The Internet was really turning into a big thing in the early 2000s, and a lot of companies hopped onto it to hawk their products. Nintendo was a little more standoffish about it than Sega, remember that the Sega Dreamcast had a built-in dial-up modem, and came with a web browser disk, while the Gamecube had no online functionality without the LAN adapter.
Web browsers would come to Nintendo platforms with the DS and Wii, and there are hints that they had at least considered it with the Gamecube (we’ll look into that tomorrow). But Nintendo did release PC web browsers, in order to help hype their games among internet savvy kids.
The programs in question were produced by Media Browser, who tried to turn branding-soaked web browsers into a viable business model. Media Browser is long gone (they lasted just two years), but some parts of their website are preserved on the Wayback Machine. Customized browsers produced were themed after Mario Tennis, Paper Mario, The Legend of Zelda: Majora’s Mask, Pokémon and Nintendo Power (thought it’s more of a Banjo-Tooie theme).
After Media Browser went out of business, another company, Braun Communications, stepped in and made three more browsers, it seems using the same software Media Browser did, for Metroid Prime and two more Pokémon games.
Under the hood they’re all reskins of Internet Explorer 5.0, so Media Browser/Braun wasn’t actually distributing web browsers per se as fancy borders to put around the browser that was already on Windows users’ machines. It also meant that Mac and Linux users weren’t allowed to have a Legend of Zelda web browsing experience: Ganondorf wins again. These were all free browser skins, but some of them showed ads to you, so you were essentially installing an ad banner directly to your machine for no useful benefit. Bonzi Buddy, eat your heart out.
So! What is using Nintendo’s branded web browsing solutions like today? Well first, even if you dig up the version of Windows they support (Win 95-98-ME era), they demand to be registered before use, and that site is long dead, so it’ll require a registry hack to put them through their paces. All of these browsers still exist on the Internet Archive, as linked on the video’s description section. Here’s direct links to the pages: one, two, three, four. If you look through them you might find some extras, like screensavers of the different properties. Those should still work, right?
This one, I won’t lie to you, is pretty dry. It’s an hour and a half of the Retro Game Mechanics Explained narrator describing, in precise detail, how Super Mario Bros. 2 builds each of its rooms from a couple hundred-or-so bytes in the game’s ROM. It’s an hour and 39 minutes, actually:
Even I began to drift off a few times through this one. It is exhaustive, and exhausting, but it’s very thorough.
I won’t even try to explicate it all in text, but here’s a few interesting tidbits of information:
Super Mario Bros., the original, built its levels on the fly. As you scrolled forward, the engine read the upcoming data and constructed it up ahead, off screen, in real time, always keeping ahead of the screen’s edge. This is why you can’t scroll backwards, the list is designed to be read going left to right. SMB2 instead includes extra RAM in the cartridge and uses it as a memory buffer to hold the entire current room, up to 10 screens in size. When you enter an area, the game takes a moment to construct the map in that buffer, and copies it to the PPU’s video RAM as you scroll around.
Instead of with stored as-is tilemaps, SMB2’s, as well as basically all of Nintendo’s scrolling games at the time, are constructed, made out of tile objects with different locations and parameters attached to them. This saves a substantial amount of ROM space, and functions as a kind of bespoke data compression.
The rooms are built screen by screen, although it’s possible for some items to extend horizontally or vertically outside of its home screen.
The format makes it seem like vertical rooms were designed first, and horizontal scrolling areas were then added to that functionality.
There are weird special cases everywhere in the building code! Some objects only work on certain levels, or serve different purposes in different worlds.
Birdo’s color, and behavior, depends on its initial spawning X tile position. If it’s 10 she’ll be a pink Birdo; if it’s 11 she’ll be red, and all other values mean a grey Birdo will be generated.
On the enemy list, entity numbers 92-127 are the same as the entities numbered 64 less than them, but with the property that, when they are despawned, the level ends! This property is used for world-ending bosses, but any entity in that range will end the level when it leaves play, even Mushrooms if one such existed.
Crawgrip, the boss to World 5, was added to Super Mario Bros. 2 during its conversion from Doki Doki Panic. The decorative rock background objects in its boss arena are especially hacky, like they were hastily added.
The stars in the sky in the night levels have a bug in their generation that prevents any from appearing on the first screen of their areas. They also aren’t placed specifically, but using a pseudo-random generation algorithm that always uses the same seed, so they’ll always appear in the same places in the sky.
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)
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?
Displaced Gamers and their various technical dives, including the Behind the Code series, are favorites around here, and we’ve linked to them many times before. They take a lot of time with their content, but they always do a good job, much better than the average Youtube channel of whatever type, and it’s always something interesting to learn about. They have a new video up now (22 minutes) that examines the differences between the original and revised versions of Super Mario Bros 3, released a few months apart back in 1990.
Most of the differences were superficial: they changed the cover art slightly and added a ® symbol replacing a ™ on the Official Nintendo Seal. On the rom itself, they changed the names of the lands in the ending, from a flavorful set of localized names to just Adjective Land eight times in a row.
But there were other changes, and one of them was a substantial difference in the code, one that required moving much of it around by seven bytes to make room for it.
What was it? In brief, there’s one level in the game, 7-3, that uses a vertical-only scroll instead of a horizontal or multi-directional scroll, and it writes the images of the cards in the status window to the wrong place. So in the original release, on that one level, the card images are mysteriously blank during the vertical section.
That was fixed in the revision, which meant a check for what kind of scroll the level was using, and which changed the pointer to where to write them. Code needs space, and that space came out of a section of unused bytes at the end of the rom, with all the code between the change and that section shifted to account for it. If you had a Game Genie code that relied on data in those memory locations, too bad! You’ll need a modified version of that code.
Here’s the full low-down, which goes into much greater detail:
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.
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.
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.
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, itsmanyminigamesarehilarious.
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.
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 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.
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.
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.