Why I Love Nintendo

Contrary to popular opinion from the outside, being a Nintendo fan is not always mushrooms and sunshine. It can be unforgiving, inviting ridicule from fellow gamers, the gaming community, message board commenters, and even friends and family. But being a Nintendo fan is always worth it for me, which leads to the question I get a lot: Why Do You Like Nintendo?

From Sega to Nintendo

My gaming history stretches back to the glorious 16-bit Console Wars between the Nintendo and Sega. I owned both, but I got more use out of my Sega Genesis because kids at school would make fun of me if they knew I liked Nintendo. Sega was cool. Sega was hip. Sonic was fast with attitude and Mario was slow and boring. Secretly, I liked Nintendo as well, but my heart was with Sega. I also owned a Nintendo 64, but I had a Sega Saturn as well and that was my priority. This lasted all the way until the Dreamcast was discontinued, and my gaming tastes defaulted back to Big N.

The current console at that time was the GameCube, which ended up being Nintendo’s second lowest selling home console in history. Sony’s PlayStation brand and Microsoft’s Xbox were the new hip kids on the block, and Nintendo was accused of being a kiddie machine. Outside of a few games that were geared towards a mature gamer – like the then-GCN exclusive Resident Evil 4, Geist and a few others… the GameCube got most of its milage out of family friendly games. If you didn’t like twenty Mario Party games, the GameCube was not for you.

But it was during this era something was rekindled inside me. While Sony and Microsoft began to push online gaming, Nintendo doubled down and continued to focus on the fun of couch multiplayer – games you can play with friends in person and have a blast.

During the very successful Wii era, Nintendo’s dedication to multiplayer games was at its peak. Wii Sports, perhaps the best pack-in game ever, was a prime example of the kind of fun video games could represent. Despite how much it can be ridiculed now, I defy anyone to say that their first few times playing Wii Sports was not fun. It was a lot of fun. That’s what propelled the Wii to sales of over 100 million worldwide.

The Wii U somewhat faltered in this aspect, but the new Switch console has put a heavy emphasis on it again, with games like Mario Kart 8 Deluxe, ARMS and Splatoon 2 all out within the first few months of the system’s debut. Gaming is fun again.

Soooo, Why Do I Love Nintendo?

All that being said, I love Nintendo because, to me, it just represents a good time. When I think of the PlayStation 4 or the Xbox One, I think of shooters like Call of Duty or games like Grand Theft Auto. I’m not saying those games have no worth, or that they aren’t entertaining or even visually astounding… but when I want to just have a fun time with friends, or a game I can just pick up and play at any given moment without an investment of 40 hours a week I choose Nintendo. Gaming shouldn’t always feel like a chore where I am punching a time clock to advance.

Certainly, Nintendo does have games that fall into that category. The recent and highly-reviewed The Legend of Zelda: Breath of the Wild does for sure as it is an adventure game much in the style of Skyrim, but where I feel Nintendo separates itself from its competitors is how that genre of games isn’t all they have. There are more than just adventure and sports games on the Switch this year. There is also fun.

Take a very simple game like Snipperclips, a co-op puzzle game in which you play as pieces of paper and you have to snip each other in order to match certain shapes or get objects from one side of the screen to the other. It sounds simple enough, but its magic is in the gameplay. I haven’t had so much fun in a co-op game in a long time… it was fun, funny, and charming – and challenging as well, as the game progressed. It’s a game that you and your significant other can play, or your younger sibling or cousin. It is the epitome of what beloved Nintendo President Satoru Iwata always believed video games should be – It’s fun for everyone.

Nintendo’s roster of happy characters and cute enemies just bring a smile to my face. I’ve used this word before, but looking at the E3 trailer for the upcoming Super Mario Odyssey is just pure magic. It is what I call “Nintendo Magic.” Playing their games can make anyone forget their troubles for an amount of time and make everyone feel like a kid again. Personally speaking, I struggle with depression and anxiety, so my choice to play games of this nature is not only a preference but a very meaningful choice as well. Nintendo makes me smile.

Their first-party games are consistently of very high quality. Sometimes their franchises don’t progress enough, but then they hit you with a Breath of the Wild or a Super Mario Odyssey, which completely changes your expectations and takes you by surprise. And I will never get tired of them.

Standing Strong

It isn’t easy being a Nintendo fan. When the two other major consoles are blowing the doors off the building with the latest Call of Duty, Metro or Assassin’s Creed games, Nintendo creates buzz with Mario or cartoonish characters like in ARMS. This comes with a price, because Nintendo and their fans are easy targets. Buying some Nintendo content can result in a mocking comment from a cashier – a friend recently told of a McDonald’s cashier laughing when he went to order a Mario Happy Meal toy to complete his collection. Playing Nintendo games can mean ridicule from people who like to point out that Nintendo’s consoles dating back to the Wii have not been in the same league as competing systems as far as power and graphics.

All of this, though, can make fans even more dedicated. There is a reason that small groups popped up around the world in major cities for 3DS gamers to swap streetpasses and puzzle pieces and play Mario Kart 7 with each other. There is a reason why holding a meet-up for the newest Animal Crossing game attracted more than dozens of people at every stop during a Nintendo Mall Tour. There is a reason why VANS made a very successful line of Nintendo themed shoes last summer. There is a reason why people love their franchises so much that just a simple title card for Metroid Prime 4 at E3 made the internet meltdown in a frenzy of wild, screaming excitement. There is a reason why people love the company so much that even PR reps (like Bill Trinen or Kit and Krysta from Nintendo Minute) are elevated to near-celebrity status. There is a reason that Nintendo can get away with having one single retail store in New York City and fans will travel from all over to visit it as if they were going to Disney World. The ridicule and snubbing we tend to get from other gamers and game publishers who skip developing games for Nintendo systems just makes me feel like connecting with other Nintendo fans is a major event. We are a community of fans who feel slighted in one way or another, and it makes us feel like we are all in this together. It is so much fun to get in a group of fellow fans and just talk about anything and everything. Attending a Nintendo Switch Preview Event in Chicago this past February was fun in part because of trying out the then-yet-to-be-released system, but largely because of being surrounded by fans, talking about games, seeing people dressed up in Nintendo cosplay, and just being one with the excited community. It was not unlike the feeling you get going to a Comic-Con – it just felt right.

Nintendon’t Sometimes, and That’s Okay

This is not to say that competing systems don’t have dedicated communities or “fun” games, nor does it mean that Nintendo is perfect and doesn’t have any faults. But Nintendo doesn’t play by anyone’s rules but their own. Sometimes that can be a bad thing, but I feel it is mostly a positive. They focus on fun, they focus on being together, and they focus on gaming together. There is a level of fun that online playing just can’t compete in comparison to couch multiplayer. Hitting someone with a red shell in Mario Kart, or stealing all of their stars in Mario Party may be the source of “ruined friendship” memes, but the competition of playing right next to a friend is just a level of satisfaction that can’t be matched. Even though I enjoy a fair share of “mature” games, I will almost always choose the fun of Super Mario Odyssey over the carnage of a Grand Theft Auto. And I will definitely choose a company that will always continue to offer those games to me even when they offer the M-rated stuff.

The Nintendo Magic is why I fell in love with Nintendo. It’s why I put up with some of their occasionally questionable decisions. Their games, characters, and universe just never cease to make me smile and it makes me happy… and isn’t that what gaming is supposed to be about?


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

Switch Opening Weekend Experience

Needless to say, the weekend the Nintendo Switch debuted, I didn’t get much done. After the setup of the surprisingly small console, I immediately started playing Breath of the Wild. In my opinion, the introduction is the best in the series. I was instantly hooked and ended up playing until around 2 A.M. I have an embarrassing number of hours logged into the game already, and I only have about 1/3 of the map uncovered, and only one dungeon complete. Though I have a ways to go, I can already tell this game is special. A game like this doesn’t come around often, so I plan to cherish it. I could go on and on about my feelings so far for Breath of the Wild, but alas, this is about the Switch.

 

Looking out into the horizon for the first time is a magical experience

 

The next day wasn’t very different, with the exception that friends were planning on coming over to try out the system. Of course, I played Zelda all day leading up to that. When people started arriving, it was time to try 1-2-Switch. Let me say that this is probably the most fun I’ve had with a multiplayer game in a long time. The concept is a little strange at first, especially since it encourages you to look your opponent in the eyes (something us introverts can struggle with). This creates a somewhat awkward (yet hilarious) interaction. As we went through the games we realized we were not only having fun with the game, but having fun with one another. It’s clear this is what Nintendo was going for, and once you ease in and feel more comfortable with how the games work, it’s truly a blast.

 

This game is not only fun, but a great showcase of the Switch technology

 

After 1-2-Switch, we transitioned over to Snipperclips. Another multiplayer game where two players work cooperatively to solve different puzzles and accomplish different tasks. It’s a lot of fun. I also downloaded Shovel Knight: Treasure Trove, and haven’t even gotten to it because I’ve been so enveloped in the other games.

This console has some magic that the Wii U just didn’t have. I truly believe this is what Nintendo needed in terms of their position in the industry. That is, to not worry about competition, but rely on the best development in the industry and innovation. I’m also looking forward to Mario Kart 8 Deluxe and Splatoon 2 releasing in the coming months.  Yes, I may be caught up in the whirlwind of hype and still in the “honeymoon phase” with Zelda, but my hope is fulfilled back in Nintendo. Now excuse me, I need to go play Zelda; it hurts to not be playing it.

Switch Presentation 1 Year Anniversary Scott's Thoughts

One year ago, Nintendo held a live-streamed stage show in Tokyo, Japan. It was a multi-regional effort, with groups of translators working feverishly behind the scenes to help introduce the world to Nintendo Switch… I remember the day fondly.

We had been told the new console was supposed to come out sometime in March, and all we had was a brief video of the hardware being played by a group of attractive millenials—not a lot to go off. We had no idea as to the extent of the Joy-Con’s abilities, which games were going to be launch titles, what would come in the hardware box, how everything would be priced… it was an odd situation to be in as a Nintendo fan, planning to purchase the Switch in two months’ time, but being largely in the dark.

It was good to see Nintendo president Kimishima take the stage. Although he had stepped into the role shortly after Iwata’s passing, this January presentation was truly the first time that the company’s new leader addressed fans directly.
He’s not a showman; Kimishima is more of a down-to-earth businessman. He demonstrated some smart presentation skills by outlining all the important details first: release date, price, region-locking (or lack thereof!), and paid online services were all touched on at the beginning.

I’ve been trained over the years that when Nintendo says “release date March” that it usually means “launching around March 31st, might as well be April” so the earlier-than-expected release date of March 3rd instantly pleased me. The console’s price point was satisfying (though I’m still taken aback by how much accessories cost). Shortly after setting the facts straight, the president stepped aside and allowed developers to take over the show and focus on the fun!

I was on board with Switch from the moment the show began. One of the first things described about the new console is how it was conceived of a combination of elements from Nintendo’s past consoles; a little DNA from all prior systems made its way into the formation of Nintendo Switch. Throughout the show, I was quite surprised how much of the Wii I recognized in the Joy-Con controllers and games like 1-2-Switch.

It was really fun seeing the wide variety of software being developed for Switch. We finally got closure on some of the initial teases with Mario kart and Splatoon, figuring out which games were sequels and which were ports. Nintendo sure dragged out the Breath of the Wild release date, though—clearly having a bit of fun at the audience’s expense. (When the jibing ends with the revelation that we get a gigantic open-world Zelda game at console launch, we quickly forgive them for stringing us along.)

My attention was rapt on the presentation from start to finish. Fellow Crew member Ryan had to work during the live stream, so he entrusted me with his online accounts and payment information in order to snag a pre-order in his absence. I was refreshing webpages like a madman, hoping that Nintendo would allow their retailers to take pre-orders that night and praying that I could go through the checkout process fast enough.

I needed TWO consoles, one for myself and one for my poor friend who had the remainder of a night shift left before he could catch up on the news. Here’s the problem, though: we weren’t expecting the neon Joy-Con bundle to be announced, so now I didn’t know what to pre-order (I couldn’t reach him by phone)! I was even having trouble making up my own mind as to which bundle I preferred.

Best-Buy updated their website with Switch pre-orders and my fingers flew across the keyboard like a blur. Before I let out my pent-up breath, two neon Switch consoles were in my digital shopping cart. Proud of myself for securing the goods, I went to lay down and try to get some sleep after all the wild excitement.
A few hours later, Ryan gets home and starts watching the Switch presentation. I receive a text that reads “Please tell me you ordered the grey Joy-Con bundle!”

Mutant Mudds Did it Right Scott's Thoughts

On December 14th, Atooi launched Mutant Mudds collection for $15. It contains the 1) Deluxe version of the original game, 2) the Super Challenge title, and 3) a new puzzle game called Mudd Blocks.

The developer even allowed pre-purchasing during the week leading up to release. Here’s the awesome part, though: the game was discounted for those who purchased the game before launch!

At 33% off, you could get the whole package for $10 by essentially “pre-ordering.” On December 14th, the price went back up to $15.

This is how brands gain loyal customers.

Many other creators will release a game, be disappointed by sales, and slash prices in a few weeks or months. The problem with this (common) method is that it burns those who supported the game, bought early, and paid full price.

Essentially, it teaches customers “don’t buy from me on launch day; prices will be lower soon.”

Mutant Mudds did it right be incentivizing early adopters and loyal fans to get the best deal up front.

P.S. I didn’t take the plunge on this offer. Some fans of the studio waited to pay full price on launch day, and others (like myself) are holding out for the physical version to launch!

January Nintendo Direct?!?!?!


It really happened! What started as a rumor, and turned it to a leak, finally materialized as a bona fide mini-presentation from Nintendo themselves, outlining what kind of games we can expect to be playing between now and E3. It wasn’t half-bad!

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

Sonic Mania: Co-Op Mode


Our viewers couldn’t get enough of Sonic Mania! Simeon and Scott pick up where Scott and his Dad left off last week. Simeon is an old-school Sonic semi-pro, and this game is bringing back the feels!

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

The 2018 Super Mario Cereal OLYMPICS!


We drove 6 hours and got 2 boxes of Super Mario Cereal, so what did we decide to do? A boring taste-test? No! We went full on “Olympics” with this new crunchy, marshmallowy goodness. Watch as Simeon and Scott compete in 5 different feats of strength, agility, accuracy, and endurance to win the gold medal.

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

Games Coming to Fastest Selling Console


We’ve got some big news this week, including a very convincing leak (or fake) about Switch UI 5.0.0. Simeon and Scott discuss newly announced games making there way over to the Nintendo Switch, which is now the fastest selling home console in United States history!

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

Just Dance Off! (Switch)


Somehow, Simeon and Scott were coerced into making this terrible video of themselves playing Just Dance on Nintendo Switch. What can we say? Whatever the patrons want, the patrons get. Join us as we give Just Dance 2018 and 2017 a spin, which is pretty accurate considering the motions we’re doing with our Joy-Con! Enjoy, and please DON’T share with any of your friends.

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

*Nintendo* Game of the Year Awards 2017!


For 2016, our game of the year awards were complete sarcasm. All we could come up with were jokes. 2017 is a way different story, however, thanks to the Nintendo Switch and its excellent line-up of year one support from Nintendo, indies, and 3rd parties alike. Buckle up as we dish out 2018 individual awards to a wide variety of well-deserving games!

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

BOTW and ARMS are DONE!


In this week’s Nintendo News, it looks like two big Switch games aren’t getting any further content updates… Breath of the Wild and ARMS are both complete games as of today. We also take a look at some rumored upcoming Switch games that Amazon partially leaked. Hype!

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

Exploring SteamWorld Heist: Ultimate Edition


SteamWorld Heist: Ultimate Edition recently released on the Nintendo Switch eShpop! It’s a single-player affair, but that doesn’t mean Simeon and Scott can’t take turns and have just as much fun! This is a stretegy game along the lines of Mario + Rabbids or Worms. By the end of this video, you should know if the game is for you or not! We also have a review on our channel if you need more information!

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

Review // SteamWorld Heist: Ultimate Edition (Nintendo Switch)


SteamWorld Heist is an indie game developed by Image & Form, who brought us the immensely popular SteamWorld Dig game and its sequel.

Heist takes place after the events of Dig 2, as our robotic characters struggle to cling to existence after Planet Earth has been shattered.

Resources are scarce, and that’s why our trusty Steambot pirate leader Piper and her scrappy crew are exploring space and raiding enemy ships for loot.

The objective of the game is to enter a series of procedurally generated ships, accomplish certain missions like obtaining epic swag, rescuing robots in distress, or destroying big baddies.

Combat consists of moving your characters behind cover, lining up shots, and firing weapons that you’ve collected from across space. Many times, destroying all enemies is not a requirement for success, so it pays to play smart and keep the mission in mind.

Along your journey, you will collect a plethora of weapons in many categories and a ragtag bunch of crew members with different abilities. It’s up to you to determine your loadout for each mission, and any characters that survive the ensuing encounters will gain more experience points and level up.

Controls are flawless. Whether you’re playing with Joy-Con, Pro Controller, or even touching the screen without the need for any buttons, the game adapts to the way you want to play. You can gain a bit more accuracy by aiming with the touch screen if you prefer, even if you play the rest of the game with analog sticks and buttons.

Gameplay in SteamWorld Heist is turn-based, but fast-paced and exciting during the player’s turn. Aiming is a nonstop challenge that gets easier with experience, and as you learn how your character’s “breathe” and move naturally as you line up a shot. Sometimes, I wished that I could speed up the enemies’ turn, especially when multiple Scrappers and turrets were on screen. A “zoom-out” button also would have been helpful for scouting a ship, but panning around works fine.

It’s hard to complain about the graphics in this game, which are high definition with a stylized art approach. Presentation is equally good, with quick load times, a driving atmospheric soundtrack, simple user interface, and genuinely funny and clever writing that endears you to the characters and their world.

SteamWorld Heist: Ultimate Edition boasts a healthy amount of content, including DLC previously sold on other platforms. A large range of difficulty settings promises replayability, as well as New Game+ mode unlocked after beating the game (which took me over 10 hours). The downloadable content adds a playable character, interesting side-missions, and a load of hats with pop-culture references.

Simeon and I both played through this title simultaneously, and it was really fun to compare our loadouts, including all the optional characters Simeon unlocked while I was impatiently pressing through the main storyline. Exploration and strategizing is rewarded in this title!

SteamWorld Heist is easily recommendable to everyone that enjoyed Mario + Rabbids, the Worms series, or previous SteamWorld games. Heist has more limited movement options than Kingdom Battle, but is also available for the lower launch price of $20 on the Switch eShop, launching December 28th. To sum it up, it’s a challenging, rewarding, interesting, smooth, expansive game for a great value. Two Button Crew awards SteamWorld Heist: Ultimate Edition an 8.25 out of 10. Buy it!

Mario, Sonic, and the Economy of Motion

Super Mario Odyssey is out and—surprise, surprise—it’s good. As expected, Mario’s as athletic as ever, with a myriad of moves and abilities that not only elevate his already impressive jumping skills but greatly extend his lateral movement options, as well. One of my personal favorites is Mario’s new ability that allows him to curl up into a ball and roll along the ground like some sort of armadillo or hedgehog or something. It’s like some sort of…spinning dash!

After putting so many points in jumping, it only makes sense he'd take advantage of the tumbling synnergy bonus.
Mario doing his best tumbleweed impression.

Wait a second…Great Gunpei’s Ghost! Super Mario Odyssey is the best 3D Sonic game ever!

Between the rolling technique and how Mario can preserve his speed through precise platforming, there are portions of Super Mario Odyssey that feel like the classic, momentum-based 2D Sonic gameplay in three dimensions. This is especially noticeable in timed segments such as the Koopa free-running missions where obtaining and maintaining Mario’s forward momentum by achieving fluidity of motion is essential. Much like classic Sonic, Super Mario Odyssey has a great sense of flow, which is something most 3D Mario titles can’t really boast.

There are portions of Super Mario Odyssey that feel like the classic, momentum-based 2D Sonic gameplay in three dimensions.

What is Momentum?

Okay, so before we can understand how Super Mario Odyssey achieves such an excellent sense of flow, we need to know what momentum is. In physics, momentum is the product of an object’s velocity and mass. In terms of video games, this means games that feature momentum-based mechanics have a few elements:

  • The protagonist has mass.
  • Mass implies the character has inertia.
  • Inertia implies the character does not instantly accelerate and the character does not instantly decelerate. Moreover, the greater an object’s momentum, the more difficult it is to alter its course.

Some games that exhibit these traits:

  • Asteroids: One of the earliest examples of momentum-based mechanics. The player’s ship does not accelerate instantly, but gradually, and continues to move even after the player has stopped using the ship’s thrusters. Moreover, altering the path of the ship requires substantial effort at high speeds.
  • Super Mario Bros.: Mario accelerates quickly, but not instantaneously. He either jogs to a stop if he is running too fast or skids to a halt when trying to change direction.
  • Sonic the Hedgehog: Sonic carries a lot of inertia. He accelerates slowly and must either skid to a halt or let his momentum slowly peter out.

Momentum as a Resource

In platformers like Mario and Sonic, the majority of the game’s challenge comes from executing precise acrobatics to navigate through the game’s various stages and their respective perils. Not only does the inclusion of momentum-based mechanics give the characters a satisfying sense of weight, but it adds an extra element of challenge. Because the character doesn’t move at top speed right away, building enough momentum to cross large gaps, find secrets, and ultimately complete the stage is an integral part of the game’s challenge.

So basically, in games that utilize momentum and inertia as mechanics, momentum is not only useful, but also—to some extent—scarce. This essentially makes it another kind of resource to be managed, much like health, ammo, or money. If you don’t mind the forced metaphor (all for the sake of a really cool, if not somewhat pretentious sounding, title), momentum is the currency of movement in Mario, Sonic, and similar games.

Essentially, momentum is another kind of resource to be managed.

Running with the fiscal metaphor, the value of this currency is different depending on the game: in Mario games, for instance, momentum is less critical in most situations than it is in Sonic games. That’s not to mention Sonic’s slightly slower acceleration and worse traction means manipulating his momentum takes more effort without the aid of outside forces or Sonic’s signature spin-dash—producing a greater scarcity of the desired momentum. This means that the plumber’s economy of motion has a higher saturation of momentum that has less demand than the hedgehog’s momentum, thus Mario’s momentum is generally less valuable by comparison.

Flow

With all of that out of the way, I can start unpacking what I meant by Mario Odyssey’s sense of flow. Flow—for the sake of this discussion, at least—means the smooth transition from one state of motion to another. Flow is important to games, even those that don’t heavily utilize momentum-based mechanics, though not in the way you’d think. People typically like flow, so when the player character takes damage, their flow is interrupted. This brief moment in which the player loses control and their character’s momentum suddenly shifts subconsciously communicates to the player that they’ve made a mistake.

Flow is the smooth transition from one state of motion to another.

This is why it’s typically not advisable to interrupt the game’s flow for something positive. Mario is a bit odd about this as many games do pause momentarily when the player snags a power-up, but the fact that the player’s momentum isn’t lost and instead continues a half second later may have something to do with why it’s not typically seen as an issue. But that’s really a minor nit-pick compared to the plumber’s more egregious violation of these principles: most notably the star-spin from Super Mario Galaxy and its sequel. Mario’s momentum completely stops as he lifts a short distance upward, leaving him with little ability to steer himself. This is awkward when combined with normal jumps, but it completely breaks any sort of flow when Mario is using a technique like the long jump. Mario goes from flying forward to barely having any lateral movement what-so-ever; it feels like running head-first into a wall, to be honest.

An attack enabled by a cute mascot character who rides around on Mario's head? It's a new spin on an old idea.
At first glance, these two moves seem similar, but they’re very different in practice.

Super Mario Odyssey does away with this in two ways. First of all, Mario doesn’t lose much—if any—forward momentum when throwing Cappy. Secondly, Mario can immediately launch himself forward with his jumping dive maneuver. Between these two factors, it’s possible for a skilled player to utilize Cappy as jump-assistance without losing his forward momentum. As mentioned in this article’s introduction, this is used to great effect in the game’s timed missions and Koopa races, where Mario has to build up speed using the rolling maneuver and then hold onto to it through precise platforming and clever use of his aerial repertoire.


While Mario Odyssey is by no means a perfect game, the controls and Mario’s own acrobatic aptitude are spot on. In true Mario fashion, the mere act of moving is fun, especially when you get into a good rhythm and can bound across the game’s colorful locales uninterrupted. It’s also interesting to see Mario take a page from Sonic’s playbook and adopt a rolling maneuver that allows him to travel faster than he can on foot at the cost of control. Hopefully someone at Sega is paying attention, because that’s an idea worth stealing back!

P.S. In case you’re wondering, this is the actual greatest 3D Sonic game ever.

How Many is too Many? WARNING! Super Mario Odyssey Endgame SPOILERS

Most platformer games usually have one common goal in place: collecting. Whether it be jinjos, jiggies, stars, or moons, these games are usually referred to as “collectathons”. In order to bulk up the experience, or add more to the game, is it safe to simply add more things to collect? How do developers keep the experience fresh? If you missed the spoiler warning for Super Mario Odyssey in the title and don’t want anything to be spoiled, now is the time to stop reading.

There are 999 moons to collect in Super Mario Odyssey (not counting all the additional moons that you can buy, but those don’t count toward the maxed out 999 moons that can power your Odyssey). It’s true that every moon is a little different, but when you boil it down, there are some recurring ways to get most of the moons, with little uniqueness. Some moons are collected by ground-pounding a certain area, dressing up in a specific costume, walking in a perfect circle, stacking Goombas, finding paintings, racing, etc. Despite this repetition, and the vast number of moons spread across the world, I never got sick of the experience. In my 45 hours spent, I collected everything I could, and the experience never felt stale or like I was crawling my way through.

For me, this game ended at the perfect time. Anything more, and the experience likely would have started to decline. Nintendo found the sweet spot, and I think that is largely in part due to the differences in the levels. No two areas were similar in any way, and I appreciate that Nintendo didn’t play it safe with their usual grass, desert, snow/ice, mountain, and lava worlds. Starting out in the Cap Kingdom is so different than anywhere that Mario started his adventure in the past, and the sense of adventure really sparked as soon as I entered the Cascade Kingdom for the first time. The Dia de los Muertos tie-in to the Sand Kingdom was also a nice touch. The Metro Kingdom is something that I was skeptical about, as it gave me vibes of Sonic ’06, but it was done so well. Sometimes I still just go back and run around that giant playground. Even Bowser’s Kingdom looks like it never has, with a Japanese Dojo style theme. Simply wanting to experience every meticulously crafted level is what kept me going to the pursuit of 999 moons. The reason this didn’t feel like a collectathon to me is that I wasn’t motivated by the desire to collect more moons, but rather exploring and being immersed in the environment.

A game shouldn’t be driven by collecting, but exploring.

I realized that these games don’t get their longevity from the number of things to collect, but from the quality of their worlds. In Odyssey, Nintendo found the perfect balance. After I inserted that 999th moon into the Odyssey and saw the cap resting on Peach’s castle, I felt a great sense of accomplishment, and at that time, I was ready to be done. Not done exploring and playing around in the worlds, but done collecting moons. To answer my initial question: is 999 moons too many? In this game, no. In any other game, it probably would be. It all depends on the quality and creativity of the world. Not to mention that throughout my entire 45 hour completion play through, I had a pretty dumb smile on my face (except during a few moons – looking at you, Dark Side).

Nice photobomb, Captain Toad.

I just want to conclude with a more personal note: thank you as always for your time to read these blogs. I know your time is valuable, and when I write these blogs I try to approach with a fresh or new perspective, as there is already so much circulating the internet about games. So thank you, and I wish you safe and happy Holidays. Hopefully it’s not only spent with Mario on his incredible odyssey, but with family.

YouTuber Given a Switch by his Audience!


We did it. We banded together in secret and set Simeon up with his own Nintendo Switch. Simeon is a faithful YouTuber who has been creating Nintendo content for years, day in and day out. But 2017 hasn’t been easy on him and he hasn’t been able to afford his own Switch console. We thought that was wrong; as someone who reports on the latest Nintendo news, we thought Simeon deserved the latest and greatest. That’s why TBC viewers from all over the world pooled their funds to buy him a surprise package including the console, games, and accessories. A sincere thanks to all of those who have supported Simeon (and Scott) over the years. The Crew is the best.

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

SteamWorld Heist, Street Fighter News!


SteamWorld Heist: Ultimate Edition is coming to Nintendo Switch! Also announced as a multiplatform game from Capcom: Street Fighter 30th Anniversary Collection. Which announcement are you most of excited about? Let us know in the comments!

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

Nine Parchments – Can We Work Together?


Simeon and Scott tackle the brand new Switch eShop game, Nine Parchments! Spoilers: It’s great for two player co-op. This is an unusual twin-stick shooter, not taking place in outer space but grounded in the world of fantasy. Check the demo out for free on Switch eShop!

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

Online Infrastructure Scott's Thoughts

Forget my two front teeth. All I want for Christmas is a solid online infrastructure for Nintendo Switch!

Add Friends

Can friend codes please go die in a deep, dark, flaming, sulfury smelling hole? Thanks.
There’s no reason that friend codes should still exist. They’re long, impersonal, impractical, and not used in any other modern technological setting.

See Friends

Nintendo has historically been all about the “couch multiplayer” experience, but it’s time those sensibilities were extended to online play. Their preferences don’t excuse them for providing trash solutions over the Internet. When my friend comes online to play a game, I get a little pop-up in the top left corner of my screen… but that’s it! I can’t tap on it, can’t spectate their session, can’t send them a message… nothing. Nintendo could also bring competitive leaderboard features to the forefront by notifying me when my scores are broken by a friend, even before I pop the cartridge in!

Join Friends

It should be easy to play online with my friends, no matter which mode. It should also be painless to make sure we’re on the same Splatoon team, rather than randomly being pitted against each other. Nintendo has always brought friends together, so let’s write the extra lines of code necessary to facilitate that when we aren’t in the same room.

Talk to Friends

Tools. That’s all we need! We just require the tools to speak to our friends, the tools to monitor or restrict that usage for our children, and the ability to use our own equipment. You won’t catch me dead with that horrid squid dongle with a web of cables running every which way… keep it simple.
It shouldn’t matter if we’re playing the same game, either. System-wide party chat has been solved for a couple console generations, so the Big N needs to jump on the bandwagon.

I’m not being too demanding because Nintendo’s competitors have all of this covered already. This is nothing new.
Nintendo starts charging for online play in 2018, and the ramp-up hasn’t looked very promising with how they’ve handled their mobile app and voice chat so far. For crying out loud, Discord has even gone on record saying that Nintendo could contract them to handle this whole infrastructure! There are no more excuses. They have to get this right if they think fans will subscribe to their service.

Which Games are “Perfect for the Switch”? Scott's Thoughts

“That game is perfect for Switch!”

I’ve heard that phrase every day since the system launched. But what does it mean?

What makes a game perfect for Switch? I started getting a little confused when I heard it simultaneously applied to games like Legend of Zelda: Breath of the Wild and Picross. Two completely different, polar opposite experiences.

  • Is the Switch perfect for long, single-player adventures because you can chip away at them whenever you have time, on the go?
  • Is the Switch perfect for bite-sized games that you can boot up and score a quick-win in a couple minutes?
  • Is Nintendo’s new console a match made in heaven for single player games that you can hold up close and personal?
  • Or is it perfect for multiplayer, competitive games in a LAN setting?

The answer, of course, is yes. Yes to all of the above. Nintendo seems to have caught lightning in a bottle and created a piece of kit that’s begging to have every new release, multiplatform game, indie title, and definitive edition developed for or ported to it.

There has never been a home console or portable that draws games toward it with such a magnetic force, attracting a diverse collection of titles at that.

A new phenomenon has started to happen where multiplatform announcements are discussed as “coming to Switch and other platforms.”