Baldur’s Gate 3 Final Patch Animation

Larian Studios has announced the last Baldur’s Gate 3 content patch, and they commissioned a cartoon, from Spud Gun Studios, to commemorate it. It’s more mass-market than most of the things we present here, but eh, it’s the final patch. 4½ minutes:

The same people did some other animations over the past months as well, so we might as well make this a roundup post. They’re all official content.

Mod Support (3 minutes):

The game’s leaving Early Access (3½ minutes):

Christmas (3½ minutes):

And The Greatest Foe (a particular frog in the swamp, 2 minutes)—but Youtube’s awful policies think it’s made for kids, despite the frog getting murdered bloodily at the end, so they made it unembedable. YOUTUBE HAS DONE A STUPID THING, LET THIS ALLCAPS MESSAGE STAND IN TESTAMENT TO THIS RIDICULOUS FACT.

GVG: Wii Games That Used The Forecast Channel

Nintendo has a habit of, with each new console, throwing a bunch of features at the wall to see what’ll stick. Most things, let’s be frank, don’t.

Top of my head? The DS’s second screen? It worked for a while, but now seems pretty well an abandoned idea. The 3D features of the 3DS. StreetPass. AR games. Their brief experiments with free-to-play on the 3DS. The whole darn Virtual Boy. Need I go on?

One of these features was the idea of system-supported services that software could use to interact with the player outside of borders of their channel. Miis were the finest example of this, of course, and amazingly Nintendo hasn’t abandoned them yet, although ideas like Miis that could travel between systems on their own have been conveniently forgotten.

But on the Wii, there were a few less publicized things that games could do. Super Mario Galaxy and its sequel were known to send you messages on the system bulletin board to congratulate you on winning, or to give you hints of Stars to find.

About a year ago GVG did a recounting of Wii games that used, of all things, data from the Weather Forecast Channel. They pinned down nine pieces of software that did this. It’s a feature that Peter Molyneux notably abandoned when he directed Black & White (after announcing it), but Nintendo actually did it. Here is the video, which is a fairly padded 9½ minutes:

The title says nine games used it, but the channel only lists seven, and not all of them are even games! The software named:

  • Mario & Sonic at the Olympic Winter Games (could be enabled in Options)
  • Nights: Journey Into Dreams (in the Nightopian garden)
  • My Aquarium and its sequel, WiiWare titles
  • Tiger Woods PGA Tour (enable in Options)
  • In Japan: Rilakkuma: Minna de Goyururi Seikatsu
  • WiiRoom, a Japan-only video-on-demand service

ZoomZike Examines Sonic Adventure 2’s Final Rush

Quick! Name a level in Sonic Adventure 2 that isn’t City Escape (the first level)!

You probably couldn’t think of one. Maybe Pumpkin Hill, from remembering its rap-based theme song? But one very distinctive level in that game is the last one on the Hero Side: Final Rush.

Wait, what do I mean by Hero Side? None of this paragraph really matters, but…. There’s two scenarios in it, the Hero story with Sonic, Knuckles and Tails, and the Dark story (the game shies away from the term Evil) with series debut characters Shadow and Rouge, and Dr. Robotnik, a.k.a. Eggman, playable. The story scenes from Sonic Adventure 1 were ditched in favor of a level select map, and the varied gameplay of the first game narrowed down to running stages (Sonic/Shadow), searching stages (Knuckles/Rouge) and shooting stages (Tails/Eggman). Gone were Amy and Big the Cat’s playstyles, and Omega’s were given over to Tails and Eggman.

Of course, everyone most loved the running stages. The game’s named after Sonic, after all, even though they had some issues. The issues, they were what many people who played the game remembered. Although the game is arguably an improvement on SA1, gave us more insight into Eggman’s history and motivations than we’ve ever had before or since, and even its lore plays a big part in the Sonic 3 movie, it’s still a 3D Sonic, and so it’s still seen as inferior to the Genesis originals. The 3D Sonic game released after Sonic Adventure 2 was Sonic Heroes, which was mostly about running; the searching and shooting gameplay seen in SA2 hasn’t to my knowledge returned since.

But as ZoomZike reminds us, there are interesting ideas in Sonic Adventure 2! He examines the last of the running levels (if you don’t count the very hard to unlock Green Hill level), in fact the last Hero Side level in the game.

Final Rush takes place in space (there’s still gravity though), and is themed around Sonic Adventure’s 2 new gimmick, rail grinding. You’ve shredded on rails throughout the game up to this point, but most of Final Rush takes place sliding around on rails improbably placed in Earth orbit. The level is rife with opportunities to send your pitiful blue garden mammal through a fiery reentry. My own memories of the level, like most of the game, involve camera struggles and fighting glitches, but I remember Final Rush being entertaining at least.

ZoomZike thinks the level was well-designed (23 minutes). Maybe you’ll agree.

Sundry Sunday: Parappa is Bad at Driving

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

It’s been ten years since a little line drawning animation called URappinBad! shows up on Newgrounds. Now its creator Kevin Fagaragan has gone back and not only made it into a full color animation, but shows it side by side with the original.

This is the new video (3 minutes), which has the comparison at the end, and its Newgrounds page:

And this is the original by itself (1½ minutes):

Be on the lookout for cameos by Parappa’s friends PJ Berri and Katy Kat, Cheap Cheap the Cooking Chicken, and UmJammer Lammy. Both videos of course feature music taken directly from the Playstation classic Parappa the Rapper, which still has one of the best soundtracks in gaming. They got the music stuck in my head all over again. “When I say boom boom boom you say bam bam bam, no pause in between! C’mon let’s jam!

More Mario Kart World Fake Ads

I mentioned these a few days ago, but my favorite part of Mario Kart games these days is the in-universe ads for various Mario-themed automotive products. Whatever world these games are set in, it obviously doesn’t have to worry about global warming, because not only are there plenty of vehicular support companies there, but they’re all either themed or named after some aspect of Marioness. We’re not told literally anything about these companies other than what we can glean their promotional imagery plastered all over the place, but I presume that the Mario characters aren’t just spokespeople/things, but actually own and run them.

In Mario Kart 8, Super Bell Subway was an extravaganza of environmental world building, implying far more about the Mushroom Kingdom than we ever hoped to get, and Mario Kart World is like an extended version of that. As with most Mario games, the only elements that will carry over between games are the ones Nintendo thinks are sufficiently marketable, and even then they’re known to throw out characters that fall out of favor (R.I.P. Toadsworth). But we might consider these glimpses as one version of what every day life in the Super Mario World might be like.

Check out the Mario Wiki page for Mario Kart 8 Deluxe: Super Bell Subway, which has a complete list of the signage used in that track. It also mentions that most of that game’s tracks are mentioned on the route maps in that course, as if you could hop a train and go there. Maybe it gave Nintendo’s designers the idea to make Mario Kart World a single cohesive map?

Anyway, here’s some more track signage from this heavily car-dependent version of the Mushroom Kingdom.

“Put it down Donkey Kong. No. Don’t eat the car! Bad ape!”
A sign seen on a high building in Crown City. Maybe this refers to Rainbow Road?
A movie poster seen outside of Boo Cinema in Crown City. I guess Peach isn’t just royalty in Marioland, but a movie star too. Boo Cinema seems to be a chain. They’re open all day and all year, in case you want to watch a movie at four in the morning on Christmas Eve. It’s all good, the ghost staff doesn’t need to sleep.
This seems like it might be a direct reference to the poster of some real-world movie, but I don’t know which it is.
Large poster on what I think is the Koopa Construction building. The big tire refers to the big tire looming over Crown City, I think.
The Dash company uses a standard Mushroom item as its logo.
“We Build Your Homes. We Build Your Towns. We Build Your Dreams. Koopa Construction.” Is it just me, or does that sound a bit sinister?
Why would penguins, who don’t need to sled, start a sled company?
Sorry for the poor quality, these are snipped from the Nintendo Direct video, and blown up really far too. Is that Peach’s crown?
Foo? Foo?? A Smokey Stover reference in this day, age and country of origin? I also don’t know what a Batadon is, but from the logo I think it’s a flying Easter Island head.
I’m sure there’s a good explanation for why the cosmic princess who travels the stars started a Greyhound competitor.
They added these signs to Toad’s Factory after the incident last month. That poor toad, maimed for life.

And, unrelated, under characters there’s this person:

Um, who in the name of the Question Block of Doom is that supposed to be?

Sundry Sunday: Cursed Images and Game Music

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

I think I’ve posted some of these before, but I don’t think I’ve done all of them, and I’m cleaning some links out of my list. So let’s take another look.

These are from a six-or-so year old meme that began with putting creepy (but not too creepy) music to battle music from perennial retro JRG favorite Earthbound. Earthbound had lots of weird and crazy enemies, so they fit fairly well. But they’re not all Earthbound collections, just so’s you knows.

I’ve got quite a few of these links. I could spread them across weeks, but I’ve got other posts to make, so I’ll just unload them all at once. Watch as many as you can stand.

First, the Earthbound collections. 3 minutes:

8 minutes:

Now, 9 minutes:

They’re getting longer in length. 12 minutes, if you’re getting tired of them I can’t say that I blame you:

This one’s 16 minutes:

And the mother (heh) of all collections, 51 minutes, using music from all three games:

The meme mutated a bit into science diagrams that look like shitposts, and with other game music. This one’s Miitopia (8 minutes):

And, with Splatoon music (11 minutes):

Last one! With Toby Fox music (13 minutes), you know, Undertale and Deltarune and stuff:

I’m glad to get those out of the list! Something different next time, whew.

16-Player Faceball 2000

Making the rounds has been a two hour Youtuber doc by Stop Skeletons Fro Fighting about the construction of a 16-player Faceball 2000 game. Here is the video, but don’t feel you have to watch it yet:

The video refers to a shorter video (19 minutes) by Zarithya, who solved some particular technical issues that made the 16-player game possible. If you’re in the mood for the full journey watch the above video; if you want less of your day consumed, try this one:

The gist: Faceball 2000 was a console (and portable) recreation of an Atari ST game called Midi Maze. Midi Maze was probably the first true FPS. Faceball 2000 got releases for multiple platforms, but the first, and most impressive technically, is probably the Gameboy version.

Developer Xanth Software F/X had a 16-player version of Gameboy Faceball working internally with special cables. Nintendo wanted them to support their new four-player adapter, but the mode that allowed for 16 players with the rigged cables was left in (it still works with an ordinary Gameboy link cable, jut limited to two players), although the devs noted in a 2005 interview that they had only managed to test it with up to 10 players.

Zarithya managed to figure out a way to play it with higher player counts with minimal extra hardware, and also discovered, and fixed, a bug that made 16-player games impossible with the code as released. It’s a pretty accessible explanation, you can probably understand it without much of a technical background.

That’s the main point; for the full story, the videos above are available. Enjoy, if you have the time!

Romhack Thursday: Mario Adventure 2

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Another romhack! There’s lots of hacks and it’s not always easy to find one I consider notable enough to present. This week’s definitely has technical skill on its side.

Mario Adventure 2 might sound like a successor to Mario Adventure, a 2001 hack of Super Mario Bros. 3 that remakes it into an almost entirely different game. That would be great, but that’s not what this is. (And neither, I think, are related to this Mario Adventure 2.)

Mario Adventure 2 gets its name from Sonic Adventure 2. It’s a port of that game’s levels, fairly closely, into the Mario 64 engine, with some chances to Mario’s handling to accommodate 3D Mario and 3D Sonic (and his 3D friends) differences. That’s a pretty tall order!

The hack is not complete (its creators call it a demo), but unlike many WIP hacks that modify a level or two and then remain in limbo forever, Mario Adventure 2 has already converted around half the levels, the whole “Hero Side” story, starring Sonic, Knuckles and Tails. The “Dark Side” story, centering around Shadow, Rogue and Dr. Eggman, is not yet ported, but even if nothing is ever released from that, there’s a great deal to play.

Now if you know anything about these two games, your curiosity is probably piqued, not so much by how the levels from Sonic Adventure 2 were made completable by Mario, but how Mario 64’s engine could handle them at all. Sonic Adventure 2 is a Dreamcast game, but Mario 64 was made for the Nintendo 64! And it doesn’t pull emulator tricks to make them work: the game works on actual N64 hardware!

I don’t know for sure, but it seems like the game splits Sonic Adventure 2’s large levels into sections, that are loaded in as separate maps. And while the main sections of SA2’s maps are rendered in full, the many areas off the main route, that can’t be entered, are missing a lot of polygons (one of my screenshots shows this).

Replacing the emblem goals in SA2, Stars have been placed throughout each levels. The levels have far more than Mario 64’s eight Stars each, and the early levels, at least, have at least 25 of them. Some short sections of map have three stars to collect, visible at once. The remakes of Knuckle’s stages, which I remind you are non-linear and exploreable, are dense with them. Collecting a Star doesn’t kick you out of the level either, so it’s possible, though difficult, to get all the Stars in one go.

Mario 64’s engine has been changed to remove fall damage, and to allow for grinding on rails, which you’ll remember was a pretty big selling point of SA2. It hasn’t been changed to allow for rolling up steep slopes though, and Sonic’s loops had to be cheated in various ways, although you’ll also remember, I’m sure, that SA2 did some cheating of its own. Mario Adventure 2’s handling of them is probably a little less janky.

Those who’ve played Sonic Adventure 2 will remember a considerable amount of jank, and its Mario-focused counterpart reflects that. The first level, City Escape, is one of the most janky, with invisible walls blocking side-streets, and even some places that you’d assume could be passed. It’s still playable, for the most part, but there are a couple of places in Tails’ first level, Prison Lane, that rely on specific jumps to get through. Tails’ levels involved shooting enemies to open gates to progress. That aspect has been kept in Mario Adventure 2, but Mario doesn’t have missiles, sometimes the enemies are difficult to reach, and you’ll have to find an alternate way through. You’ll get stuck near the beginning of the third level unless you take advantage of a lifting platform to make a jump that doesn’t quite look possible.

If those sticking points can be fixed, then this could easily become a romhack for the ages. Let’s hope that its makers can get enough playtesters to find them all, and have enough energy to fix them. Until then it’s worth a try, but you might want to refer to a video that plays through Level 3 (like this one, two hours long) to find a way across that gap without killing all the bats.

Mario Adventure 2 Demo — requires Parallel Launcher and a Super Mario 64 rom image to play

Sundry Sunday: A Stardew Valley Cartoon

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Everyone loves Stardew Valley, and its engaging and quirky denizens! Whether it’s alcoholic bus driver Pam, or horny mayor Lewis, or Pierre the Capitalist, or the evil corporation you can let take over the town, or that one person who’s like that. Sure, you know, that one!

Many of the personable and mathematically romanceable characters of Stardew Valley can be spotted in Emmanomia‘s STARDEW VALLEY ANIMATION (3 minutes). Here:

Switch 2: Storage Issues and Backward Compatibility

A little bit more about the Switch 2? Sure why not?

First thing. I’ve mentioned this on social media, and I want to spread the word as much as I can about it, because this is going to catch people by surprise, and this way as many will find out about it going in as possible. In addition to costing $450 at launch, $500 with bundled Mario Kart World, and possibly more if Trump’s moronic tariffs stick, as stated in the direct, the Switch 2 uses a special incompatible variant of Micro SD cards, called Micro SD Express.

They’ve been out for a while, but uptake has been slow, mainly because their chief benefit is transfer speed, and Micro SD is fast enough for most purposes. But since its use in the Switch’s has been a performance bottleneck, Nintendo went with SD Express, which has the advantage of being faster, but the disadvantages of being both way less ubiquitous, easy to confuse with normal Micro SD cards, and of course, being more expensive. Ars Technica did a rundown, revealing that Micro SD Express cards are actually more expensive than SSDs at an equivalent price-per-gigabyte. It’s not a proprietary format, but consider that it’s possible that the only SD Express cards you’ll be able to find in a store that you buy your Switch from will be Nintendo-branded, and more expensive, it feels like it effectively is proprietary for now.

How to tell a standard Micro SD card from a Micro SD Express card? Express cards have an EX logo on their label, and they also have more contacts, as shown by this illustration from an SD Association whitepaper:

It’s true the Switch 2 has much more internal storage than the Switch. But many users will also be bringing their Switch digital libraries with them, meaning it’s possible for that storage to be full on day one. I have a 256 SD in my Switch, and I already have to make hard decisions about what I have installed and what I leave in “the cloud.” That will be my reality as soon as I transfer my eShop purchases to the Switch 2.


I mused a bit on Nintendo’s stating that the Switch 2 will be mostly backwards compatible with the Switch 1, meaning, not everything on the original Switch will work with it. What gives?

Nintendo has a page listing games that aren’t Switch 2 compatible. At first glance, it seems that all the issues are with games that are physically incompatible. Like, the Labo VR Kit isn’t compatible, because the Switch 2 is larger than the Switch 1, and it can’t actually fit into the cardboard goggles. Several other Labo kits are similarly “incompatible.” WarioWare Move It is mostly compatible, but the Switch 2 JoyCons don’t have the infrared camera the right JoyCon on the Switch 1 has. You can still pair Switch 1 JoyCons with a Switch 2 though, so if you have them laying around you can still play IR-requiring games. This also affects Game Builder Garage and some Labo titles.

Ring Fit Adventure and Nintendo Switch Sports use accessories that you insert a Switch 1 JoyCon into, and Switch 2 JoyCons won’t fit into them. And 1-2-Switch has a unique issue: the Switch 2 has more subtle rumble, and it seems a 1-2-Switch minigame uses that rumble to communicate information to players, which could end up being an issue.

But… that isn’t the whole story. It turns out there’s a good list of Switch games that have issues on the Switch 2, software issues, but you have to click through to a couple of PDFs to find out about those. Here’s a list of games with “start up issues,” meaning probably they won’t load. And here’s games with issues once they’re running. These lists may shrink over time as bugs are found and stamped out, but that might take a good while; it took years for the Wii-U to run the WiiWare game LostWinds.

Some notable games on the not-starting list: a selection of NeoGeo and Arcade Archives titles, Another Crab’s Treasure, Fornite (although I suspect there will be a Switch 2 native version), Nintendo’s own Fitness Boxing, Doom Eternal, Pizza Tower(!) and River City Girls Zero. Some of the games that play, but with issues: two Tetris The Grand Master games from Arcade Archives, Factorio, Fall Guys, Mega Man Legacy Collection and Stumble Guys.

Mario Kart World Oddities & Corporate Sponsors

I originally wrote this as part of Wednesday’s Switch 2 Nintendo Direct, but it’s really a weird bit of esoterica, and ended up being fairly long too, so I split it off into this post.

MKW’s apparently an open world Mario game, and open world games need more world building than otherwise. What I am hoping is this means we’ll finally find out more about all these weird MK-universe advertisers than
in the past. Does Mario actually own and run Mario Motors? Is Luigi the boss of a tire company? Will we get an explanation for Bowser competing in a (mostly) friendly manner against his eternal rivals? And…

Oh my stars and garters, how does this Toad DRIVE this vehicle? His eyes are right over the dashboard! Can his feet reach the pedals? It doesn’t seem like it was built for them, is this a common issue for Mushroom Kingdom cars and trucks? And do they ever suffer collision damage from hitting big floating, rotating coins? Along those lines:

He’s just a workaday Koopa, driving for his job with Hammer Bros. Co., and woah it’s KING BOWSER himself driving right past, and in the same lane! And he appears to have gotten fashion tips from Hellboy with that Right Hand of Doom glove thing happening. Also gotta note that Bowser’s license plate is just his logo. “Yeah that’s me, any questions?”

Here’s more traffic, I assume the open world theme means there’ll be a lot more in the way of street vehicle obstacles. Mario Kart World certainly has some weird, and weirdly useable, cars. Vehicular ramps, blast barrels, and I assume that Bob-Omb car is a live explosive. Road safety in the Mushroom Kingdom is a joke.

Sexy! I give them points for working the Girders board (sorry, “25m”) into a track. But it looks like we’re again getting the same style of tricks as in prior MK games: the vehicle gets a burst of speed, the driver turns around and mugs for the camera, and vroom vroom. Doesn’t seem too safe to me. Also, it looks like DK’s redesign for the movie has stuck.

My favorite element of the Mario Kart series, which I believe I’ve mentioned here before, are all the Mario-themed corporate sponsors, which suggest that not only are the characters race drivers, but also own their own auto supply and repair companies, and other companies besides. They’re all businesspeople! It’s a capitalist hellscape of their own devising!

Besides Mario Motors and Luigi Tires, among the MK businesses spotted are Koopa Construction (slogan, “High Quality You Can Trust,” how boring), Peach Resort (also a track name), a company called Dash (“Accelerate the Fun”), Waluigi Vintage Clothing (that’s more backstory than we’ve ever gotten for him), Wario Games (nice tie-in!), Fuzzy Batteres, Royal Motors (don’t know if that’s Peach, Daisy, Rosalina, or some combination; it’s tagline is “Supersonic Primeness”), Dolphin Marine Sports, Nabbit Courier Service(?), Garlic Power, Red Shell Speed Tires, what I think is Yoshi’s Cookies, Premium Scrap, 1UP Fuel, and there’s Bowser, Buzzy Beetle, Lava Bubble, Shy Guy, Chain Chomp, Fire Flower and just “Banana” (“Let one slip!”) companies I couldn’t make out the full names of, and the return of MKTV, which uses what looks like the eyes of Cappy, from Mario Odyssey, in their logo, but they’re probably Lakitu’s goggles—although Lakitu is a driver now.

There’s also THIS:

It’s the counterpart to The Mother Of All POW Blocks from the end of Super Mario 3D World! It is written in the Book of Mysteries, of the GREAT QUESTION BLOCK OF DOOM, the hitting of which will trigger the end of all things. Drive carefully, competitors.

This is probably my favorite track, a spooky horror movie track with big pictures of Peach throughout. You can’t see it in this shot but there’s a big black castle in the background and bats flying around.

Moo Moo Meadows not only returns as a track, but it seems like it’s been set within the Mario Kart World map! Are there differences? Are other retro tracks returning?

Also, a cow is a driver now. And it rides a boom box. Why not just make everything a kart, and put anything on top of it? Maybe I shouldn’t give them any ideas.

Nintendo Direct 4/2/2025: The Switch 2

Nintendo’s last direct was just a few days ago, and now they have another one, one devoted to their next console, the Switch 2, and /wow/, the internet consensus on it seems pretty harsh. It’s coming out June 8th, and it’ll cost $449 dollars in the US. I mean sure, the awful tariffs of a certain Orange Person may play a role in that, but it’ll also sell for about that amount in the much-less-stupid European Union. It’s an unexpected move, considering that the Switch line is widely seen as underpowered compared to its competition. I personally am scheming and trying to figure out how to fit it into my finances when it arrives in just two months, on June 5th.

But I’m putting the commentary up front, instead of where it belongs, as part of an in-sequence point-by-point reaction to the video. But about those….

Set Side B updates every day at 10 AM US Eastern Time. I like that the site updates in the morning, but not too early, to give people a chance to come to it throughout the day. But this poses a problem with responding to Nintendo Directs, which tend to appear at nearly the least opportune time, right when the blog updates.

We could change our posting time when Directs hit, and may end up doing that. But honestly, up-to-the-minute commentary that tries to get in ahead of other sites isn’t our forte. That’s the kind of thing tryhard sites, who can afford a whole team of writers, SEO, and flashy sports cars for their upper management, would do. We’re a tiny three-person operation, and I rather think that’s some of our charm.

Because of this, instead of responding to everything in the video, or even trying to, here’s just my comments on certain highlights.

So, here is that video (1 hour):

There’s also an Ask The Developer article on Nintendo’s website with more information.

The first game up is

Mario Kart World

Right off the bat, it’s never been more obvious than in Mario’s initial “Lets-a go!” that Charles Martinet’s time as Mario’s voice is over.

I have quite a lot, the most of the whole show, to say about this game, but it’s of an aspect of it that few remark upon or even care about. I’m going to save all of that for tomorrow, in fact, since it’s way off the subject. Please look forward to it. (bows)

In the meantime, features include free roaming, “knockout races,” cross country races and up to 24 karts in a race. More details… argh… in yet another Nintendo Direct, on the 17th.

Presenters this time out: Kouichi Kawamoto (Producer), Takuhiro Dohta (Director) and Tetsuya Sasaki, Hardware Design Lead. Nice to see people who actually worked on the system!

Hardware Features

  • GameChat, activated by the new C Button, for voice communication between players, and with optional game screen sharing
  • Camera accessory for facetime-style chatting (didn’t we have that back on the Wii-U? but this works during games)
  • GameChat requires a Switch Online membership, but will be free unti March 31 2026.
  • Local Multiplayer with only one copy of a game. Clubhouse Games is used as an example; it’s really a feature that it should have shipped with, IMO, but better late than never.
  • Larger screen, 1080p support on built-in screen
  • 4K resolution when docked, up to 120fps
  • HDR support
  • magnetic Joy Cons (we knew that)
  • Joy Cons can be used as mice (that too)
  • built-in adjustable stand (and that)
  • an extra USB C port
  • 256GB built-in storage
  • fan built in to the dock

Interestingly, Switch backward compatibility is only supported with “compatible” games, implying some games aren’t compatible.

Nintendo Switch 2 Welcome Tour

A game made specifically to show off the system features. The internet has been complaining greatly about the fact they’re charging for it, when it serves little purpose other than to show off the hardware.

Other Notes

Switch 2 uses the same shape of cards as Switch 1 games, but support faster data transfer.

Of special note, Switch 2 only works with Micro SD Express cards. This means current cards will very likely not work with the system, regardless of their capacity! This is going to bite lots of people, count on it. You may not even be able to get non-Nintendo branded SD Express cards for a while, and you can bet they’ll be charged at a premium. Pretty damn crappy, Nintendo.

There’s a new Pro Controller with extra buttons. No info on if Switch 1 Pro Controllers will work. My guess is they will (Nintendo has gotten better about controller compatibility in recent years), but of course they won’t have the new features like C button, and new programmable GL and GR buttons.

Paid Upgrades

A paid upgrade to Super Mario Party Jamboree that offers new features. The business with paid upgrades will become a theme throughout the show.

Zelda Notes is a Switch 2 specific feature in upgraded versions of Breath of the Wild and Tears of the Kingdom. It works in conjunction with the smartphone Switch App to mark locations of interest in the game, and lets you share your TotK constructions via QR code. Interesting, but it doesn’t seem like a feature that needs Switch 2 hardware to support it?

Kirby in the Forgotten Land gets an upgrade that adds a second story, which seems like a more suitable use for a paid feature.

Metroid Prime 4 and Pokemon Legends Z-A are both getting Switch and Switch 2 editions. This would seem to imply that Nintendo suspects the Switch 2 won’t see tremendous uptake immediately, and are hedging their bets.

Upgraded Switch 2 versions of prior-owned Switch games are being sold as “Upgrade Packs.” The end of an era: at long last, Nintendo has abandoned the “Pak” spelling.

Other Games

DRAGxDRIVE: A mouse-controlled wheelchair-based basketball game with stunts. A cool idea honestly! May end up being the ARMS of the Switch 2, which isn’t a bad thing, I think.

I’m going to skip commenting on some of these, I’ll just list them out: Elden Ring Tarnished Edition, Hades 2, Street Fighter 6, with Switch 2 exclusive modes, Daemon X Machina: Titanic Scion, Split Fiction, Hogwarts Legacy.

EA Sports, the company I most love to hate, is also releasing games on Switch 2

Tony Hawk’s Pro Skater 3+4 is a remake of two classic skateboarding games. I observe that skateboarding video games have, over the years, evolved into something that’s not really a lot like real-world skateboarding? They’re more like exploratory games with tricks added in and a coat of “hellow fellow kids” paint? Boarders don’t seem to be affected by realistic gravity, and regularly grind on services that no physical being could rightly grind upon. Anyway, near the end there’s a “A Few Moments Later” card stolen directly from Spongebob Squarepants, and the copyright notices for the game mention Spongebob, so I guess he’s making a Shrek-like appearance.

Hitman: World of Assassination: Signature Edition, now with added James Bond, Bravely Default, Yakuza 0: Director’s Cut.

Hyrule Warriors: Age Of Imprisonment again asks us to imagine an alternate universe where you can make the events of a game we’ve already played not happen, or at least I presume it will. It looks like Zelda may be the main character this time; it takes place in the past she time traveled to in TotK, so Link might not even be in it.

Nintendo Switch Online + Expansion Pack on Switch 2 to get Gamecube games: The Legend of Zelda: The Wind Waker, Soulcalubur II (the one with Link in it) and F-Zero GX (the really really hard one Amusement Vision made, during the fifteen seconds during which they bubbled up from the surface of Sega). Others promised for future: Super Mario Sunshine, Fire Emblem Path of Radiance, Pokémon XD: Gale of Darkness, Super Mario Strikers, Chibi-Robo, Luigi’s Mansion, Pokémon Colosseum. They also promise a Gamecube-styled wireless controller. Isn’t that properly called a Wavebird? We don’t know if the Smash Bros GC adapter will work with it yet.

Deltarune Chapters 1-4: A predictably silly trailer, but that’s why we love Toby Fox. To be available on launch day! To some, this will be the biggest announcement in the show, and I’ll admit I’m looking forward to it.

Borderlands 4, Civilization VII (Offers a paid upgrade from the Switch version, but it’s to get mouse controls, argh!), WWE 2K & NBA 2K, Survival Kids, Enter The Gungeon 2, Starseeker: Astroneer Expeditions, Cyberpunk 2077 Ultimate Edition, Final Fantasy VII Remake Intergrade (keep milkin’ that cash cow, Squeenix), Kunitsu-Gami: Path of the Goddess, Hollow Knight: Silksong, Story of Seasons: Grand Bazaar, Goodnight Universe, Two Point Museum, Wild Hearts S, Witchbrook, Puyo Puyo Tetris 2S, (inhale).

Rune Factory: Guardians of Azuma, Marvel Comic Invasion, Star Wars Outlaws, Nobunaga’s Ambition: Awakening Complete Edition, Fast Fusion, Shadow Labyrinth (yep, the grimdark Pac-Man reboot), RAIDOU Remastered: The Mystery of the Soulless Army, No Sleep For Kaname Date — From AI: THE SOMNIUM FILES, REANIMAL, Fortnite (were you expecting it not?), Arcade Archives 2 Ridge Racer, Professor Layton and The New World of Steam, Tamagotchi Plaza, Human Fall Flat 2, The Duskbloods (From Software)

And my favorite part of the whole show even though we learned very very little about it besides that it releases this year:

KIRBY AIR RIDERS, directed by Masahiro Sakurai

Kirby Air Ride might be the most underrated game on the Gamecube, for while it doesn’t offer a Grand Prix or other campaign mode like nearly every other racing game, it does have City Trial, one of the best multiplayer experiences on the Gamecube. If you attended DragonCon in 2023 and went to one of their Gamecube nights, you might well have seen me playing Air Ride there! If all Air Riders offers is a greatly upgraded City Trial, perhaps with more than one city to explore, then it’ll be well worth the purchase price, and Sakurai is smart enough to recognize its greatness so I think we’re in good hands.

The last game was Donkey Kong Bananza. A new 3D DK title with destructable terrain. It also uses the updated Donkey Kong design, but it really works here, Donks shows a lot more personality and expressiveness here than he has since before DKC.