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.

The Switch Has A Web Browser You Can’t Use

It’s true. It’s meant for things like WiFi login pages and displaying online manuals, but it doesn’t have a field for entering URLs yourself.

Seems unfair to me, but I suppose they thought everyone has a smartphone these days. (Until recently, I didn’t!) And I understand the web browser was a persistent security hole for the Wii-U. So while they include a web browser in the Switch for those reasons, it’s locked-off from the users. It’s still a security risk, mind you.

Now, a weird thing about the Switch is it’s multitasking system. The OS reserves a large portion of its memory for an “applet.” This is one of a number of system programs intended to provide a number of services to the user and running game software. Each of the round button options on the Home menu starts up an applet. The eShop is an applet. The system keyboard is an applet. And the web browser is an applet.

One thing about the applets is only one can run at a time! Games can actually run in the background while the Home menu and an applet are open, but if a game calls upon the system keyboard to enter text, then you go to the Home menu and open something else, the keyboard will stop. When you return to the game, it’ll have to be restarted.

It’s all explained in James-Money’s 13 minute video, Understanding the Nintendo Switch Browser:

Nintendo Direct 3/27/25 Review

Well, there’s been another Nintendo Direct, yesterday it was. And while there wasn’t much news on the Switch 2, one of the announcements was that there will be another Nintendo Direct on April 2, in just five days, about it.

The presenter this time was (check Wikipedia) Senior Managing Executive and Corporate Director Shinya Takahashi. He has some charisma, but we’re still a long way from the days where Shigeru Miyamoto, Reggis Fils-Amie and Satoru Iwata would co-host, one time as puppets.

Sometimes I take one of these videos and I riff on the games revealed, and the specifics of their revelation. To remind: the narrator’s delivery style gives me a rash, so I’ll try not to bring that up for literally every trailer. Operation 2025 Snark Go (37 minutes)!

Cold Open: Dragon Quest I & II HD-2D Remake

After DQIII, these couldn’t be far behind, but it looks like substantial new content has been added, including a new character? The mainline series has been dropping references to the old Erdrick (a.k.a. Loto) games, maybe this connects to that?

Nintendo Direct for Switch 2 coming April 2

We already explained about this. I don’t know why they didn’t just pile it all into a single video, but it isn’t like people are going to miss out on the news.

No Sleep For Kaname Date – From AI: THE SOMNIUM FILES, from Spike Chunsoft

It’s a visual novel style mystery adventure from the people who brought us the Mystery Dungeon series. Of course, they’ve made lots of visual novels, but in my view that distracts from them making more Mystery Dungeon games. I’m a bit upset by the news that Shiren 6 sold like one-tenth what it has in Japan. What gives, y’all? Show them some love!

RAIDOU Remastered: The Mystery of the Soulless Army, from Atlus, out June 19

Atlus’s turn to make a Very Japanese Game. This one is a remake of a Playstation 2 entry in the Megami Tensei series. It stars a mystery-solving apprentice detective who can also summon devils to help him in turn-based battles. If he can summon devils, one is given to wonder, what does he need the trainee detective gig for? I guess consorting with the Underworld doesn’t put food on the table.

Shadow Labyrinth, from Bandai Namco

Those two games are fine, not my usual thing but I recognize their merits. But this one, I don’t know….

I feel like, for the most part, Bandai Namco doesn’t really know what to do with Pac-Man. Well, I can tell them what to do: make more Pac-Man Championship Edition! It’s that easy, oh and also police their high score tables much better for hacked plays, Pac-Man CE 2’s scoreboards are overloaded with impossible scores. Or else, maybe more Pac-Man World games? Getting their ducks in a row with GCC and getting back the rights to Ms. Pac-Man? Instead we have one of the least necessary games we’ve seen in many a generation: the dark and gritty reboot to Pac-Man.

“With your memories gone, you have been summoned to a strange, unfamiliar world… where you’re greeted by a yellow orb known as PUCK.” Oh brudder, ignoring that we’re talking about Pac-Fucking-Man, that’s three hoary game trailer clichés in one sentence!

“But who is this spherical stranger?” ITS PAC-MAN. ITS OBVIOUSLY PAC-MAN. EVEN IF IT ISN’T PAC-MAN FOR LORE REASONS, IT’S PAC-MAN.

“Moored in a mysterious, maze-like world…” AUGH “…your battle for survival begins.” The narrator is giving me a rash again.

“Experience a dark twist on the iconic Pac-Man…” JUST GIVE US PAC-MAN CE 3. THAT’S ALL YOU HAVE TO DO NAMCO. Sincerely, someone who’s gotten in dozens of hours of every previous Pac-Man CE game.

Patapon 1+2 Replay, from Bandai Namco

Ah, this actually looks interesting! But wasn’t Patapon a Sony thing?

You guide a tribe of primitive shapes with big eyes through a rhythm-based battle game. You give orders to your troops by tapping different buttons in the right rhythm, and their attack power comes from your timing. The original Patas-pon were PSP games, and the Switch is kind of like a PSP in its way. I’m still surprised this isn’t on a Sony platform though.

Story of Seasons: Grand Bazaar, from Marvelous

Another Harvest Moon, this one for the Nintendo DS, given a trademark-unencumbered remake on the Switch. Predictably, you play as a young farmer trying to make a place for themself in a new town, growing their suspiciously large vegetables and milking their hippo-like cows. Eventually they can hook up with one of several eligible spouses, giving it the veneer of a dating sim.

It’s a formula that Stardew Valley more-or-less perfected, and Harvest Moon went to the well so many times that I wonder if the features are just permuted in different ways now, but the series has a lot of fans and they’re pretty amiable.

Metroid Prime 4: Beyond, from Retro Studios and Nintendo, some time in 2025

A lot of people are looking forward to this one, and we finally have some substantive information on it. In this one Samus gains yet another new suit, what is it five by now (how does she pee in those things?), and psychic abilities. Samus is already a super-powerful cyborg wearing a power suit with a half-dozen kinds of deadly beams, can inexplicably roll up into a ball, and can basically fly in some games. Now she can move things WITH HER MIND too? When she inevitably loses her power suit at some point during this game, will she get to keep her mind powers?

The problem with the Metroid series is, the most intersting thing about them is Samus, but the title is “Metroid,” so Metroids have to be in every game. Samus could carry a game that doesn’t have anything to do with Metroids! I mean, the main antagonists are called, just, “space pirates.” They don’t even have a name as a race! There’s been hints that the main series will stop featuring them, although what it’ll be called in the future isn’t clear. Anyway, there’s a creature like a Metroid in this one, so I guess they’ll have at least one last hurrah.

Disney Villains Cursed Café, from Disney Games, out now

My eyes are nearly rolling out of my head. It’s another attempt by Disney to take some trend and wring lucre out of it using their IP. This time it’s a small business sim, where you serve Disney villains “potions.” You’re a “potionista.” Since it’s an excuse to throw together characters from vastly different properties it has some crossover comedy potential. Ursula and Maleficent hang out around with the likes of Captain Hook and Cruella DeVille. You get many different kinds of evil all thrown together as if they were the same thing.

You buy your ingredients from Yzma, from The Emperor’s New Groove, which I think is kind of unfair. While later elaborations upon its milieu make her more of a villain, in the original movie she’s more of an anti-hero? Kuzco, as an uncaring emperor trying to tear down Pasha’s village, was the real villain, and Yzma’s plotting against him was arguably in service of the Inca kingdom.

Gaston is your assistant in the game, which raises the question… how evil are you? Are you planning on taking over the Disney world? Or maybe, Disneyworld?

Witchbrook, from Chucklefish, available Holiday 2025

Chucklefish, a publisher that consciously adopts pixel art as a theme, has a number of successful games, including Starbound and Wargroove, but their best-known game is one they no longer publish: Stardew Valley. Witchbrook looks like it has similarities, although it applies its grid-based aesthetic to a pseudo-Harry Potter setting. But it’s got the romancin’, and the four-player co-op’n. And given how J.K. Rowling has succumbed to Internet Poisoning lately, a game in that kind of universe that isn’t so tainted with anti-trans rhetoric will probably be welcome, if the very idea hasn’t been ruined by its association with her.

The Eternal Life of Goldman, THQ Nordic

The always-breathless narrator explains: “Action, adventure and arcade games await!” Arcades figure not at all in this title though, which is mostly a platformer with a hand-drawn look. “Set off on a fantastical mission to eliminate a mysterious deity in this hand-drawn platforming adventure you’re explore an expansive archipelago where nightmares and wonder collide!” You’re describing a video game, that’s like half of them! Other than the admittedly charming artwork, we just don’t know much about this one.

Gradius Origins, from Konami, August 7

ARGH the narrator pronounces it “gray-dius!” It’s “grah-dius,” I continue to insist! GRAH-DIUS!! I can accept a short A, but never a long one! The included games are the arcade versions of Gradius, Salamander, Life Force, Gradius II, Gradius III (oh frog) and Salamander 2. Shown off is the fact that Gradius III has multiple versions, which is welcome news since the original arcade release is infamous for its length and difficulty. The whole series also has terrific music; hopefully there will be a jukebox mode for players who can’t take G3’s infuriating gameplay.

The collection also includes a new game, Salamander 3! Okay, I have to get this now.

Rift of the NecroDancer, from Brace Yourself Games, out now

A more traditional kind of rhythm game than its roguelike predecessor. They appear to be approaching other indie games with great music for paid DLC packs. A Celeste music pack DLC is available immediately, and notably, Peppino from Pizza Tower was shown off in the trailer as an upcoming expansion. Pizza Tower had some of the best music in all of video gaming, so it’s worth looking forward to.

Tamagotchi Plaza, from Bandai Namco, June 27

Tamagotchi’s logo still has the egg virtual pet device in it. Do they even still make those things? I haven’t seen one in a store in the States in decades. Tamagotchi games are sometimes better than you’d expect, especially from a property that’s now two decades past its best-by date. As always, it looks like a meltdown of the Sanrio characters, and has that kind of feel to it.

Pokemon Legends Z-A, from Nintendo/Creatures/GAME FREAK, late 2025

I guess the various companies involved decided they weren’t getting enough billions of dollars lately. “You’ll begin your adventure by choosing one of three partner Pokémon!” Literally everyone who’s watching this already knows that! (By the way, all the many accent-Es in this piece are brought to you courtesy of the Compose Key.)

“To make it easier for humans and Pokémon to co-exist, a company called Quazartico Inc. is carrying out an urban redevelopment plan!” I wonder who the villains will be, hmm.

“If you’re spotted, they’ll challenge you to battle!” Has anyone in any Pokémon been able to resist accepting a Pokémon fight, even if their last ‘mon is down to Struggling? JUST SAY NO TO TURN-BASED SANITIZED COCKFIGHTING. And it’s still nearly the same battle system as shown way back in Pokémon Red and Blue! Haven’t they exhausted its strategic possibilities three times over by now?

Mega-Evolutions are returning. I guess it shows dedication to something to bring back a previously-used gimmick rather than coining another one.

One of the trainers challenging the protagonist in this one is Zach. Zach opens up saying: “Well, I won’t make it easy for you, because this taxi driver has a taxi dream! I’m going to reach Rank A and abolish all forms of transit in Lumiose—except taxis!” That’s like picking your mayor by whoever has the meanest dog!

Rhythm Heaven Groove, from Nintendo, 2026

This is one I can get excited over. Finally, Rhythm Heaven comes to Switch, and it seems to have a lot of new minigames. Don’t sleep on this one, its many minigames are hilarious.

News: Virtual Game Cards, coming late April

A way to play Switch games on more than one system. Basically, you can de-authorize a card on one system to play it on another system you own. An internet connection is required, but only when authorizing (“loading”) or deauthorizing (“ejecting”).

BUT. It only works on up to two systems without a family Switch Online account, which potentially expands the count by 8 more systems. Local wireless seems to be required, so far-flung families may have problems. And only one game can be lent to a given person at a time, and only for up to two weeks at a time. Seems like a whole lot of catches and exceptions. The system is confirmed to support the Switch 2

Quick previews:

  • High on Life, from Squanch Games, May 6
  • Star Overdrive, from Dear Villagers, April 10
  • The Wandering Village, from Stray Fawn Studio, July 17
  • King of Meat, from Glowmade, sometime in 2025
  • Lou’s Lagoon, from Megabit Publishing
  • Fantasy Life i: The Girl Who Steals Time, from Level5, May 21
  • Saga Frontier 2 Remastered, from Square-Enix, out now
  • Monument Valley 1 & 2, ustwo games, April 15
  • Monument Valley 3 coming Summer
  • Everybody’s Golf: Hot Shots, Bandai
  • Marvel Cosmic Invasion, from Dotemu and Tribute, Holiday 2025

And:

Tomodachi Life: Living the Dream, Nintendo, 2026

Oooh, the prestigous last announcement this time goes to a series that hasn’t had a great amount of luck lately? It’s felt like Miis have been on the outs for a while. Tomodachi Life was last seen back on the 3DS, Miitomo on mobile lasted mere months, and Miitopia, while cool, didn’t build a lot of buzz. I’m glad Nintendo is giving both Miis and Tomodachi Life another chance, though it’s disappointing that it’s being announced so far in advance.

Nintendo Today app

Introduced by Shigeru Miyamoto himself, this is a smart device app that functions as a calendar, and presents daily Nintendo news and content. Huh, that sounds a bit familiar… ahem! It’s available for download now, and news on the Switch 2 will be presented through it as well as in the next Nintendo Direct, in five days.

Finishing Super Mario 2 USA’s First World But Without Beating Bosses

It’s been a difficult time here for the moment, so I’m doing low-effort posts at the moment. I have ideas for several more long-form posts, but if the posts be long, so is the time to write them properly. So, in the meantime, here’s yet another Youtube video on a random piece of video game hyper-esoterica.

It’s a good one this time though! A 25-minute video on using all kinds of glitches and tricks to avoid beating bosses in a game where every level ends with a boss!

Super Mario 2, USA version, isn’t a game that I don’t think of when it comes to glitches, and I’d wager it doesn’t for many of you either, so it’s a bit reassuring to know that it’s got as many weird ways to bend the game’s rules as do games like Super Mario Bros. and Ocarina of Time. The video’s from Retro Game Mechanics Explained, which, along with Displaced Gamers, are among my favorite channels for digging deeply into the actually assembly code of games, and figuring out exactly why they do, or don’t do, what they could/should. Along the way you’ll get a basic understanding of how SMB2USA handles connections between areas.

If you’re as obsessed with understanding how these games were put together as I am, it’ll be like sugar candy to you! If you aren’t, well, maybe you’ll find it interesting anyway.

Sundry Sunday: The Sounds of Luigi

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

Something of a follow-up to last week’s post, this one’s another of nathorz’s animations of Nintendo voices (1 ½ minutes), this time of perennial second-banana Luigi. Most are from Charles Martinet’s voicing, but there’s also Danny Wells from the Super Mario Bros. Super Show, and John Leguizamo from the first Super Mario Bros. movie. There’s also some voices I don’t recognize; I presume Luigi from the more-recent Super Mario Bros. movie is in there somewhere.

Some other of nathorz’s animations include sounds of Kirby, Wario, Yoshi and the Kong of Donk.

Size-Changing Effects in Super Mario Bros Wonder

Super Mario Bros. Wonder is 15 months old now, and as is usual for games this far out, the hype around it has died down. But this video, and its information, has been in my to-post file for a long time, so let’s get it checked off of my list.

In Super Mario Bros. Wonder, every level has a “wonder effect,” a sometimes-optional event that changes the gameplay in some surprising way. Like the Piranha Plants might start singing and marching through the level. That kind of thing.

There is a level with a boss fight against Bowser Jr. where he makes himself really small (accidentally), then really large, and the player’s size changes to the opposite: really big, then really tiny. The player’s physics change to reflect their new volume.

As it turns out, this effect is, in a way, faked. During this whole fight, the player’s size doesn’t change at all! Instead, the room changes size, and the camera is zoomed in or out so it’s not noticeable. Junior’s size actually changes twice as much. The changes to the player’s physics are applied on top of this state.

Rimea on Youtube made a video, like a whole year ago, that applied the Wonder effects from the boss fight in normal levels, and the player’s character doesn’t change size at all there, there’s the physics changes and that’s all. Then they put some other objects in the room, some question mark blocks, and they change size along with the room, making the camera gimmick a bit more obvious.

Here is their video explaining and demonstrating how the effect is done (6m). Why is it implemented like this? My guess is that the player movement routines in Mario games are really complex and detailed, and any time when it comes to a decision whether to change it or something else, the developers do everything they can to not mess with the precise and exacting parts of the engine, for fear of breaking some other obscure part of the game. The player program has to be used throughout the whole game, while the boss and its room are only used in one part, so it risks breaking fewer things to put the changes all on them. That’s how I see it, yeah.

A Video Claiming Old Zelda Was Better

It’s kind of an old subject now. The Legend of Zelda was originally released in 1985, and right with the next game, Nintendo started toying with the formula.

The third game in the series, A Link to the Past, is widely revered among classic game-players, but there’s been this small coterie, growing over the years, that despite greatly improved graphics and controls, a much greater variety in enemies, like 13 dungeons in all and a host of cool secrets, in some ways it’s not up to the original. And the darn thing is, I agree with them.

The Legend of Zelda is kind of the victim of being left behind by design trends, in some ways. Link to the Past is an inflection point; while TLoZ is infuriatingly vague in some ways, and very challenging, some players latched onto those aspects and relished the challenge. Its second-sequel is almost luxurious in how it tells the player how to progress. There are establishments around the fantasy world of Hyrule whose whole purpose is to tell you what to do next. That’s great for making a generally-playable game, but if you want to figure the game out yourself, like solving a great puzzle, it’s lacking.

Its secrets are much less secret. It feels like the world wants you to discover its hidden caves, imagine that. Of the differences between the two, most players preferred the new direction, as did developers, not the least being the makers of the Zelda games themselves.

Of the fans who recognize the first game’s gnomish inscrutability and obscure secrets as a strength, probably the best-known advocate has been Tevis Thompson, who made the case in his 13-year-old essay Saving Zelda. He followed up some of the ideas in the graphic novel Second Quest (which is great), but it more goes in its own directions.

That was where the discussion stood, until the release of The Legend of Zelda: Breath of the Wild. After over a dozen games that leaned in to the Link to the Past template, it seemed to represent a rejection of that whole line, of the very trends they themselves had started and build upon. Instead of the mechanistic puzzlebox world, where exploration is carefully gated and players can’t get themselves into situations they’re not ready for, they threw open the doors. Here, have a world not only much bigger than any previous Zelda, but one of the biggest worlds in gaming period. Go anywhere, right from the start! While the secrets are still not that secret, the vast land obscures their locations pretty well, so it adds up to about the same effect.

Breath of the Wild was the first Zelda game that largely felt like Game #1, and there are signs this was intentional. The Japanese release made direct references to the 1985 original, using the font from the cover of the original game for its own title screen and to announce locations, have a look:

Comparison image from (ugh) r/zelda

When the game first game out, there was bewilderment, but players were very appreciative, but, did this mean all Zeldas were going to be vast open-world exploration games now? Tears of the Kingdom seems to indicate, maybe! Then Echoes of Wisdom last year showed that, while that game itself had many changes to the formula (such as actually starring the title character), they had not abandoned the classic formula, or look either.

All of this is to introduce the video by ThePlinkster, which like Thompson did in 2012, makes the case that the first game is still, largely, the best, and it even claims it’s better than BotW, which might be a bit of a reach. It’s 18 minutes, and while I don’t really agree with him entirely, he doesn’t make his case badly. Here it is:

Kosmic Figures Out How To Defeat Donkey Kong’s Kill Screen

Kosmic is a speedrunner who usually focuses on Super Mario Bros., but he’s reached the kill screen in Donkey Kong before. With some help, he’s figured out a way to complete that game’s “kill screen,” the point where it’s usually impossible to continue.

At Level 22 of Donkey Kong, there is a bug that causes the game to only give Mario (nèe Jumpman) 400 bonus timer points to complete the level. (The screen displays 4000, but that’s caused by a different glitch.) Playing normally, that’s not enough time to reach higher than the second girder on-screen.

However. If the player has Mario climb the first broken latter, then hold down for four frames then up for one, Mario will climb up off the top of it by one pixel. Continuing to do this, Mario can continue to ascend the screen. When he reaches Pauline’s height, the game will declare the level completed and move on to the next screen.

As it turns out, the bonus count on the Barrels screen is tied to the barrels that Donkey Kong throws, and the timing on those is somewhat random. If DK is slow at emitting those rolling obstacles, rarely, that will give Mario just enough time to reach Pauline at the top, and advance to the next level.

Doing this physically is essentially impossible. The player would have to waggle the joystick extremely quickly (and loudly), yet with the precise timing to consistently raise Mario’s position, to get him up the screen in time, and even if that worked, he’d still have to be lucky enough that Donkey Kong was slow at rolling barrels. But in emulation, with tool assistance, Kosmic managed to get to the top and finish the level. Then using other tricks and glitches, he managed to finish the next three levels (Elevators, Barrels again and Cement Factory) too, before his luck ran out at the next Barrels screen and he was unable to continue.

Here’s his 29 minute video explaining his feat. Or, if you’d like to avoid the general description of what this means, you could start at this point 11 minutes in.

What and Why Are Super Mario Bros. Frame Rules?

Not a damnable Youtube video this time, but an honest-to-frog text post I’m linking to! A 2021 post from the blog Brandon’s Thoughts explains what you might be wondering if you watched such events like AGDQ 2025’s Super Mario Bros. race. Well, okay, I’ll give you a video (33 minutes), but it’s not the point of the post this time:

The analogy often given is to think of a bus that leaves every 21 frames, and levels can only end by getting on that bus, and so other than in the last level (which has no new level to load at the end of it), improvements in Super Mario Bros. can only happen in 21 frame increments. If you save a frame or two in a level, but it’s not enough to make the previous frame rule, it’s not enough to take the previous bus, you’ll just end up waiting for it to happen anyway.

But what a weird thing to have! Lots of games don’t have frame rules like this, so why does Super Mario Bros? What advantage did it give the game’s code to be implemented this way? Why did the game’s programmers, according to MobyGames Toshihiko Nakago or Kazuaki Morita, do it?

I’m not completely sure, but Brandon explains why they happen in his blog post. I can summarize the the details here, and give a theory.

Super Mario Bros. uses a bunch of timers in its code. Quite sensibly, they’re laid out in a region of memory so they can all be updated by the same bit of code, a loop that cycles through them and counts them all down, one per frame, until they reach zero. It doesn’t do anything itself when they reach zero; the timers are each checked in other places by the code that needs to know if enough time has elapsed, and which then resets the timer so the countdown can continue on the next frame.

Many of these timers are short, like the code that determines when Mario emits a bubble in an underwater area. But all of these timers are single bytes, so the longest they can last are 255 frames, which at 60 fps is just a few seconds.

In order to track longer periods of time, but keep the same mechanism, there’s a subset of these timers that don’t count down every second. These timers are only checked and decremented every 21 frames, which is triggered when a special extra timer goes off. The intent was probably every 20 frames, but it uses BMI, Branch if result MInus, for the check instead of BEQ, Branch if EQual to zero, meaning it takes an extra frame.

Long timers are a bit less precise than short ones. When a long timer is set, the inner timer, the one that decides when long timers count down, could be at any point in its cycle.

This timer exists to determine when the second set, of longer timers, counts down. So, those timers’ lengths are around 21 times longer than the other timers. This is the source of the frame rule. After a level has finished, the game displays a black status screen with text announcing the number of the next level (“WORLD 1-2”) and the number of lives Mario has left. This code uses a long timer to keep the message on screen for longer than 255 frames. But it has the side effect that levels can only begin at 21-frame intervals.

Other periods of time tracked by long timers, such as Mario’s invulnerability time after taking damage and and duration of invincibility powerups, are also framerule based, and can vary by around a third of a second in length.

Super Mario Bros.’ ROM space is a bit cramped, and the timers are probably implemented in this way for space efficiency. Brandon points to evidence that the game had been optimized to save space to as to squeeze in more level data. In most cases it doesn’t matter that long times vary slightly in length. Gross duration matters more than precision here, but the implication is that framerules exist. Funny, that.

Super Mario Bros. Frame Rules (brskari.com)

Out Of Bounds Discoveries in Nintendo Games

I had a different post ready to go today, but it’s been delayed by a few days for unavoidable reasons, so let’s do another Nintendo obscurity video, this time for things that can be found “out of bounds.” There’s several interesting cases mentioned and shown off here in this video from Nintendo Unity. It’s 11 minutes long.

Some of cases shown:

  • In Punch-Out!! on the Wii, off-camera, Piston Hondo is reading a Sailor Moon manga in a between-round cutscene.
  • On the original Pikmin’s title menu, the name of the menu programmer is off-camera to the left.
  • There’s a cartoon drawing of a Goomba as a texture beneath Pinna Park in Super Mario Sunshine. This has been given the name “Kug,” and there’s more information on it on Supper Mario Broth and The Cutting Room Floor.
    • Noki Bay in Sunshine has a model of a book locked in an unreachable area. There’s more info on it on The Cutting Room Floor.
    • This one’s relatively well known: the trophy of Princess Daisy in Super Smash Bros. Melee has a texturing error that gives her a third eye, hidden beneath her hair on the back of her head. The trophy for Meta Ridley also has a hidden heart texture inside of it.
    • In Earthbound, if you can clip outside of the terrain in the upper-right corner of Onett, you can reach the ultimate upper-right corner of the whole map. (All of the areas in Earthbound are connected on a single huge map!) Interacting with the corner there can access a debug menu left in the game.
    • There’s a secret control room beneath the island in Donkey Kong 64.
    • Another well known glitch, the video mentions the glitch that lets Samus get inside the level terrain in Metroid by rolling into a ball and coming out of it repeatedly while a closed door surrounds her. This is the means by which people can get to the glitchy “secret worlds” mentioned in an early issue of the Nintendo Fun Club News.
    • At the end, the video reminds of the “Minus World” glitch in NES Super Mario Bros.

What Nintendo Games Do When You Delete Save Files

I know, lots of posts on this blog end up being about Nintendo in one way or other, but their corporate stance of toymakers, regardless of its truth, means they often do interesting things, and one category of those things is having special animations when you delete save files. But deleting save files is destructive, obviously, so many people never see them. Here’s a video compilation of some of them. Of particular note is the deletion process of Animal Crossing games (yes, them again!), and of all of those there’s the one for the original Gamecube version, which pretty much implies you’re killing your village’s inhabitants. A pretty heavy trip to lay on a kid! Here’s that video, from Nintendo Unity (9 minutes):