be disappointing in places—like looseness in certain animations, background elements being big and weird but not always nice to look at graphically, etc. I feel like a measure of precision was sacrificed when moving this series from sprite graphics to 3D. This is the kind of game where precision is paramount (yes, their proclivity for alliterations is rubbing off on me).
Value Proposition
This game is more expensive (at $30 digital, $40 physical) than any of the others in the series. Runner 2 is available right now on Wii U for $3. Buy that.
But don’t write off Runner3 for charging more, either. You know it costs a lot of benjamins to get such an acclaimed voice actor to lend his talent. And if you’re willing to grit your teeth, crack your knuckles and rise to the “post-game” challenges, you’re going to have a nice, long stay in this wonderfully wacky world.
And after knocking out those impossible levels and completing your collection of Super Duper Triple Plus Perfects (or whatever), you’ll have plenty of in-game currency to spend on capes, clothes, and other goodies. There are no in-app purchases to be found, which is reassuring in this day and age.
There are no in-app purchases to be found!
In Summary
I had a great time with Runner3. My wife even enjoyed watching me play, and loved the music. (How many games can you say that about in your house?)
But there were undeniably several niggling aspects of the game’s design that kept me out of the flow, whether they were apparent glitches, omissions from past games, or a general sense of not knowing how to do more than advance through the basic levels.
I would have loved to publish a full review on embargo day, but I have yet to access any of the Retro levels.
I think it would be negligent to offer a score on this game after playing only half the content.
You might struggle a lot less than me once Runner3 is available for purchase, with help from a printed manual or online guide. I think those would have come in handy during my play-through (and still will as I continue to explore).
One more note:
Gaming’s landscape has changed a lot since CommanderVideo first graced consoles. On Nintendo Switch, Runner3 is faced with competitors like the incredibly tight and exciting musical levels in Rayman Legends, or the superbly atmospheric rhythym-horror title Thumper. $30 is a tough sell when Runner3 struggles to stack up to the impressive accomplishments of its earlier installments. But if you’re a fan of the series, and/or someone who 100%s their games no matter how difficult, you could hardly go wrong here.
I will definitely report back once I have a better understanding of the game’s full offering. I’d also like to extend a huge thanks to Choice Provisions, and Dant over there, for giving us the hook-ups. I hope this early look at Runner3 helps inform your buying decisions ahead of launch day, May 22nd! And set a reminder for our live steam!
Flipping Death is a very funny game developed by Zoink and published on Nintendo Switch. It looks like a platformer or side-scrolling adventure, but you should think of it more like a point-and-click puzzle game. It’s definitely story-driven; whether you’re watching cutscenes, hearing a recap during loading screens, or experiencing characters bantering back-and-forth during gameplay, the story is always advancing and the world is being built. It starts with the sudden demise of Penny Doewood, who enters the afterlife and is promptly put on substitute reaper duty for Death himself, who wants to take a vacation to the moon. You may have already gathered that Flipping Death is quite the quirky title, and it’s very charming and entertaining as a result.
The entire game is voice-acted, and skillfully so. This is a bonus that might come unexpected to the average fan of Nintendo games. The writing is top-notch, and Flipping Death’s greatest boast is its impeccable humor and timing. Simeon and I have never laughed out loud so much from a video game! You may be tempted to feel impatient as you can read the captions in half the time it takes the voice actors to deliver their lines, but the wait is worth it.
Another plus in the presentation department are the graphics. Zoink chose a really unique art style, which is memorable and looks beautiful on the Switch. One thing I didn’t like as much was the music—sure it fit the game, but there were so few compositions that the soundtrack grew repetitive. Something else to watch out for are the long loading screens in Flipping Death. A narrator will meander through a funny recap of the previous chapter, which makes it bearable, but you’ll want to try to finish one of the game’s eight chapters in a single sitting so you don’t have to endure the same loading screen a second time.
The gameplay is unique, in that you can gather souls as currency and spend them to possess bodies of the living, who inhabit a mirror version of the world. It’s always interesting to try out all the different characters, find out what their move is, and use them to solve puzzles or just fling them around. There’s a great variety of characters who become “playable” in this way, each with their own special twists and inner-dialogue.
Sadly, controls are sub-optimal. Sometimes, Flipping Death doesn’t feel like it was made with the Switch in mind; using Death’s scythe to teleport was a good mechanic idea, but never feels quite natural as you have to use the right stick at the same time as face-buttons and trigger buttons. Some things aren’t consistent between characters (like holding a button to jump). However, It’s nice that the developers included some touch-screen functionality, which makes using the wide map easier.
The Missions and challenges provide a great variety of things to do. There are also plenty of side-quests in each chapter to keep completionists busy. If you get stuck, there’s a hint system readily available which shows you what needs to happen, but not always how. It’s a good balance of negating frustration without making things too easy.
Flipping Death is an appropriate length, which throws a lot of different ideas at you, but doesn’t get redundant or overstay its welcome. For a second play-through, it may be fun to come back to after several years, but hearing the jokes for the first time is the main reason to play. You could also beat the main story, then go back just to clean up sidequests which can be pretty entertaining, especially when you’re tasked with possessing an undead lama and spitting on everyone.
Overall, this game really is funny. Not just during story segments either, but the way characters move, interact, and the things you can do with them. I did experience a bug that made me lose all progress while reviewing the game. Thankfully it was in chapter 1, and the devs were aware and already working on it. This game is one of a kind, and is enjoyable for the story and humor alone. Considering everything, Two Button Crew scores Flipping Death a 7.25 out of 10.
A few years ago, Gary Winnick and Ron Gilbert wanted to make a spiritual successor to their hit adventure game Maniac Mansion. While many independent developers (and a few bigger studios as well) made their own homages to the point-and-click genre, the prodigal sons had returned to bequeath us with Thimbleweed Park, a love letter to LucasArts games of yore straight from the proverbial source. Initially released in 2017, this tongue-in-cheek hit now finds its way to the Nintendo Switch, perhaps one of the best platforms to play it on.
Set in the distant past (er, 1987), Thimbleweed Park begins with a murder. A body is found in the river of the small Podunk town and two FBI agents are sent to investigate. What follows is a multi-faceted story that takes our protagonists from one end of town to the other in search of clues in a plot that is both funny in a deadpan way and a genuflection of the likes of Twin Peaks or the X-Files. It’s told from multiple points of view, everywhere from a foul-mouthed disrespectful clown to the ghost of an owner of the local pillow factory. The story weaves its way through flashbacks and back in a satisfying manner, bringing plenty of context to what’s truly going on. A nice dash of fourth wall breaking humor and reverent in-jokes round out the package nicely.
Thimbleweed Park stays true to its roots not only in presentation, but in game mechanics as well. If you’ve ever played an adventure game you know the drill: investigate your surroundings, talk to people to infer some clues and use items you’ve picked up to solve puzzles. Rinse, wash, repeat. The game gives you a plethora of ways to maneuver Agents Reyes and Ray and crew that all feel well-suited to the way you want to handle it. Whether with a pro controller or using the touch screen, picking and choosing verbs, inventory or just moving to new locations feel natural. The game also offers both a casual and hard mode, with the differentiator being how many steps it may take to solve a puzzle. Considering there isn’t really a lose state in Thimbleweed Park, it’s worth noting you’ll miss out on a bit of content going with the former option.
For everything Thimbleweed Park has going for it, it does still fall into the trap of being a bit obtuse for its own good, as adventure games are wont to do. For the most part solutions to problems are sensible, it’s just a matter of finding the right item in the right place, which usually requires you to fumble your cursor around each screen until you come upon the magical McGuffin that’ll set the wheels of the game back in motion. Mileage may vary depending on the player and their skill at seeking and finding objects, but you will occasionally get hung up and your patience may wear thin.
Gilbert and Winnick have most definitely channeled their past selves to make Thimbleweed Park the proper descendant Maniac Mansion they’ve been wanting to make. If you’re a fan of SCUMM adventure games, wry humor, plumbers dressed as pigeons and plenty of irreverence we can’t recommend this game enough. If you’re new to the genre and can count on two hands how many times you’ve pointed and clicked in a game…well, we’d recommend Thimbleweed Park as well! It’s intuitive to play, it doesn’t intentionally obfuscate the player and did we mention there’s a couple of plumbers dressed like pigeons? Who doesn’t like pigeons!?
As I’m sure you’ve all heard by now, Nintendo has partnered with Illumination Entertainment to produce an animated movie staring everybody’s favorite Italian-American-who-looks-like-a-Mexican plumber, Mario. Of course, given how well the Big N’s last film deal turned out, many fans are understandably anxious about Mario’s return to the big screen. Personally, I don’t think we have to worry about it turning out like 1993’s live-action bomb: that film was plagued with a very troubled production and an obscene number of rewrites that ultimately eroded the quality of the end product. I even wrote an article about the original—and much more faithful—screen play over a year ago.
A Robot Named Fight wins an award for the weirdest video game title. Beyond that, it’s also a really good game!
This is a pixel-art, roguelike, Metroidvania. A Metroguevania, if you will.
You would think that these genres are incompatible, with Metroid’s weapon-based progression and roguelike titles’ procedural generation and permadeath. Well, I’m pleased to say that developer Matt Bitner Games pulled it off!
You play as the titular robot, Fight, and are immediately thrown into a scary world where Tutorial Smith (or Tutorial Joe, or some other name depending on your run) gets to impart a small piece of wisdom before he dies. My favorite was “Press B to shoot, pres—Argh—I’m dying—press buttons!” From there, you’re on your own as you traverse through corridors swarming with violent, sentient meat monsters.
Yeah, the game gets a little bit gruesome as you blast baddies apart, with pixelated splatters and surprisingly rolly meat physics. You can turn these effects down in the settings, but it honestly doesn’t help too much… And everything is depicted in roughly 16 bit, so if you can handle the action, there’s plenty of exciting puzzles and hidden weapons to discover.
I love how A Robot Named Fight is smart about the levels it generates. There is a constant sense of purpose and direction, without much emphasis on backtracking, which is nice. Somehow, the game perfectly balances the placement of necessary items, while giving the player an opportunity to feel a little bit lost. The result is a sense of accomplishment as you successfully route yourself through the minimap.
If you’ve played a roguelike, you know what you’re getting into. Death sets you back to square one, although your disparate attempts will unlock hidden items for future runs. This game encourages a more cautious approach to Metroidvania exploration, and it makes every earned energy tank feel like a reward that brings a boost of confidence.
The weapon variety is huge. A Robot Named Fight’s developers were very clever about creating unique items that enhance progression and combat in different ways.
I played a lot of this game with Simeon. It’s primarily a solo affair, although “girlfriend mode” co-op is available. He was particularly fond of the flamethrower, which used a small amount of energy but could blast through terrain, set enemies on fire and burn down obstructions in front of doors.
We had a blast taking turns and seeing how far we could get. A successful run might last you 45 minutes to an hour, but the game is easy to pick up, play, save, and come back to later. A welcome feature was the ability to retry a run you particularly liked by saving the “seed.”
A Robot Named Fight is one of the few games that held our attention so much at Two Button Crew that we just had to keep talking about it and playing it over and over. It kept us from other games we needed to play and we’ve been really excited to recommend it!
A few shortcomings you need to be aware of: the user interface is sadly sub-par. Sometimes randomly generated enemies are concealed by HUD elements. Also, it’s clear that not much time was spent on quality-of-life improvements within menus. For example, you can pause the game with the Plus button but you’ll have to move your thumb over to “A” to continue. Start doesn’t unpause.
Then, there’s the common roguelike issue where things aren’t explained well, which can be frustrating. You’ll find shrines with NPCs that ask you for sacrifices, but it never seems to make them happy and you end up with a curse. This kind of gameplay mechanic discourages players from experimentation, and in a game where health is precious and every stat counts, you can’t afford to throw away resources and downgrade your character.
You quickly learn to avoid these minor issues, and overall, this is an awesome game to have with you on Nintendo Switch. It can be propped up and played with one Joy-Con, thanks to the game’s controls being mapped expertly to the limited amount of buttons. It’s also great to dock and experience on the big screen, with speakers pumping some extremely Samus-y tunes. You almost can’t go wrong with A Robot Named Fight. Two Button Crew gives the game a 9 out of 10.
I used to believe that graphic adventure games were bimodal when it came to quality. Either they were good or they were bad, with the line between the two so fine that there wasn’t room for any middle ground. Now that I’ve played The Adventures of Bertram Fiddle: Episode 1, I may need to rethink my hypothesis.
The Adventures of Bertram Fiddle is a point-and-click styled adventure game starring the eponymous Mr. Fiddle and his one-eyed man-servant, Gavin. Mechanically, the game is quite sound, sticking to the tried and true formula of exploring environments, grabbing everything that isn’t nailed-down, and then using said items to advance further. That said, it doesn’t add much of its own to the mix. Normally, this would be a problem, but this style of adventure game has always banked more on plot and puzzles than unique mechanics, so I’m willing to give it a pass.
Speaking of which, the game thankfully avoids the typical pitfall of “moon logic” puzzles that is all too common in the genre: every puzzle has a creative but entirely logical solution. Moreover, the game is quite good at dropping hints without ever feeling like it’s spoon-feeding you the answer.
Visually, the game is a mixed bag. The art style has a nice mid-90’s Nickelodeon vibe to it and does a good job of setting the tone. Unfortunately, between the muted palette for backgrounds and every other environment being the dull and lifeless streets of Victorian London, the environments quickly start to feel repetitive.
Of course, the main draw of these sorts of games is the story. Our adventure begins with a suspicious letter asking our protagonist to assist with a personal matter for a shady, but wealthy, individual. Mrs. Fiddle, however, doesn’t approve and instead tasks our heroes with taking her dog to the groomer, but then they get their bag mixed up with that of a stranger on the street, and somehow the whole thing spirals into a hunt for a serial killer…
If that attempt at a summary didn’t tip you off, the story is a tad unfocused. Several plot threads are introduced very early on and then immediately shunted off to the side to make room for the next one. Now, this can actually work quite well with a mystery plot, as what originally seemed like completely unrelated occurrences are slowly woven together into a tapestry of intrigue. Unfortunately, that’s not what happens here. Instead, Bertram and Gavin wander the streets of London, happen across an item on their to-do list (entirely by accident), decide they really have nothing better to do, and then move on to the next scene to repeat the process with little rhyme or reason.
Unfortunately, pacing isn’t even the writing’s biggest weakness. The concept of an English gentleman and his stalwart man-servant going on an adventure in London immediately evoked the image of one of my all-time favorite literary works, P.G. Wodehouse’s Jeeves and Wooster series. The thought of a similar duo starring in a point-and-click adventure game sounded like a smashing idea.
Unfortunately, Jeeves and Wooster they are not. Simply put, neither the protagonist or his sidekick are particularly interesting. There’s little in terms of discernible characterization for either of them and what little is there is just plain uninspired. Bertram is a globe-trotting explorer, and an amateur sleuth, and an inventor. In short, he’s not just a gentleman adventurer, he’s every gentleman adventurer…and that’s it. He’s not particularly smart or stupid, he’s not a lovable loser a la Guybrush Threepwood, he’s not a likable jerk, he’s just a gentleman adventurer. His sidekick, Gavin, is even less interesting, only offering advice in the form of proverbs from his homeland.
That’s not to say that there aren’t interesting characters in this game; there are several. The problem is they’re in and out of the story so quickly, they never really get much time to shine.
Most of the humor consists of [insert clip of Bertram saying “terrible puns”] and poorly-executed, pop-culture references, but the few times it does stray away out of its comfort zone, it’s actually pretty decent. Like I said before, many of the odd folk the protagonists encounter during their adventure are entertaining and I’m always a sucker for the “the solution to one problem comes back to bite you later” gag.
Oh, and this happened. [Show picture of two Bertrams] This isn’t the only graphical glitch I encountered either.
So in summary, The Adventures of Bertram Fiddle: Episode 1 is a mechanically solid point-and-click adventure game that features good puzzles, so-so writing, and distracting glitches. All of these factors balance out to lead to a completely average, perhaps even mediocre, game, which for a game of this genre is an odd sort of accomplishment. That said, I would say that the asking price of $5.00 is completely fair.
I give The Adventures of Bertram Fiddle: Episode 1 a shrug.
Confession time, boys and girls! I like the Super Mario Bros. Movie. There, I said it! I admit, it’s probably just residual nostalgia from the many times I watched it as a kid, seeing as how the movie is a horrendous adaptation of the games (which was no less obvious to four-year-old me as it is today). Even then, I think when judged on its own merits, the movie has a sort of cheesy charm: it’s a film made in the early 90s trying so hard to be a mid-to-late 80s styled action-adventure thriller. In my opinion, it works in a weird, probably unintentional way. Regardless, the film has become infamous among gamers, who deride it for—among other things—not being much like the games on which it’s, ahem, “based.”
The film has become infamous among gamers, who deride it for not being much like the games on which it’s “based.”
However, this was not always the case. The movie had a long and troubled production, mostly due to differing opinions on which direction the film should take. The end result? Many, many rewrites. Most versions of the script are more or less in the vein of the final product, a sci-fi action-adventure sort of a thing. However, there is one major exception: the first draft. Indeed, the first draft was not a sci-fi action-adventure sort of a thing, but instead a comical romp through a bizarre fantasy world. More to the point, it also included many more nods to the series on which it was, ahem, “based.” So, does accuracy to the source material make this version of the movie better? Let’s find out! Uh, I mean, “let’s-a go!”
I’m pretty sure that’s what the cool kids are saying these days…
Summary
Seeing as how it’s doubtful the average gamer knows about the many rewrites this movie went through, much less bothered to read the original script, I think it’d be a good idea to briefly go over the plot detailed in the aforementioned first script. The movie follows a pretty clear three-act structure, with the first act taking place in Brooklyn, the second in the Mushroom Kingdom, and the third being comprised of the climax and denouement, as one would expect.
Act 1: Brooklyn
The story begins much like the finished movie does: a dark and stormy night, a robed figure, an infant, and some sort of mystical artifact, in this case, a jewel encrusted locket shaped like a mushroom. In this story, however, the nun that answers the door fails to notice the locket, and it consequentially slips out of the basket and into a nearby storm drain. After leaving the child on the door step of a church, the robed figure—in this version an old man—tries to beat a hasty retreat but is blocked by the shadowy figure of the story’s villain, King Koopa. Koopa threatens the man with unimaginable suffering, and the frail old man—being quite old and frail—dies of fright.
Twenty-something years later in modern-day, early 90s Brooklyn, Mario and Luigi are doing what plumbers do: fixing pipes. Or, at least, Mario is, Luigi is daydreaming about the love of his life, a girl that works at a nearby flower shop. Mario, having been hurt by love some unspecified amount of time ago, abrasively attempts to dissuade Luigi from pursuing a relationship.
Quick aside: for maximum enjoyment, I recommend envisioning Mario being played by Bob Hoskins—like he was in the final version of the film—and Luigi being depicted by Danny Wells like he was in the Super Mario Bros. Super Show.
Clearly the best casting decision this side of Charles Martinet.
Anyway, Mario and Luigi aren’t exactly in the best shape financially. Mario is deep in debt to a loanshark named “Big Eddie” (pro tip: never loan money from anyone whose name starts with “big”). Further adding to their problems are the differences between each brother: Mario is all business—which is understandable given his circumstances—while Luigi is compulsively generous and prone to messing up while on the job, resulting in more work for Mario. Case in point, after leaving to fetch some tools he left in the van, Mario returns to find that Luigi has turned the pipe they were working on into something akin to a modern art piece.
Later, after fixing the pipe, Luigi heads down to the flower shop to confess his love to Hildy. Wait, Hildy? Why Hildy? I mean, at least Daisy was an established character in Mario canon (albeit an incredibly obscure one back when the movie came out). Whatever, Dai—Hildy is rebuffing the advances of some sleazy dude named Vinnie. Apparently the two went out on a date sometime ago, and Dai—Hildy gave him a black eye. Luigi enters the shop just after Hildy convinces him to leave via argumentum ad tubulum irrigandum. After wussing out of telling Hildy how he feels, an argument breaks out between Hildy and her employer: Hildy put top dollar flowers in a budget wedding bouquet because weddings should be special or something. Afterward, Luigi and Hildy make lunch plans for the next day.
So to summarize, Mario is gruff and cynical, Luigi is warm and whimsical, and Hildy is tough but sweet.
Later that night, after having dinner with his brother (and some arguing), Luigi heads out on the fire escape to look at the city lights. He starts daydreaming (nightdreaming?) about being with Hildy. His happy thoughts are soon interrupted by that most inconsiderate of bugbears, foreshadowing. He imagines Hildy being stolen away by a reptilian claw and then himself holding the locket from opening. He then wakes up in bed, which leads me to question how much of the previous scene even happened. Did Mario and Luigi even have dinner, or was that part a dream too?
The next day, Luigi bumps into some of Big Eddie’s goons. They start hassling him until Mario steps in. Mario assures Eddie and his thugs he’s got a job lined up and he’ll be able to pay them soon. Mario then heads to the City Engineer’s office. Unfortunately, the City Engineer won’t even look at Mario’s proposal for the unspecified project until Mario pays a bribe. Mario, of course, refuses to stoop to bribery. After a debate on business ethics, the meeting inevitably concludes with the defenestration of the City Engineer’s golf bag.
Afterward, Luigi is telling some of the neighborhood children a story about a fisherman who outwitted a wrathful genie by daring him to enter a bottle. Mario, already having a bad day, dismisses the tale. Luigi attempts to cheer his brother up by telling Mario he found them a (pro bono) job fixing a leak in the basement of the church from the opening. During the job, they accidentally break open a sewer pipe, out of which comes the locket. Luigi immediately recognizes it as the one from his dream, and Mario immediately recognizes it as his ticket out of debt.
The next day, an unusual fellow tells Hildy he’s a detective working for her parents, and they would like to meet her. Previously believing herself to be an orphan, Hildy readily agrees. Meanwhile, Mario meets with Big Eddie to pay off his debt using the locket. Unfortunately, Luigi switched the locket with a rock when Mario wasn’t looking, which Big Eddie doesn’t find amusing. Back in the flower shop, Luigi shows up for his lunch date only to catch the Hildy right before she leaves with the strange man. Quickly realizing something’s amiss, Luigi chases after their cab in the Mario Bros.’s van. Mario, trying to escape Big Eddie’s goons, tries to escape to the van and after a brief chase only barely manages to hop in the back. Luigi chases the cab to an alley and continues his pursuit on foot. Mario follows him and they enter an abandoned diner with a large pipe jutting from the floor in the kitchen. They enter the pipe and are quickly whisked away.
Act 2: The Mushroom Kingdom
They exit on the other side of the pipe in…well, the movie never specifies, but we’ll just say the Mushroom Kingdom. After a brief scuffle over the locket and an encounter with some Piranha Plants, the brothers start wandering about, trying to determine where they are. They eventually stumble across Toad, who’s attached to a metronome-like deathtrap. They free him and he decides to tag along.
I should mention that this depiction of Toad is more or less the same as his portrayal in The Super Mario Bros. Super Show, but with a little less chutzpa in the face of danger. I’ll leave it to you to decide just how annoying that sounds.
The brothers eventually catch up to Hildy and the strange man, who then changes form to reveal himself to be none other than King Koopa (why can’t they ever just call him Bowser?). Luigi rushes off to save her, and—having no plan or weapons—gets himself and Mario captured. King Koopa leaves with Princess Hildy (she’s apparently a princess now) in tow while Mario and Luigi are to be executed via ballista. They just barely manage to show their executioners—who happen to be of a bearded human-like race known as “Yeelahs”—the locket before the trigger is pulled. Upon seeing the locket, the Yeelah proclaim the Mario Bros. the heroes of prophecy (is it just me, or are prophesies more common in movies than the Bible?). They then direct the trio to a nearby village to meet a wizard.
They meet the wizard, Woltan, and after some convincing, he sends them on a quest to the Pit of No Return to retrieve his wand. Meanwhile, Toad sends a message stating the brothers are still alive to Koopa via rocket-powered carrier turtle. Woltan gives Luigi three silver coins and sends the three on their way. As Mario’s complaining about never wanting to go on any quest, Luigi gives a beggar the three silver coins and receives a magic bean in return.
Meanwhile at Koopa’s castle, Koopa elaborates that he needs Princess Hildy to willingly marry him so that he can get his claws on the Crown of Invincibility. After briefly and awkwardly attempting to use charm and wit to persuade her, he defaults to love-potion laced chocolates, because apparently, it’s consensual when she’s under the effects of a love potion. The script cuts back to the progression of this plot point several times, presumably to provide a sense of urgency, but I’m not going to bother.
After camping out for the night, the Mario Bros. (and Toad) eventually stumble across a group of “toadstoolians” (i.e. Toads) working as slaves for King Koopa. This is followed by a chase scene in which the Mario Bros. have to run from the Hammer Bros., who’ve been sent to assassinate them. After escaping the Hammer Bros. and some more of Koopa’s minions, they find an egg in the woods which hatches into a “brontosaurus-like” creature. It’s actually a Yoshi, but is never referred to as such. It imprints on Mario, who shoos it away. After some more hiking, they (finally) come to the cave’s entrance. They enter, navigate some traps: including Thwomps and a strangely out-of-place Bob-omb, and enter a treasure chamber where the wand is. While in the treasure chamber, Luigi finds a jar of mushroom powder, and Toad takes a red leaf.
Pictured: a comparison of some promotional artwork of a Brontosaurus (left) and an artist’s rendition of what a T. Yoshisaur Munchakoopas may have looked like (right).
Outside, they’re greeted by Koopa and his minions. Koopa shoves Luigi and Toad off the ledge at the edge of the cave, sending them plummeting to their doom. Fortunately for our heroes, Luigi and Toad have the raccoon-leaf from earlier and use it to land safely. Mario, thinking his brother is dead, swears vengeance on Koopa as the Yoshi from earlier comes to his rescue. After the two escape from Koopa’s troops, Mario says goodbye to the Yoshi as it goes to be with its real mother.
Act 3: Koopa’s Castle
On his way to Koopa’s castle, Mario comes across the beggar Luigi got the magic bean from. The beggar reveals himself to be Woltan. Mario returns the wand and they head off to defeat Koopa. Koopa’s chief wizard, Beedleman, senses that Woltan has regained his powers and summons a storm to slow them down. As the storm brews, Mario takes cover, but Woltan tells him that there is nothing to fear because his magic is strong enough to protect them from the storm. Immediately afterward he’s vaporized by a bolt of lightning (Okay, I got to admit that’s pretty funny). Anyway, Mario continues onward, alone.
Mario arrives at Koopa’s castle and rushes in. Luigi and Toad, who escaped the caves by sprouting the magic bean from earlier into a vine they could climb, see him run in but are too far away to call out to him. Inside, Mario finds the place unexpectedly deserted. He seeks out Hildy, following her cries for help. He follows the voice only to find that (all together now) it’s a trap! After delivering the famous “the princess is in another castle” line (which is probably the most clever allusion to the games in the whole movie), Mario is taken away in chains. Fortunately, his captivity is brief as Luigi rescues him en route to the dungeon of Koopa’s real castle.
Now reunited, the brothers sneak into Koopa’s castle. The duo knock out some guards, steal their uniforms, and inadvertently stumble into King Koopa’s bachelor’s party. The king mistakes them for jesters and demands a song. After improvising a tune, the brothers sneak off to find Hildy. Upon finding her, they are shocked to find that the once sweet Hildy has been transformed into a “grotesque wench” (way too much makeup, long claw-like fingernails, etc.) by the chocolates. Hildy only barely recognizes Luigi before the guards barge in and take the Mario Bros. to the dungeon.
In the dungeon, our two heroes await their fate: in the morning the floor—which is made of ice—will melt and they will plunge into a pool of man-eating fish. Without anything better to do, Luigi resorts to having a real-talk with Mario. Turns out, the only reason Luigi still lives with Mario is because he promised their mother that he would look after Mario, because all Mario cared about was money and work.
The next morning, the ice begins to crack, Toad finally decides to check and see what’s taking our heroes so long, and Koopa’s wedding begins. Just as the remaining ice becomes too small to support both Mario Bros., Toad shows up. He manages to trick the dungeon’s guard into eating a poison mushroom, thereby straight up murdering him, and then rushes to the brothers aid.
Does this look like the face of mercy?
Mario and company barge into the wedding. Unfortunately, Koopa is able to finish the ceremony while the protagonists are busy fighting through the guards. Just after Hildy says “I do,” Luigi breaks the spell on her via the mushroom powder he obtained in the Cave of No Return. Now the rightful-ish ruler of the kingdom, Koopa takes the crown and uses its power to begin turning Luigi to stone. Mario hefts Luigi’s petrified body and attempts to escape with Toad and Hildy. Just before his petrification completes, Luigi reminds Mario of the story of the genie and the fisherman.
As they escape, there’s a largely pointless confrontation with a pair of chain-chomps and a rather cool implementation of roto-disks. Eventually, the group is chased into an underground chamber…full of magma. Duh.
Our heroes attempt to cross a rickety rope bridge when Koopa finally catches up to them. Mario directs the others to take Luigi and get to safety. Koopa, at first, tries to use illusions to defeat Mario. When that doesn’t work, he uses his magic to pull Mario toward him and deliver a powerful uppercut. Mario is sent flying and only barely manages to grab onto the bridge. With his opponent now dangling precariously above a pool of magma, Koopa approaches to deliver the coup de grace. Just before Koopa cuts the rope Mario is hanging on, Mario remembers the story of the fisherman and the genie. Mario says that even though he may be small, he’ll always be bigger than Koopa. Koopa, of course, uses the crown’s power to grow. Mario continues to egg him on but Koopa becomes wise to Mario’s ploy and begins levitating to avoid destroying the bridge with his weight. That wasn’t Mario’s plan, however: Mario tells King Koopa that his shoe is untied and Koopa reflexively looks down, thus causing the crown that is now many times too small to fit on his head to slip off. Koopa plummets into the magma and everyone (including his former henchmen) rejoice. But suddenly, a giant flaming head emerges from the fire. Mario does the only logical thing in this situation and…tells Koopa that it’s over and he just needs to give it a rest? With one last furious roar, Koopa takes Mario’s advice and finally dies.
Woltan reappears and reveals that he was actually the former king of the Mushroom Kingdom all along. Later, in the field of pipes that will take our heroes home, the King gives a speech congratulating the Mario Bros. and Toad and presents them with medals. He then gives Hildy permission to return to Brooklyn so she can be with Luigi, stating that he will simply remarry and produce another heir to the throne. That’s a…surprisingly practical way of resolving that plot issue. Anyway, after saying their goodbyes, Mario, Luigi, and Hildy all return to Brooklyn.
Three months later, the trio are eating dinner at an Italian restaurant. Hildy and Luigi are now married, and Mario is finally out of debt. The newly-wed couple ask Mario if he’s seeing anyone. Just as he starts to explain—while he’s very happy for them—he’s not interested in a relationship for himself, he spies an attractive woman sitting by herself who happens to resemble a bit character who I didn’t bother mentioning before now because she only exists for the sake of this one call back. We see Mario walk up to her and start a conversation through the front window of the restaurant as the camera begins to pull back, revealing the Mario Bros. van whose side now reads “Super Mario Bros.: Ace Plumbers.”
The End.
Analysis and Review
So, this story is obviously more faithful to the source material, therefore it’s clearly better, right? Eehhhh…
Okay, first things first, movies are a collaborative effort: they are the end product of many people’s input and passion. For that reason, it’s hard to judge a hypothetical film solely on a script alone. Many factors can influence the quality of a movie: direction, acting, editing, the list goes on and on. So for this reason, I’m judging this assuming the performers never miss a beat, the director has some actual talent, and no scenes were cut for length. With that in mind…
Let’s start with the positives. Some of the jokes are actually really funny. I like that this script has a rather dark sense of humor in places, like having Woltan vaporized with little warning or fanfare. Some of the one-liners are fairly clever (though most are a little cheesy) and—if properly acted and edited—the slapstick could potentially be almost on par with something like Looney Toons or the good seasons of SpongeBob. Over all, many of the jokes have potential, and they do a good job of establishing a wry, yet light-hearted tone.
Over all, many of the jokes have potential, and they do a good job of establishing a wry, yet light-hearted tone.
I also like the dynamic between Mario and Luigi. Having Mario resent Luigi for no reason other than the latter is a responsibility the former never asked for may not be the most original idea, but I think it was a very interesting direction and made for a surprisingly deep and psychological take on the characters. Also, let’s not forget the reveal near the end in which Luigi admits to having similar feelings regarding Mario, which I thought was a good pay off for their character arcs.
Lastly, I liked that they made an effort to make the movie’s world resemble the games’. The thought of seeing a live action Super Mario Bros. that more closely resembles the games is enough to make me salivate.
Now the bad, few of the other characters other than Mario and Luigi get much character development. With the possible exception of Toad, none of the side characters really change or grow throughout the course of the story. Hildy remains tough but sweet, Woltan’s only change is that we discover he’s really the king, and Koopa’s not fleshed out much as a villain. This last one’s particularly infuriating because Koopa at one point mentions how his father had everything taken from him and his family was reduced to living in abject poverty. Taken by whom? King Woltan? That moment raised so many questions: questions I was very much looking forward to having answered, and they never mentioned it ever again! Easily the most aggravating thing in this script!
Next were some miscellaneous issues. Firstly, you probably noticed there were quite a few scenes that I only mentioned in passing. Well, that’s because a lot of scenes don’t really add much to the story and were effectively padding. Next, the story doesn’t quite know who its protagonist is. I know of two basic ways of determining who’s the story’s hero: “who drives the plot?” and “who undergoes the most character development?” For most of the film, Luigi’s driving the plot, but Mario undergoes most of the character development, but toward the end the movie changes gears and has Mario do both. I don’t think this is too big of a deal, seeing this is the Super Mario Bros. movie, and thus the writers may have just figured both brothers should share the spotlight, but even then it came across as a tad unfocused. Lastly, the movie shows its age in some of the worst ways possible: parts of it are painfully cheesy and cliché-ridden. It’s very clearly a product of the 90s.
A lot of scenes don’t really add much to the story.
Now for the Reznor in the room: the efforts to reference the games are often times distracting. I know that doesn’t sound right, so hear me out. The script makes an effort to reference the games, but it’s incredibly inconsistent in how it does so. I’m not against there being new ideas—especially considering this script was written in ’91 and there was a lot less material to go off of—but there are missed opportunities all over the place. For example, they never call the Mushroom Kingdom the Mushroom Kingdom, or Hildy “Princess Toadstool”—even as a title. Also, why have the majority of Koopa’s army be comprised of Yeelahs instead just having Yeelahs be the conquered peasants (I’m not anti-Yeelah, but give me my gosh-darn Koopa Troopas!)?
Because of this, the movie’s references feel kind of half-hearted: like they only included them out of necessity. Heck, some come across as completely shoe-horned, like the bob-omb in the Pit of No Return or the Chain-Chomps in Koopa’s castle: both come completely out of nowhere and add very little to the plot. While reading this, I got the impression there were times where the writers stopped and said, “wait, weren’t we writing a Super Mario Bros. movie? Oh crud! Quick, put in a character from the games.”
This may sound really weird, but I think the movie we got is easier for me to judge on its own merits than this one because it doesn’t try as hard to connect itself to the games, meaning I have to overcome less bias to accept it as its own thing. Because the first draft includes so many references to my favorite video game franchise of all time, I want it to be even more faithful.
Because the first draft includes so many references to my favorite video game franchise of all time, I want it to be even more faithful.
Verdict
In its current state? It’s okay. I don’t think it would’ve been as controversial as the version that made it to theaters, though. It would probably be seen much the same way as Street Fighter: The Movie is. Either way, it’s nothing spectacular. I do think with some revisions, some trimming, a good director, and talented actors, it could be quite good. I liked most of the stuff in Brooklyn, and I think the climax works pretty well, but the second act drags and is lacking in the Mario charm I expect.
All in all, while it may be fun to speculate, I don’t think we’d be much better off with this version of the movie. But hey, Nintendo’s said they’re going to start licensing the movie rights to their franchises, so maybe a good Super Mario Bros. movie isn’t that far down the road.
About the author: Glen is a lifelong Nintendo fan whose love of video games has inspired him to pursue a career in computer programming; so much so that he is currently studying to get his masters in computer science. He also likes the Street Fighter movie for much the same reasons he likes The Super Mario Bros. Movie, cementing the fact he has questionable taste in films.
Flinthook is an indie roguelike game for Nintendo Switch. You play as the titular character, a space pirate, as you grapple-hook and blast your way through enemy ships, stealing treasure and taking down bosses along the way.
It’s a great premise, and the execution is pulled off nicely. The first thing you’ll notice about the game is its presentation; upon booting up Flinthook, you’re greeted with an epic chiptune soundtrack cranked up to maximum volume. This game has STYLE, and that persists through its bold, 32-bit (ish) graphics, funny characters, and fast-paced action. The main character is endearing to watch and exciting to play as.
To give you an idea of the gameplay, imagine a Super Mario Bros. game where you have to get from World 1-1 to 1-4 and beat the boss—all on a single life—before you can advance to the next world. But instead of playing as Mario, you’re steamrolling through levels as Samus, and your arsenal includes a plasma blaster, grappling hook, bombs, and more.
There are a couple more systems layered over the basic gameplay, and those are found between bounty runs. In the Black Market, you can spend the treasure you’ve collected on Perks, which are customizable upgrades for your character. You can boost your life, speed, critical hit chances, and much more.
There are also some other side modes included where you can learn more about the story inside the Lore section, play daily challenges, etc. The core game is really solid, so you’ll be compelled to quickly apply some perks and try the game again. Every run, even when you die, is beneficial and will better equip you for your next attempt.
I had a great time advancing through the many challenges of this game. Sadly, I have to point out that I’ve experienced two game-breaking bugs that crashed my Flinthook run and made me lose all progress. One happened after I had just barely managed to defeat a boss and escape with 10HP. The game shut down and I had to do the entire thing over again. I reached out to the developers and wasn’t told a patch was in the works, but hopefully they’ve tracked down the error by now and have it fixed.
The thing I appreciate most about Flinthook is that they took the roguelike genre and tweaked its formula, making it completely fair. This is a skill-based title where the character powers up at the same rate at which the player grows in knowledge and strategy.
I recommend Flinthook to anyone that’s on the fence about it. It blends some of the best elements of roguelikes, platformers, and side-scrolling shooters. It’s got an awesome sense of identity, from the menus to the color palette to the level design. Flinthook gets an 8 out of 10.
Shovel Knight: Treasure Trove is available on Nintendo Switch, including the timed-exclusive Specter of Torment campaign! Ryan has been playing the title for review, and has completed the game and assembled all of his thoughts. Watch to see what he thought of this villainous twist on Shovel Knight!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Ah yes, the “nasty month-old Coke,” a staple at Scott’s household.
If you love embarrassing home videos, and/or gaming, you’re in for a treat today! On a recent episode, Scott and Simeon promised that if you gave the show enough likes, we would post an OLD Two Button Crew video that predates the Daily Show for Nintendo Fans. Well, here it is. The Crew harbors an intense hatred for cheaply made, sloppy 3rd Party Controllers that just don’t compare to the real deal. Mad Catz is a well-known culprit of terrible off-brand alternatives, and in this video, a Mad Catz Gamecube controller is destroyed. Literally.
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
With a handful of weeks under our belt, we’re growing accustomed to playing the new Nintendo Switch! Nintendo made some bold promises with their first console/portable hybrid machine, but they’ve also managed to deliver in many ways! There are some concerns shared among players, and these are things that hopefully Nintendo can continue to address. For anyone deciding whether or not to purchase Switch, this is a great video for you to watch in order to get a feel on what’s positive about the system and what’s on the negative side of the experience. For those that already own the new system, see if you agree with our takeaways!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#567 – SEGA fans, rejoice – your time has come. This Master System classic has been remastered and released on the Switch! This is a RPG-ish, Metroidvania-ish, Zelda II-ish game that looks and sounds stunning in the rereleased version. Beautiful hand-drawn graphics are really on display here, so take a look at the footage as you hear our thoughts!
Footage credit: GiantBomb “Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Goo Balls is really the official term in this game.
#565 – This indie classic has no problem resurfacing on new consoles, and Switch is no exception! Outfitted with touch (and pointer?!) controls, this remake is a must-own if you’ve never played it before. If you HAVE, well, this review should help you decide if the $10 double-dip is worth it or not.
Footage credit: SwitchForce
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
I’ve said it before and I’ll say it again… Thump for Prez.
#566 – Thumper is a rhythm game unlike anything you’ve played before. Take control of a speeding scarab as you try desperately to stay alive. Crash through barriers, take the tightest turns, and fight back against giant boss battles… all in time with the music! This is an indie title that you DON’T want to miss.
Footage credit: Polygon
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Thank you Dark Simeon for giving Simeon and Scott the day off!
#568 – Does this episode feel… dark to you? We requested a Switch review code, but were given one for Steam. That left us no choice – no one to turn to, but… DARK SIMEON. He’s played Mr. Shifty on Steam and he’s here to tell you all about it. The game is supposedly EXTREMELY similar between versions, so this video should help you decide if you want to own the Switch game or not!
Footage credit: SwitchForce “Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Wait until you get to the part of the review where Simeon talks about the phase… glitch… gun… zapper-thingy.
Simeon has the full scoop on the Metroid-like Indie game called Axiom Verge. It’s available for Wii U and it just may be worth your time – watch to get his complete impressions!
Shot by Alex Campbell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Sometimes, Nintendo gives us something good disguised as something we don’t want.
The newest entry in the Metroid Prime series has just been released, and the Nintendo fanbase has been in an outcry over it. Is this game worth a shot? Is it worth your time? Watch for all the details on Scott’s experience with the game.
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/