Switchaboo on Youtube had a look at video gamethings Nintendo made in the era before people habitually left the spaces out from between words. (14 minutes)
I didn’t know that Nintendo’s first foray into consoles was making a custom controller for the Odyssey (not the Odyssey 2, the Odyssey), and distributed it in Japan. But I do know that Nintendo’s history extends far back before video games, to making Hanafuda and traditional playing cards, and still makes them to this day, along with Mah Jong, Shogi and Go equipment.
I preordered Kirby Air Riders (not much of a surprise considering how much I’ve talked about the original, and the “Global Test Ride” demo.) Am I still enjoying it? YES! It’s like a bigger version of the original. If you’re tired of all these posts on this one game, it’s likely to be my last on the subject, for a while at least. In a few days there’s supposed to be a big launch event, to kick off a year of special event content. I might report on some of that, but c’mon; yesterday I made a post about Microsoft BASIC and the Zorks going open source. I think I’m due a little indulgence.
City Trial remains the main draw, even when I have a bad game it’s still fun. You start, you build up stats over five minutes, then you get a “stadium” (which you can usually pick from now) that tests your build.
Throughout the five minutes all manner of things happen: bosses attack, minigames happen, blanket advantages or disadvantages happen to everyone. It’s chaos, but it’s FUN chaos. Sometimes it feels like you win without trying; sometimes you lose despite everything. Every game is like a little story. But good or bad, it’s over quickly, and you can do it again.
My record at collecting stats so far. I wish you could save vehicles you’ve built, but alas each only gets used for one Stadium.
Each run has a selection of special things that can happen during it. One of them is a hunt for pieces of a “legendary machine,” a vehicle with extremely high stats that is sometimes hidden in some boxes. If a player collects one, an icon appears over them during play, signifying to everyone else that they have it. If player with a machine piece is struck by another player they might drop it. If a player gets all three pieces, a notification is given to all the players, and they get to ride it. It happened to me once! Here is video (½ minute):
Other things can happen too! It’s really never the same game twice.
Now, the worst thing about the original Air Ride still applies: there is no Grand Prix mode. (Why not?? I guess the inhabitants of Dream Land don’t have it in them to hold one?)
The most pleasant surprise, besides the fleshed-out, fully online-capable City Trial mode, which feels like the game it was always meant to be, is that Top Ride, the odd mode out of the original, is now decently playable and much more fun. It doesn’t have a Grand Prix mode either, but its races are so short that it barely even matters. I’ve mentioned before that it feels like Sakurai intentionally patterned it after Atari’s ancient Sprint games, which go all the way back to 1974’s Gran Track 10, giving it a legacy that goes back to two years after Pong. It’s playable online too, as well as namesake mode Air Ride.
The new singleplayer mode, Road Trip, is okay, but it’s just a disjointed series of challenges. You do get to build up stats throughout it, giving it an RPG feel, But there’s no exploration or anything like that.
The one thing that connects all the separate modes is Kirby Air Ride’s greatest invention, returning for another go: the Checklist. A grid of 150 boxes, one per mode, with an extra one for Online play. Every one has an unlock requirement.
At first, none of the boxes’ requirements are even revealed. You’re certain to check at least one of them the first time you play each mode though, purely by chance, and the requirements for the boxes around the ones you’ve checked off are revealed to you. Most of the boxes give you a little something when you check them. Some new decals or accessories to decorate your vehicles with. Some of them unlock characters, or machines for use in some modes, or costume pieces. A scant few give you free checks you can spend, to mark off difficult challenges for free. Many (not all) have optional setups you can activate, like little minigames.
Kirby Air Riders’ biggest sin, and greatest virtue, is that it’s really different from other games. It throws out features one would have thought obvious. (Grand Prix modes!) It adds weird new ones for no reason other than the joy of doing so. (Playing with gummis in a physics engine! Customizing machines and selling them in a little fake marketplace!)
And it does unexpected things, like after spending five minutes attacking and avoiding up to 15 other players, having them each choose which Stadium to play in. There isn’t an overall winner: each Stadium has its own winner! And, if you’re the only one to choose a Stadium, you win automatically.
Yes! That’s Lolo and Lala, from the Adventures of Lolo, a.k.a. Eggerland, games, slightly renamed and playable! Their special attack is shooting familiar-looking big green blocks at the other players!
This happens much more rarely than you might assume: it’s only happened to me once, after playing a whole lot of City Trial. Even those rare times were the game randomly decides you’re all playing THIS now, players are still split up into arbitrary groups.
It’s hard to say if you’ll like it because other than Air Ride, there’s nothing really to compare it too. It’s its own thing, but I think that’s what I like most about it. Whatever Kirby Air Riders has, this is the only place to get it. And it definitely has something. It’s a shame that you have to take a seventy dollar gamble on whether it’s something you want. Ideally the Global Test Rides were when one would have tried it out and seen if it was to one’s liking. Maybe they’ll do another one some day, or you can watch Youtube videos of gameplay? (I once again humbly offer myown.) But if this is something you’ll like, you’ll really like it. Maybe use that new Switch “game borrowing” feature to bum it off a friend for a while. It should be experienced at least once.
I am a sucker for a bargain. If something is 90% off I’ll often buy it if I have little interest in ever playing it (that’s how I ended up with the Borderlands games, don’t tell anyone). And if you keep your eyes open, you can build quite a game library that way.
I made a list of everything on my Nintendo Switch account: <b><u><i>two hundred and seventy-one items</i></u></b></ironicfakehtmltag>. Some day I’ll give you the list, but not today. But I figured it’d be useful to people if I reported on some notable deals happening on the eShop from time to time. Nintendo doesn’t pay me to do this, and any links you use earn me nothing, it isn’t advertising. And only items that catch my eye, and survive the crushing wave of ennui these tasks produce, make it into this list.
Note 1: I round off most prices. I count every keypress dearly, and typing “.99” over and over again pours caustic soda on my remaining nerve endings.
Note 2: I use em-dashes in this. That is not proof I am some idiotic LLM, you adjective[entire] derisive noun[breadbin].
Note 3: A foundational requirement for being included in this list is it must be at least half off.
Note 4: No screenshots or covers this time. I’ve just been up all night tracking down Japanese words in the Super Famicom version of Shiren the Wanderer, my neurons are floating in a thick soup right now.
Ahem:
General
The Wonderful 101 Remastered ($18, 55% off) — One of the most beloved games for the Wii-U, and contains a superhero character called Wonder Toilet, I say approvingly.
Dokapon: Sword of Fury ($12.50, 50%) — new entry in the cult JRPG-styled board-and-party game series.
Save Me Mr Tako: Definitive Edition ($3, 80% off): A rerelease of another Switch game that, I hear, was sabotaged by its original publisher. A challenging-yet-cartoony pixel art platformer with Game Boy graphics about an octopus hero, with a more involved story than you might expect. It’s three bucks, what have you got to lose?
Capcom
Resident Evil 4 ($10, 50% off) — The entry on the site spells “Resident Evil” all in lowercase for some stupid marketing reason. It’s widely acknowledge that this port of a Gamecube title is a high-point in the series, and contains zero percent zombies by weight. A lot of Resident Evil games seem to be on sale right now in fact, along with the Monster Hunter series, but I’ll leave those for you to seek out if you want them.
Street Fighter 6 (Switch 2 version, $20, 50% off) — After a dalliance with SoulCalibur back on the Dreamcast, and a ridiculous amount of time spent training amiibo fighters in Smash Ultimate, I’ve largely stayed away from fighting games. Still, it’s nice to see a classic series survive.
AKKA ARRH ($6, 70% off): To think AKKA ARRH finally saw commercial release decades after the old Atari passed on producing its prototype, and this version was developed by Jeff Minter himself. But how do you pronounce it? Like a pirate? ARRRRRH.
A lot of SquareEnix games are on sale at the moment. Collection of Mana ($16, 60% off) — Three games, Final Fantasy Legend (Game Boy), the beloved Secret of Mana (SNES) and the heretofore unreleased-in-English Seiken Densetsu III, now christened Trials of Mana. Sadly Trials, unlike Secret, doesn’t support three human players, not even in its original version, but it does offer a lot of replay value with multiple scenarios to complete.
A while bunch of Final Fantasy games are currently on sale, too many to link them all. VII is $6.39 (60% off); IX is $8.39 (also 60% off). On the Enix side of the building, Dragon Quest XI S: Echoes of an Elusive Age ($20, 50% off) is interesting. There’s also four Kingdom Hearts games with typically silly names, like HD 1.5 + 2.5 ReMIX ($16, 60% off), but be careful, many of them are cloud versions that won’t work without an internet connection. There’s also Octopath Traveler and its sequel (both $24, 60% off) and Romancing SaGa 2 ($7.50, 70% off), among others.
Another arcade classic strategy rundown, and again c0ncerning Donkey Kong. As the video rightly notes, the Springs board, a.k.a. Elevators, is most devoted players’ greatest barrier to playing to the kill screen, and even pros mess it up sometimes. I think it’s the worst part of the game, personally. Donkey Kong is great, says I, because it’s open to multiple strategies, while the later Elevators boards have to be finished a specific way, all because of those springs. That way is what this video (4m) is about.
Sadly the video has been made non-embedable, so it’s up to you to follow the link, if you care. The video encapsulates information on donkeykongforum.net (which it mislinks). That link is some hardcore geekery, of the kind beloved to Set Side B’s cadre of pixelated aliens, so please take a look.
Image from donkeykongforums.net.
Here’s the basics, in text form. Donkey Kong gets more difficult over the course of five “levels.” These are different from “boards,” a.k.a. “racks” or “screens.” In the corner of the screen there’s a notice, “L=X” where X is some number. That’s the Level. It goes up by one every time you finish a Rivets board.
The problem is, starting with Level 2, the spots at which the springs hit the ground is slightly randomized. The final climb up to Pauline’s platform is super dangerous, since Mario is vulnerable the whole way. Level 4 is the hardest difficulty for the springs on Elevators, and you have to handle it a very specific way: climb up to the first safe spot, wait for a spring that comes out bouncing at a specific location (near DK’s right foot) then running to another safe spot, then waiting for another specific spring speed to rush over and up the ladder.
So go forth and conquer the elevators, and as Coily the Sprite reminds us:
NOTE: In another world, Roguelike Celebration is going on today! A lot of people worked hard to organize it, and more worked hard to present at it, including some of the coolest people in indie gamedev, IMO, just to apply a little timely peer pressure. As I write this it hasn’t happened yet, so not a lot to say that I haven’t already, but I’ll say more about this once the talks have actually occurred. In the meantime….
I overall really like the direction the news of Kirby Air Riders is going, even if I have a few mixed feelings about it. There’s a lot of cool and funny new elements, but it also feels like Sakurai might be leaning a bit too hard into the Smash Bros. style. So many of the new features are note-for-note similar to Super Smash Bros, which I can’t just abbreviate to “SSB,” because that’s the same initials as this blog.
Like the fully-voiced opening theme song. The feature of Smash Ultimate that I hated more than perhaps any other part was that stupid theme song. It’s not that it’s a bad song itself, but every time I started the game up I was greeted by a song about the most overused tropes, not just in gaming, but in current-day media altogether: light and darkness. Oh, if my griping might start a movement to take pop culture back from terrible good-slash-evil narratives I would be a pleased whatever-it-is-that-I-am. I got the Adventure Mode out of the way very early in my time with Ultimate, I didn’t need to be reminded it existed at every startup. Air Riders has one of these songs too. I’m sure it’s nicely sung and produced, but it’s the opposite of what makes Kirby music great: bright, cheery, impressively scored tunes with an incredibly quick tempo.
Other features in both games:
For starters, the interface, especially the menus, are extremely Smash-like.
Amiibo support, in the sense that both games store machine learning parameters onto the figure’s 2K of flash memory to support trainable characters. Yes, figure players are back, the feature only interesting to me and a handful of others. I wonder how the game will utilize the approximately ½K of flash storage available to game applications this time?
Uses a currency for unlocks, and a weird kind of fake economy. Smash Ultimate has gold and “SP.” Air Riders has “Miles,” which are essentially gold coins again. Is anyone annoyed that gold, a metal without a lot of industrial use, is still absurdly valuable mostly because of jewelry use and tradition?
A very similar visual style. When unlocks happen, words splash across the screen in your face in exactly the same way familiar to anyone who followed the Smash Ultimate updates eight years ago.
Sakurai says it’s different, but “Global Win Power” still looks a whole lot like “Global Smash Power.”
On top of it all it uses the Smash Announcer, who unless my ear is mistaken (it frequently is) has been with the series since Melee, at least in English.
Not that the requisite griping is over, there’s lots of really fun things unveiled too. Like the inclusion of loads more Kirby characters, some of them pretty deep cuts. My favorites have to be Lololo and Lalala, who are direct references to HAL Laboratory’s early MSX hit Eggerland, known in the US as The Adventures of Lolo. Other than an obscure Windows release many years ago now, Lolo and Lala basically live on Planet Popstar these days, with no forwarding address left to the King of Eggerland.
Do you have any blocks that need pushing? No? Well we’re just going to hang out in case you get some.
Í’m struck by the fact that, by having so many varied villains who all have become Kirby’s friends over the years, Kirby’s adorable little universe has become one of the largest and deepest in all of gaming. Among Kirby’s friends are a mischievous penguin, a mysterious knight with a battleship, a lady robot entrepreneur, a mouse thief, a spacefairing alien, a spider person, a tricky clown, and more. Most of these characters were created after Sakurai left HAL and Nintendo, but yet are fully embraced by Air Riders, and I love that.
And there are so many weird little unnecessary touches. There’s a full lobby-like “paddock” where characters can congregate between matches, and they gave everyone full walking and jumping animations just for interacting within it. Sakurai says it took a lot of effort to make them, and I believe him. Also, it seems to be fully catered. Chef Kawasaki’s been busy, I see.
The best reveal was the new game mode, Road Trip. I’ve always liked Smash Bros’ weird side game modes, like Smash Run and Smash Board. There’s no one working in big gamedev who is as free with his thinking and design atoms as Masahiro Sakurai. He takes all these design elements and combines them in a way to create these little narrative engines. Road Trip fills the biggest gap of the original Kirby Air Ride, a game that, despite the greatness of City Trial, had absolutely no Story or Grand Prix mode, and so seemed a bit light. And indeed, there’s still no Grand Prix, or other structured racing-only mode.
Back to Road Trip, I especially like that it uses the patches from City Trial, so as you play you also create customized vehicles.
Kirby games don’t usually give you much of an indication of what day-to-day life in Dream Land is like, this is more than we’ve ever gotten.
All of the tracks from Air Ride are returning in Air Riders, although it seems the original City Trial City isn’t. Also returning is Top Ride, Sakurai’s weird homage to, of all things, Atari’s incredibly ancient Sprint series. He’s never mentioned Sprint in a Direct, but it’s so obviously a riff on Sprint. Even if he’s never heard of Sprint (given the breadth of his knowledge of the history of video games that seems really unlikely), it had to have been inspired by other games that were inspired by Sprint.
Another of Air Ride’s signature features, the Checklist, is back. To explain: each game mode has a grid of boxes, each with some feat or objective to perform. While you can unlock them in any order, you aren’t told what any of them are at first. But after you stumble upon your first unlock, the conditions of the squares surrounding that one are revealed to you, so it results in a kind of progression. Some of the squares unlock features when opened, and as you clear the board you’re eventually granted a handful of free checkmarks, to help clear out the hardest challenges.
In Air Ride, the Checklist was the only thing providing continuity between play sessions. That’s less the case with all the things there are to unlock in Air Riders, but what with Nintendo’s stubborn resistance to implementing Achievement features, as about the nearest thing to that Nintendo’s ever published, they’re welcome.
There’s a whole menu dedicated to making visual effects less jarring!
Here’s a flurry of little things I noticed:
A bespoke boss, a mecha version of our favorite emperor penguin*, called Robo Dedede. Say it quickly, it’s fun!
A special kind of collectable called gummis. They seem to have no purpose except to pile up onscreen in a physics engine and letting the player sift through them like a greedy candy miser.
A transforming vehicle, that transforms like a Transformer, metal bits shifting around into an alternate shape.
For the first time in any Kirby game, you can be nice to Whispy Woods, instead of making the old tree cry.
Some fun cameo characters revealed: Tortilding (from Forgotten Land), King Golem (from Amazing Mirror) and Computer Virus (Super Star), the funniest Kirby boss of all, where you fought it in a mocked-up JRPG-style battle.
A track only named “?” in the Direct, which uses music from the Nightmare fight from Kirby’s Adventure (the first “serious” opponent the pink blob creature ever fought), and features the Heart of Nova in the background.
For the first time really in a Nintendo game, it looks like they paid serious attention to accessibility! You can turn off screen-shake and move the camera so that motion isn’t so extreme. As time has passed I find myself more and more bothered by screen-shaking effects, though I’m not sure if that’s me, or just that they’re much more common nowadays than they were in the days of the NES.
Once of the license designs shown off uses iconography from the Japan-only Kirby Cafés.
I’d love to go to a Kirby Café some day!
* I think the official line is that King Dedede is some kind of eagle, but he’s never shown any hint of flying like a real bird, and the idea of Kirby’s first major antagonist being a penguin with royal pretensions is too much fun to reject.
The Youtuber is Jenna Stober, and she tells us right off that the problem with the games on display at the Nintendo Museum, many of which are rare or limited to playing at the museum itself, is that your ticket comes with ten “coins,” each game costs a number of them (up to four), there’s no way to get more except to get more tickets and visit more times, and there’s more cost in games than one ticket’s worth of coins. You can’t try everything, and if you pick games that aren’t fun, you’re just going to have a bad time, and that seems to be by design.
In her 11-minute video, the reviews, not all the games, but the ones most worthy of calling out as good, or meh, experiences, with enough detail to be able to figure out if your opinion just might differ. Given that tickets are limited, available mostly via drawing, and you can only even use cards that use a “3D Secure authentication service,” bleh, it’s really good to know what to focus on before you arrive at your date-and-time-limited ticket appointment.
The video’s title says it’s a review of “(almost)” every game there, but it doesn’t say which games she didn’t review. No explanation is given as to why.
The games she covers:
Shigureden, a card-matching game that hearkens back to Nintendo’s roots as a playing card company
Game & Watch games playable via your shadow, Manhole and Ball
Ultra Hand (an extendable arm toy originally designed by Gunpei Yokoi) demonstration and play, pretty cheap at one coin
Ultra Machine (a mechanical wiffle-ball batting pitcher also designed by Yokoi), another physical toy, allowing you to wreak playful havoc by allowing you to hit balls towards objects in a simulated living room, some of them would be breakable in real life; seems like Nintendo is poking fun at the destructiveness of their own past products; also cheap at two coins, and there’s even different rooms to play in
Big Controller is just playing emulations of various Nintendo games using a gigantic controller (she presumably makes an error by saying one of them is a Playstation controller, but I haven’t been so maybe she’s right), they require two people to operate and if you’re alone they may (or may not?) supply a staffer to play with you
Love Tester, a device to test your fake compatibility with another person, and another Yokoi invention, but this is more of a number of games designed around the idea of the thing
Retro Arcade’s review says you can play “NES, SNES or Playstation games,” which also seems like a fairly big error (maybe she meant to say N64?), but this is just playing Nintendo products, and via emulation too, which she points out
Zapper and Scope is a large-scale multiplayer co-op light gun game; unlike Ultra Machine you aim at a screen instead of physical objects; this is the most expensive game at four coins, but also short
Hanafuda, the classic Japanese card game, also a reference to Nintendo’s past; intrinsically two-player and best played if you brought a friend, though an employee will play if you’re sad and alone; BTW, if you want to try this without visiting the museum in Japan, the DS version of Clubhouse Games has Hanafuda included as one of its many traditional games, and will even tell you the rules, supply a computer opponent for you, and not tell you which card to play.
That a single game can inspire so much discussion so long after its release speaks volumes about the quality of its design. A lot of it has to do with how much randomness is in the game. Even the best players die sometimes! Donkey Kong is heavily resistant to rote patterns, although there’s still things the player can do to subtly affect each board, and make it more manageable. On the Barrels boards, on higher levels, you can affect when barrels decide to come down ladders by steering towards them as they reach their decision point.
Between U Can Beat Video Games, Video Games 101 and other channels like that of the late SaikyoMog, there are _<i>lots</i>_ of video guides to classic games. If I linked to all of them here they’d overrun the channel. I’m considering making those links a weekly thing, like Sundry Sunday and (sporadically, these days) romhacks, to keep their numbers under control. We’ll see.
Of course Super Mario World is a game that’s been destroyed by speedrunning. If you set aside scripted, tool-assisted speedruns (TASes), which I usually do nowadays, there are people who have still taken advantage of glitches to warp directly to the credits from gameplay, and perform much weirder tricks besides. This video doesn’t rely on those: it’s just the most direct route from start to finish through its levels, as God and Tezuka intended.
I think it’s pretty obvious that, while the game is excellent in many ways, Super Mario World has so many extra lives that they end up almost meaningless. There’s all the traditional ways to build up your horde of Marios waiting in the wings for their chance at platforming glory: getting 100 coins, hidden 1up blocks, knocking a bunch of enemies off with shells, stomping on many enemies without touching the ground, and defeating lots of enemies with a single Starman. Then there’s those specific to Super Mario World: getting 5 Dragon Coins, finding a 3up Moon, getting a lot of gray coins generated by a gray P-Switch, having a lot of enemies on-screen when hitting the Goal Tape, and earning several in one of the bonus games.
But there’s one source of extra lives that few know about, or at least, I didn’t know about it. There are invisible triggers in some levels that, if you cross over their activation points in order, will generate a single 1up Mushroom. Looygi Bros shows off all 15 of these spots in the game here (8 minutes):
Why Nintendo decided to include these spots in a game where players will usually be walking around with double-digit life counts, I couldn’t tell you. Super Mario World is one of those Mario games where it doesn’t save progress after every level, so running out of lives is a real setback. But they could have just designed it so that it saved more often? I guess they just saw that it’s fun to earn lots of extra lives.
It is true, but you do need some extra items. Not only the Gameboy Advance, but a Gamecube, a GBA controller cable, the Gamecube controller adaptor (the one made to support Smash Bros. games) and a Gameboy Player with boot disk. But if you have all of these items, none of them need to be modded. It’s all Nintendo code and hardware, baby!
The process is to boot the Gamecube and Gameboy Player with the GBA plugged into it with the cable. Then turn off the Gamecube leaving the Gameboy Advance on, disconnect the GBA cable from the GC, then plug it into the Gamecube adapter plugged into a USB port connected to the Switch. If the GBA is still powered on, it should be usable as a Switch controller at that point, until it’s turned off!
If you don’t have them all that kit, a modded GC or Wii will also suffice for the Gameboy Player. It’s all demonstrated in NotRealEric’s video. There is also some alternate hardware usable, including third-party adapters and connectors. The video is ten minutes long, but the setup is in the first 3½ minutes of it; the rest is demonstrating some use cases, including Mario Kart 8 Deluxe.
The hardest to find of these devices now, if you don’t use modded hardware, is the Gameboy Player, which is quite expensive used. But if you do happen to have all the pieces, it’s quite the hack. It seems to work due to a controller-emulation program the Gameboy Player (or modded GB or Wii running mGBA) sends to the GBA, which, amazingly, is Switch compatible.
Maybe you have a magic combination of gizmos lying around to use this trick, and use a GBA as an extremely limited Switch peripheral? Yeah, let’s not kid ourselves, this is pretty silly and doesn’t have a strong use case, considering that Switches come with two Joycons, but it’s amazing that it works at all.
Nintendo has released a series of short animations starring Mario in various inoffensive, vaguely humorous situations. They average at a little less than a minute each, are nearly wordless except for Mario’s vaguely-Italian noises, and are obviously intended for children. Hey, it’s a low-effort week. Consider yourselves informed.
The first:
Number two:
Tres:
One interesting thing bout them, they’re on Nintendo UK’s YouTube channel, and I think on Nintendo of Japan’s, but they’re not on Nintendo of America’s channel. I wonder why?
Still in a low-effort mode due to upcoming events out here, but we love gaming esoterica, so here’s Hunter R’s newest video on Animal Crossing, here about the Wii version, City Folk. (14 minutes)
Highlights are details on City Folk’s letter scoring system, music in the game that can be heard but is really hard to listen to, a couple of softlock bugs, and info on how Nintendo distributed custom items via WiiConnect 24, and its unexpected relevance to The Legend of Zelda: Skyward Sword.