Tag: nintendo

Fixing the Weapon Break Mechanic in BOTW/TOTK

The most often criticized feature in Legend of Zelda: Breath of the Wild and its sequel, Tears of the Kingdom, is the weapon breaking system.

I like to put on my game designer hat and come up with ways to improve games, and this is a subject that I’ve thought about a considerable amount off and on since I played through BOTW, and am thinking about more now that I’m playing through TOTK.

So here’s my suggested solution.

I actually like the possibility for weapons to break. I think it does make combat more interesting, and I support Nintendo’s reasoning that the feature gives the player reason to use other weapons than the current best damage weapon in their arsenal, which results in the player experiencing a wider variety of combat mechanics that result from the different properties and behaviors of the different classes of weapons found in the game.

So we’re not ditching the system, we’re going to tune it.

First, let’s recognize that weapon quality should come into play, as it does, but durability should increase much more quickly as weapon quality goes up.

So, at the start of the game, we have what I’ll call “found object” weapons, like the tree branch. These should rightly be very easy to break, in just a few solid hits, as they are.

The next class of weapon above that should be “improvised object”. These are tools, such as brooms, shovels, pitch forks, and so on, which are capable of being used as weapons, and are designed to be durable, but are not intended to be weapons. These should break more easily than a designed weapon, because using them for combat is putting stresses on them that they were not designed for.

The next class of weapon above “improvised” is “crude”. Crude weapons have a primitive look to them, and are built by crude or less skilled means, and won’t hold up as well as a better made weapon. Crude weapons are made of roughly hewn wood, bone, and stone, and not refined metals. Crude weapons can be repaired more frequently, and can be repaired in the field at places similar to the cooking pots found throughout the world. This amounts to “duct tape” level reinforcement of the weapon’s shaft, or the attachment of the weapon’s head to the shaft, for things like stone hammers and stone axes

The next class is “Standard”. Standard weapons are in good condition and should last a long time if properly treated and cared for, but are subject to breaking when abused, neglected, or subjected to abnormal rough treatment. In the game, a Standard quality weapon would be given no “modifier” adjective, eg there would be a “Sword” rather than a “Standard Sword” or “Traveler’s Sword” rather than “Standard Traveler’s Sword.”

Above that is “Quality”. Quality weapons are a bit more durable, and last a bit longer. They are made better, and from better materials. They are rare, and are found only in places like Shrines or stored in chests found in places where they would be well shielded against the elements, such as inside of a cave or building, not out in the open or under water. Quality weapons are often used by enemies of higher status, and can be won through combat against them.

Above that, is “Magical”. Magical weapons are the ones that have special powers, like elemental properties, or the Master Sword. These weapons do not ordinarily break through wearing out, but may break when subjected to extreme damage or misuse.

In BOTW, the Master sword cannot break, but gets “used up” after a certain number of uses and has to recharge. I don’t especially like that solution, as it feels artificial, but we’ll come back to that. I think the Master Sword should be a special case weapon, maybe a level above “magical”. We might call it “Legendary”.

Another factor in durability should be its condition.

The bottom condition is “decrepit”. These are the weapons Link may find laying out in the open environment, which have been neglected and subject to weathering, rust, or rot. These will do in a pinch, but may be at their end of life. Decrepit weapons can be upgraded through repair, one time, taking them to a blacksmith shop or weapon shop in one of the towns or stables (which don’t exist in the game as they are, but could be added with a reasonably small effort) and it should cost materials and rupees to get them fixed. They cannot be restored to anything above Standard quality, regardless of how they started out in life. Fixing is not a skill that Link should devote time into learning, so he relies on skilled tradesmen and women to do this work for him, and he definitely can’t do it in the field. Decrepit bladed weapons do less damage and are weaker against armor than

Above “Decrepit” there is “Worn”. A worn weapon has been used, but is otherwise in good condition and functions as it should. Above “Worn” is “New”. There’s nothing better than “new”. A weapon in New condition remains in New condition until it is used, and then slowly degrades to Worn, and if not cared for, will degrade further to Decrepit and then eventually break in action.

You can check your inventory to see the current condition of the items you have, and the item in hand will visually give an appearance of its condition as well, to make it obvious when it is no longer New, and when it transitions from Worn to Decrepit. The “gonna break any time now” pulsating glow from the game-as-it-is can remain in place, but only happens with weapons in the Decrepit state on their last legs.

Using a weapon will degrade its condition from its current state down to Worn, then Decrepit, and then eventually it will break. There’s a risk of breaking at each condition level, but the risk increases dramatically as the weapon becomes increasingly worn out. As the weapon goes through these stages, it gradually diminishes in the damage it deals, becoming increasingly ineffective toward the end.

Weapons of Standard and Quality quality can be repaired a finite number of times at the places where that service is available, and if maintained (brought in for service before they become Decrepit) they can be restored to their full original quality level.

Weapons of different types will progress through their wear states differently. Bladed weapons will become dull through use, and will do less damage as a result. High condition, high quality bladed weapons will do much more damage than a crude weapon or a weapon in poor condition. Likewise with stabbing weapons such as spears, as their tips become rounded with use, they will likewise do less damage. Blunt weapons, on the other hand, remain just as effective regardless of their condition, which is an advantage that they have over sharp weapons. Offsetting this advantage, blunt weapons are heavier, making them slower to swing, slower to recover, and slower to windup when using a long-press attack move.

Weapon damage doesn’t have to happen every time the weapon is used. When a weapon is used in the intended way, weapon damage should be minimal to nonexistent, with perhaps a small change of something more happening due to an unlucky strike. But when a weapon is misused, or strikes a durable surface like armor, a shield, stone, or wood, some damage may occur.

So if you swing your weapon and connect to do damage, if the enemy is a normal flesh and blood creature, the damage done to a weapon will range from 0-1 durability points, with 1 being a rare unlucky hit.

When you parry with your weapon, or when your attack is parried by the enemy, or when your weapon strikes the enemy’s shield or an armored enemy, or when the enemy is made of something more durable than flesh and blood, such as skeletal enemies, stone enemies, elementally infused enemies, hitting them does more damage to your weapon. Parrying with your weapon does less damage than when your attack is parried by the enemy.

Depending on the material the weapon strikes, and the type of weapon, it will take more or less damage. Hitting rocks with a hammer, pick, or drill will use up very little of that weapon’s durability, while hitting stone with a bladed weapon or spear will do significant damage very quickly.

Hitting wood with an axe blade will cause only slight to no wear, but hitting wood with a blunt weapon or a bladed sword will do more damage to those types of weapons. So misusing weapons, abusing them to hit the wrong type of material than they were designed to be effective against, will cause them to wear out and become damaged or ruined very quickly, but using the right type of weapon for the material being struck will result in slow, gradual wear.

This is already implemented to a degree in BOTW, where weapons like hammers and axes do get a durability attrition bonus when used to chop wood or mine ore, but my proposed solution goes further, and the wear to properly used tools and weapons is reduced, particularly against softer enemies, while abused weapons take greater damage, and most weapon wear happens when the weapon hits a shield, armor, is parried, or is used to parry, or when the player hits a rock or tree in the midst of combat.

This means that your weapon could last a long time, if you know how to use it properly, and are skillful with your aim and don’t make ineffective attacks that hit the shield, or if you only mine ores with hammers and only chop wood with axes.

To adjust the adjacent systems in the game to accommodate for increased weapon life and the ability to repair weapons, weapon drops would be less frequent, and enemy’s weapons would tend to be in worse condition, reflecting that it is in all likelihood a used weapon, as well as any additional wear done to it while wielded by the enemy. It also means that an enemy’s weapon might break in their grasp, which I think would potentially make combat a little more interesting. Special weapons of Quality, and Magical weapons, would be correspondingly higher in rarity, reflecting their increased durability and capability of being repaired. We might also do with fewer inventory slots for carrying weapons. This would have a further advantage of being a bit more reasonable and realistic. When you consider how many things Link is able to carry in his inventory slots, it’s a bit ridiculous. Being forced to choose between 2-3 weapons at most, one of them being a bow, and a shield, would be an interesting constraint and force the player to choose, sometimes opting for a weaker weapon that has a useful ability or property, and storing their other “keeper” weapons back at Link’s House in Hateno Village.

It would definitely be interesting to see how the game feels with these changes. If a weapon broke only once every few fights, it would go a long way toward making me more willing to engage in battle. And by “every few fights” I mean every few encounters, not every few enemies. So if I’m fighting 4-5 bokoblins and a moblin, that is what I would consider a single “fight”. Weapons breaking every 3-4 encounters of that size, I think would be much less annoying, and feel more reasonable, while still providing the types of incentives that Nintendo’s designers were going for, to encourage the use of different types of weapons, rather than reliance on the single best weapon that you’ve found so far. I think I would enjoy combat much more if weapon breaking wasn’t something that happened in nearly every fight, especially with the better weapons you can find later in the game. When the weapons break so frequently, it makes me want to avoid combat in order to preserve my better weapons for use in fights that I want to have.

Atari’s Mr. Run and Jump looks like a step in the right direction

One of the frequent criticisms I’ve offered of the company calling itself Atari these days is that they should have focused on developing new games rather than trying to launch a console. I’ve always wished them success, but have been skeptical about their strategy, and their execution on the AtariBox project left a lot to be desired.

That said, I am fair-minded, and will say when Atari does something right.

And it looks like they may have something, with their newest game, Mr. Run and Jump.

It’s a super mario style platformer, done in Atari’s “reloaded” style neon colored wireframe vector graphics. At first glance it does admittedly look a bit derivative of Mario, and a Mario clone isn’t likely to win over a lot of gamers. On the other hand Nintendo’s formula with Mario platformers has been tried and true for going on 40 years now, and Atari has been floundering for most of the past 40 years, so imitating Nintendo is hardly the worst approach they could arguably take with their game design.

The thing with Mario games is that while they’re always quality, they do rely on a bunch of traditions and conventions that are pretty established, and deviating from them can be problematic. So to truly break free of these conventions, it is a good idea to start over with new worldbuilding and introduce new characters, so that the “rules” are not in conflict with previously established “canon” that will offend purists, or just not be what people were expecting, and thus be rejected when there’s actually nothing wrong with taking a new approach. So maybe Atari can do something interesting and innovative with platformers with a new property like Mr. Run and Jump.

Does Mr. Run and Jump accomplish that? That remains to be seen. It’s difficult to do better at a run and jump platforming game than Nintendo has already done. On the other hand, if you’re going to imitate something, you might as well try to imitate the best there is.

Bottom line: it looks cool, and I’d give it a try.

A tale of two price points

A few weeks ago, Nintendo announced that the next Zelda release, Tears of the Kingdom, will be priced at $69.99 — and fans groused about the price increase, even though new Triple-A titles for console games have been around $60 since the 1990s, which is an awfully good run.

Most of us older gamers can recall games retailing above $70 (in 1990s dollars, no less) in the SNES era, so it’s not like this is without precedence. And with the high inflation we’ve had in the post-pandemic period, it was probably to be expected. It’s really remarkable that prices for flagship triple-A new releases has remained at $60 for so long. Of course, switching from cartridge to optical disc media helped keep prices down for a long time.

Yesterday, Nintendo released Metroid Prime Remastered, a re-release of a GameCube game that was new in 2002, and rapidly sold out of physical copies of the game everywhere priced at $39.99, which can now be found on eBay for $70-100.

Apparently a huge number of people accidentally bought copies of the game that they don’t need, and are now selling them because they can’t return them at the store for some reason. Weirdly, they are getting more reselling the game than they paid at the store.

You can still buy a digital download version of the game for the retail price of $39.99 if you don’t want to get scalped, and given that modern games always require downloading of updates, it’s debatable whether physical media copies really make sense anymore.

So apparently, $70 is too much to pay for a brand new game in a flagship franchise, but $100 is reasonable to pay for a remastered classic from 20 years ago that you could have gotten for $40. Makes sense.

Clearly, fans are willing to pay more for the games they want than Nintendo has been charging. Nintendo has been leaving a lot of money on the table. Allowing this gap to exist created the opportunity where scalpers can swoop in and buy up all available copies of a game in order to re-set the price point and sell it at whatever price the market will bear, for mad profit.

Perhaps it’s time for a large increase in the retail price. If the market is bearing these prices, surely it’s the people who made the game who should be reaping these profits, not whoever slept in the parking lot the night before.

Could Nintendo charge $120-140 for new releases? That would be in line with what the price was for games in the 1990s, adjusted for inflation. And it’s in line with what scalpers can get away with for highly anticipated, high demand releases. Maybe they should. Grab-a dat coin, Mario.

Metroid Dread diary 1

Posting on a 30-day delay to avoid spoilers for those who care.

The mail brought me Metroid Dread yesterday (10/14/2021).

I couldn’t rightly believe it. I found a copy in new condition on ebay for $49.99, which is $10 off retail. For a brand new release of Nintendo’s #3 A-list franchise. I expected some kind of scam, but it arrived quickly and is a real, legit copy of the game as far as I can tell. It’s not a collector’s edition or whatever, but I don’t believe in that stuff.

I played it for an hour or two and it is very good. So far I’m just figuring out the controls and what to do.

SPOILER WARNING (such as it is)

The game starts out with a lot of exposition and cutscenes. I learn that the Metroid species is extinct, and the X-parasite organism is thought to be mostly extinct, but then we learn that one has been spotted.

The metroids were created by a race of aliens called the Chozo as a bio-weapon. They drain the life energy from targets, and Samus helped wipe them out in earlier chapters of the Metroid series.
Metroids are the only known predator of the X-parasite organism. X-parasites are bio-mimic, and can merge with hosts, sample their DNA, and copy them. In a previous Metroid, Samus was infected with the X-parasite, and had to defeat one that had all the powers of Samus’s fully powered armor suit.

Samus had previously been augmented with Metroid DNA, I guess in the game Super Metroid when the last surviving Metroid sacrifices its life by replenishing Samus during the final boss battle against the Mother Brain. This was what enabled Samus to survive being infected by the X-parasite.

That’s all preface to the current adventure.

You’re going to some planet called Z-something… ZDR. I had to look it up. There’s a mission there, it’s risky, and the bounty promised for success isn’t worth the risk (according to the cutscene).

As you’re going in for a landing on the planet, suddenly the narrative cuts to you waking up on the ground on the planet ZDR. You relive an encounter with a large alien robot, who we find out are called EMMIs. Your weapons are ineffective and it kicks your ass. You contact your ship via radio and it tells you that you need to get back to the surface of the planet, and that most of your powers and abilities are offline so you’re weak and survival is a priority.

So far I’ve explored the starting area a bit. There’s a lot of places I can’t figure out how to get to. I don’t have a morph ball ability so I can’t get into low passages, but they give you a slide. The slide works for low passages if you’re on the same level as them, but there are a lot of low passages that are off the ground, and in traditional Metroid games you’d morph into your ball mode and lay a bomb, and let it boost you up into the passage and roll in, but in this game you don’t get the ability to do that yet, so I don’t know when I’ll be able to — presumably I will have to backtrack and get into them at a later time.

So far the non-EMMI enemies seem like pushovers. They’re just sort of there, to give the game world a sense of being inhabited. They’re not hostile unless you get really close to them, and you can pretty much ignore them or shoot them at your leisure.

I encountered a damaged EMMI, and ran from it, got to a room where they gave me a temporary weapons boost, and introduced a charge and aim mechanic which you use to defeat it.

Some more exploration, and now I’m in an area where I’m trying to sneak around, avoiding another prowling EMMI. If it’s in the same room as me, it’ll patrol and pick up my trail, and when it gets close it’ll initiate pursuit, and all I can do is run.

It’s not too hard to keep ahead of it, but it does keep you hopping. This aspect of the game feels like a Schwarzeneggar vs. Predator kind of thing, where you don’t have any weapons that can deal with the threat, and all you can do is run and hide. You feel hunted, powerless, vulnerable. If you escape the room where the EMMI is, you can breath easy because it won’t pursue out of its area.

So now I’m kindof stuck exploring this area looking for the way to proceed.

There are some spots in the level that I’ve found where there are destroyable blocks that you can shoot, and sometimes these open up new areas, but about as often they open up areas that (apparently? I’m not sure?) you can’t go through yet. Or maybe I can but I just don’t know how.
Things I know how to do:

  • switch to missiles and fire them
  • aim around me
  • jump
  • wall jump
  • ledge hang
  • slide

That’s about it. There’s a screen in the pause menu that tells you what abilities you have, but it doesn’t tell me what I can have but haven’t found yet, so I’m not sure what’s in store for me yet.
The game mentioned that because of my Metroid DNA infusion, I’m vulnerable to cold (in the original Metroid, Metroids could only be hurt after first being frozen by the ice beam, so it makes sense), and there are areas in the game that are cold and I will take damage if I’m not equipped to deal with that. But I haven’t found any cold zones yet.

I have found some underwater areas though. You move a bit differently underwater — you can’t wall jump, your jump height is reduced, and you’re not buoyant. There’s some puzzles where you have to blow away walls to change water flow or water levels in order to proceed. I bet at some point there will be a power-up that gives you your mobility back underwater.

I’ve found a few save points, and a weapon recharge and life energy recharge station. Mostly you don’t need them, because the enemies are easy and drop a lot of missiles and life. But it’s good to get introduced to them so you know they exist and what they look like.

There’s plenty of areas on the map that I’ve explored so far where I can see that there’s more in some direction, but I haven’t been able to figure out how to get there yet. There’s sloped floors that you can’t get any traction on and you always slide down them. You can’t even jump up them.
So until I can figure out how to proceed, I’m stuck. I like figuring out these puzzles on my own, so I’m looking forward to working it out for myself. Probably I’ll spend 10 or 20 hours looping around and around missing something that I ignored a clue about during one of the cutscenes, and eventually I’ll discover it.

I feel like I probably could have already discovered it, but the time pressure imposed on me by having to run from the EMMI when I’m in its area is making it harder to explore that particular area, and that is probably the key to this part of the game.

Also I’m still really awkward/unfamiliar with the fine controls.

Mega Man’s box art

The box art for the North American release of the original Mega Man is notorious. Behold its glory:

So bad, it’s good.

Much has been written about it over the years, but not by me, so I wanted to go on the record for enthusiastically loving this artwork. And not in any kind of ironic or sarcastic way, either.

The story goes that when Capcom was getting ready to release Mega Man in the North America market, the American side of the company didn’t want to go with Capcom’s Japanese style artwork, which had a cartoony, cute, kid-friendly anime look to it.

“Ew, anime. How can we sell it to American children?!”

Now, there’s really nothing at all wrong with the Japanese artwork, and as it turns out, American kids love Japanese cartoons. Even if the art style looks like it would appeal more to very young children, I’m not sure that it would have turned off older children. But, looking to appeal to 12-16 year old American boys, Capcom USA probably wanted something with more muscle and scowl.

The story goes, Capcom US rushed a replacement, giving the artist assigned to do the work like a day to turn it around, and the artist had never seen the actual game, and only had a vague idea of what it was about. But none of that excuses the apparent lack of artistic skill displayed by the guy who whipped out the colored pencils and drew this proportionless, perspective-free monstrosity.

The people at Capcom must have a good sense of humor about the whole thing, because over the years they’ve embraced “bad box art Mega Man” and paid homage to it numerous times. And that’s exactly the right attitude to have about it. Today, it’s remembered and talked about far more than the cover art for any other game.

I didn’t hear about Mega Man until after Mega Man 2 came out, in 1988. But Mega Man 2 almost didn’t happen. The original didn’t sell very well in the States (I wonder why?) and the sequel only got produced because the developers believed in it so much that they snuck it into their spare time, working on it when they could, without formal approval from their bosses.

Mega Man 2 is one of the best games ever released on the NES, and was an absolute blockbuster when it came out. I read the full-length review in Nintendo Power magazine, and immediately knew that this was a game to buy. It was definitely my favorite game after I played through it. It was incredible: great music, huge graphics, challenging and fun.

Being a sequel, I also sought out the original. I found a copy at my local Toys R Us a few weeks later, and bought it. I looked at the box art, and thought it looked awful, but I didn’t let that dissuade me from paying for it, because I knew how awesome MM2 was. I didn’t expect it to be quite as good, but if it was only half as good as Mega Man 2, it would still be worth the money. Spoiler: it was.

I didn’t understand why Capcom would have chose this art, this art style. It didn’t make good business sense — I’m sure the poor cover art must have hurt sales. It looked like a crude piece of fan art drawn by a small child. And that’s what I actually thought it was, for a long time. But how could there be fan art for something brand new that hadn’t been seen by any fans yet? Could it have been a reissue done as some sort of contest for the fans?

Maybe it was just one of the guys who worked on the game had a young kid who drew it as a picture of what daddy does at work all day. And daddy was so proud of what his little boy had done, he couldn’t not put it on the cover.

I didn’t find out the true story until many years later. But over time, I grew to love the terrible box art. To me, it signified Capcom’s confidence in what was inside the box, that they were willing to use such a bad drawing for the cover art. Like Princess Leia said to Han Solo: “You came in that thing? You’re even braver than I thought!”

“Nice. Come on. We’re gonna go fight Guts Man.”

Unlike so many other video game companies that dressed up their low-quality on-screen graphics with a fanciful, professionally done painting, here was Capcom saying, in essence: “Look, we don’t care what you think about the cover. This game will blow your socks off, and tear you a new one. We put 100% of our budget into the game, and had fuckall left over for the box art — deal with it. You’ll thank us as soon as you plug it in and hit the power button.”

Capcom realized that, ideally, your box art-to-game-graphics ratio should be the inverse of this.

The video games I played filled me with enthusiasm and excitement, and it inspired me to want to design games of my own. And since I had very little idea of how a computer program worked at the time, most of my game ideas were conceptual drawings with captions explaining what was going on and how it was all supposed to work. I appreciated the box art from Mega Man, in part perhaps because it gave me hope that I could do it too.

Capcom seemed to be telling me: “You have passion and an idea? That’s all you need! Make it happen!”

A life lesson, to be sure.

Legend of Zelda Overworld Randomizer

Another awesome Legend of Zelda romhack, this one by Garret Bright. This one is an overworld randomizer.

It takes the rom file for the original Legend of Zelda (not included), and replaces the original overworld map with a completely new map. The new maps are randomly generated by a seed function, and the seed value always generates the same map, so if you find one that you find especially interesting, you can easily share it with your friends, without copyright violations, by sharing the seed.

Hyrule #25325045

The randomized overworlds seem to be well designed, for a randomized generator, in that they feel like they are following similar design principles that are evident in the original game, meaning that the maps are playable, and feel like they are broken up into zones, much like the original. It doesn’t just take the existing overworld screens and re-arrange them, it creates new tile layouts for novel overworld screens that have never been seen before, and stitches them together to create a coherent overworld consisting of distinct zones.

But, curiously, some design rules that are present in the original game, are not followed in the randomizer. For instance, in the original, most dungeon entrances have a single enemy roaming around outside, but in the randomized maps, this does not seem to be the rule. Also, enemy placement seems to be less concerned about starting Link in a part of the world that is far away from the more powerful monsters. You can expect to start on a screen with the cave to the Wooden Sword, but you may find yourself surrounded by blue Leevers, Peahats, and Moblins sooner than you’d expect to run into them in the original. And the trick where leaving a single enemy on each overworld screen prevents the screen from re-spawning enemies again doesn’t seem to work any more.

I’ve always wanted to see more games made with the original LoZ engine, so this is probably one of the best things ever. Now I can play unique Legend of Zelda games for the rest of my natural lifespan. If only there was something that created new dungeon maps and new items as well. Perhaps we’ll get something like that one day. Until then, I’ll be burning every bush, and blowing up every rock, until I find every secret there is to find in a virtually limitless multiverse of alternative Hyrules.

If anyone needs me, I’ll be in world 25325045.

You can download the overworld randomizer at bitbucket.org.

Legend of Zelda HD Remaster

The original Legend of Zelda has received a HD remaster treatment by the romhack community.

The hack is playable through an emulator called Mesen. Mesen is free, and you’ll need a copy of a specific version of the original of the Legend of Zelda ROM as well as the HD remake files in order to play it.

Applying the HD remake files to the game is not difficult, but requires following a series of instructions that are demonstrated in the video below.

I gave it a try. The graphical updates give it a look on part with the SNES, and have a look reminiscent of Zelda III: A Link to the Past, although the sprites appear to be original artwork, not rips from the SNES ROM. Likewise, the audio sounds much like a SNES update of the original LOZ soundtrack.

The terrain sprites are fantastic, and make old Hyrule look spectacular. The repetitive tiled look of the original is completely made over, and now overworld features like bombable rocks and burnable bushes are a bit less of a pain than they were before — rather than having to try to burn every single bush on the screen, there’ll be one bush (or a small handful) of bushes that will stand out and look suspicious from the rest of the background terrain.)

I’m not as impressed by the character sprites. Moblins, Goriya, and Stalfos all look less charming than they did in the original. Creatures like Octorocks, Tektites, Leevers, and Kees look like they are done better, to me.

One thing I notice right away is that Link’s HD sprite looks visually smaller than the original, but his hitbox doesn’t seem to have changed. This makes him feel somewhat clumsy, and I kept colliding with enemies when it looked like I should have a bit of space between us. While I’m sure this can be gotten used to, to me it’s an unfortunate, huge, and immediate negative. Ultimately, enjoying a videogame comes down to gameplay, not graphics, and gameplay is impacted by an improper hitbox like this. I believe the developers of the HD Remaster could fix this pretty easily by making adjustments to Link’s sprite.

Another thing I noticed is that when climbing up/down stairs, there is no animation showing Link descending and disappearing into the dark hole, as there is in the original.

The HD Remaster enhances the game in a few other notable ways: increased bomb capacity, pressing Select toggles your B-inventory item so you no longer have to pause to the subscreen to select it, text draws faster, and the dialogs are somewhat altered from the original, offering better translations and more useful clues than were present in the original.

I’ve played through the first dungeon. I notice that in the dungeons, the map doesn’t seem to give you any visual indication to differentiate between rooms you have visited vs. rooms that you have not yet reached. This is another gameplay issue that I feel should be rectified by the maintainers of the mod.

Overall, this seems like a fantastic mod, very well done, but not without minor flaws. It is nevertheless enjoyable and should not be missed if you’re a fan of the original game. Nintendo legal often clamps down on fan projects like this, so if you want to play this yourself, it’s best to grab it while you can. Although, the maintainers do appear to have taken pains to separate the mod pack from anything that directly infringes on Nintendo copyright, such as the original ROM that is needed in order to make the mod pack work.

Thoughts on Nintendo Switch Lite

Yesterday, Nintendo announced their hardware revision for the Switch Lite. As I already have a Switch, I’m not likely to buy one, and if I didn’t have a Switch, but wanted to buy one, I’m not sure whether I would opt for the original or this new version.

The new version is cheaper, by about $100, but it gets to that price point by dropping features.  The controllers are not detachable from the unit, which has a number of repercussions, both good and bad:

Good:

  • The controllers don’t get lost.
  • The connector/locking mechanism is a weak point that is prone to wear and breakage.
  • The controllers don’t need to have separate batteries so they can be used wirelessly, independent of the battery in the main body of the Switch.
  • This makes it considerably less expensive.
  • The left side incorporates a D-pad rather than the 4 separate buttons, which many gamers agree feels better and is better.

Bad:

  • They dropped the HD rumble feature, which means that pretty much kills any future game development that might have made use of this feature.  
  • The motion-tracking capabilities (accelerometer, gyroscopes, IR camera) of the controllers and their ability to be used in various configurations are gone, too.  Even if they were kept, being attached to the console would prevent the controllers from being used freely in the way that detachable controllers could be.  This marks a move away from the novel motion controls that Nintendo were lauded for innovating with the Wii. 
  • It doesn’t connect to a TV, so is portable only. While the smaller size will appeal to gamers who want a more truly portable Switch, this likely means that the end is near for Nintendo’s venerable 3DS line of handhelds. (Of course, that writing was already on the wall the moment Nintendo revealed the Switch.)

To me, the bad outweighs the good, here.  Dropping these features means that gaming consoles are reducing the scope of their capabilities, which means that game developers will have to work within a more limited set of constraints for how they can deliver experiences to gamers.

The reality is that most games are developed for multiple platforms, ported to any system that they can.  The result of this is that game developers are already constrained to designing within the set of feature constraints represented by the least common denominator across all systems.  As such, unique features that differentiate a console tend to go unused, and thus aren’t worth investing in.  This means that innovations can only make headway if they’re adopted industry wide by all competitors. 

That is, if everyone decides to do HD rumble and motion control, then game designers can create designs that target these capabilities, and by making use of them, will justify their existence and the large R&D and manufacturing costs associated with providing them.  In other words, it’s use it or lose it.  

This isn’t really anything new.  In the NES era, there were very few games produced that supported the light gun.  The Zapper was an optional accessory that didn’t come standard with every NES, and as a result the install base was too small, so a game developer who wanted to maximize sales would want to target the widest possible audience, which meant constraining themselves to develop games that could be played on any and all NES consoles, and this meant ignoring the people who spent the extra money to invest in the Zapper. 

When Taito ported the arcade light gun rail shooter Operation: Wolf to the NES, they implemented an on-screen target reticle controlled by the D-pad, rather than support the light gun.  I bought that game, assuming that of course they would provide a means to play the game for people who didn’t own a Zapper, but would surely have supported the Zapper as well, to provide the best translation of the arcade experience to the home console.  But they didn’t.  Instead, you had to deal with a slow, awkward control mechanism which made the game horrible to play. I couldn’t have been more disappointed. The game was a hit in the arcade, and a bomb on the NES.

In like fashion, we can now expect game developers to ignore the dropped features of the Switch that differentiated it from the market and made it special, but now are “non-standard” and not part of the full feature set. In large part, most 3rd party developers probably were already ignoring those features, rather than expending extra effort to create Switch-enhanced versions of their games that made full use of what the hardware could offer. But now even first party Nintendo titles that Switch-exclusive will likely not support these now-“extra” features.

Considering that Nintendo put so much effort into engineering these features in the first place, and made it a big part of the appeal to customers to buy a Switch instead of the more standard PS4/XBOne ,to me this feels like an admission that they were mistaken that such innovations would drive sales, and now they’ve taken an alternative track to target budget gamers. This might be a sound business decision; I’m not saying it isn’t. But it is a sad thing to realize; we’ll be seeing a blander future for games with the library of features reduced to just buttons and sticks.

It might well be that this is all any game designer “needs”, but I feel like the painter’s palette has been reduced. Imagine if painters had developed paints that produced scents that reproduced the odors of the subject, creating an enhanced experience for the viewer. Or textured paints that reproduce the tactile experience for someone touching the artwork. Not every painting would need olfactory features or haptics, but it would be more immersive for those that did make use of it, and would open up new worlds of possibility for people working in the medium. But if only a few painters bothered to make use of the capability, and if the enhanced features could only be experienced in person, and not through prints, photographs, or other-media transliterations of the original, many painters might well think “why bother?” and abandon the enhanced paints, leading to their death in the marketplace, and an endpoint to further development of the innovation.

What about “Switch Pro”?

The other rumored Switch revision has not surfaced. It seems unlikely now that it will. But many Nintendo fans had expressed a desire for a “Switch Pro” with features like a bigger, higher-resolution screen, larger JoyCons for adult-sized hands, larger internal storage and a beefier processor/RAM, and possibly losing the handheld mode and going TV-mode only.

While I’d definitely be more interested in this, I don’t think we’ll see it, especially now that the Switch Lite is out. Switch was intended to be a crossover device that unified living room and portable gamers. Splitting back up to “Switch Lite” for portable gaming and “Switch Pro” for higher-end entertainment center gaming would be a reversal of course, and for that reason alone I doubt Nintendo would make such a move.

It’s more likely that a hardware revision for the full Switch would bring additional RAM, CPU, and/or internal storage, but I wouldn’t count on a bigger screen with higher resolution (too much battery drain) and it seems to me there’s more than enough controller options for players with larger hands, particularly the Nintendo Pro Controller that if the JoyCons are too tiny for you, they’ve got you covered already.

Update: Nintendo announced a revision to the original Switch, bringing a larger battery capacity, and no other upgrades.

Super Mario Maker 2 review

Although my friends know me as someone who is an avid video game player, I have a confession to make.  My last Mario game was Super Mario World on the SNES.  I never played Super Mario 64, or anything later than that on the main Mario sequence.  I mean, I’ve played Mario Kart and most of its sequels, but in terms of 2D run and jump platformer Mario games, I kinda left off early. By the time Nintendo 64 was out, I was in college, I had to work, and didn’t have as much time for playing games as I once did.

It wasn’t that the Mario games weren’t good. But I did feel like Mario was kinda over-hyped, and a bit overrated.

There, I said it.

Now, don’t get me wrong, I like Mario.  I do!  But he’s everywhere. With Nintendo’s other star franchises — Zelda, Metroid, Kid Icarus, Punch Out, Kirby, Pokemon — you had time to miss them. A new game might or might not come out for this generation’s new console. But it might only be one game. And there wouldn’t be a slew of cameos and guest appearances in other games, either. Mario hype was just relentless, and for me at least, it became somewhat tiresome. It felt like they should come out with a game called Super Mario Saturation, and be done with it.

That’s kindof where we’re at now. After three, almost four decades of Mario games, the developers have a robust, mature Marioverse. They keep coming up with new ideas, somehow, but one wonders just how many more Mario concepts there might be left to explore. Infinity – 1, of course, but one might well ask: Does the world really need another Mario game?

The answer, of course, is: of course. The world will always need another Mario game. Nintendo will see to that, rest assured.

But that said, Super Mario Maker 2 just might be the last Mario game you ever need.

I missed out on the original Mario Maker, as it was a Wii U release, and I didn’t buy into the Wii U. But man, was I tempted to buy a Wii U just to be able to make Mario levels!

The idea of Mario Maker was obvious: Take classic 2D Mario platforming and add the level editor from the original Excitebike, and garnish with social media. This was everything a Mario platformer fan could ask for. Fans unleashed their creativity. People created amazing levels that pushed the limits of Mario physics. Some really amazing levels were made. I can only imagine that Shigeru Miyamoto’s own expectations were exceeded.

So when Nintendo announced Super Mario Maker 2 for the Switch, I pre-ordered it immediately. This is noteworthy, as it’s the first time I’ve ever pre-ordered a videogame. I’ve always felt that videogame preorders were a bad deal and a bad idea — games get canceled all the time, and frequently games don’t live up to the hype when they’re finally released, and it’s always cheaper to wait a bit and buy games on sale. But I’d been waiting — since 2015! — to get my hands on Mario Maker, and I would not be delayed.

So I picked up the game on Friday, and have been playing it for a few hours a day since then.

Mario Maker lets you create levels using most of the 2D Mario engines: classic SMB, SMB3, SMW, New Super Mario Bros. Notably missing is the capability of making levels in the SMB2/Doki Doki Panic engine, which I find sad as SMB2 is a different game and among the best in the series.

To my surprise, I have yet to make my first Mario level. The game has a Story Mode, which I’ve been using to get caught up with all the changes that have accumulated since I last picked up SMW. The story is: the mushroom people had just completed a new palace for Princess Peach, when Undo Dog accidentally sets off the Reset Rocket, obliterating the entire construction. Wiped out, they must build anew, but lack the coins needed to fund the rebuild. So Mario must complete “jobs” in order to earn coins, which are used to rebuild the castle bit by bit. So far, I’m a bit less than halfway through the reconstruction.

The Story Mode gives me the opportunity to experience a wide variety of course designs, and appreciate them as a designer as well as a player. If I struggle with a level, the game gives me the option to edit the level to add a power up, or remove a challenge, to make it easier to complete. This is such a clever way of giving the player a way to get into level design — by editing a professionally designed level, rather than having to start from scratch. If I really have trouble, I can also “call Luigi” to clear the level for me. I had hoped that this would involve watching a computer-controlled Luigi run through the course, so I could see how it’s done, but it all happens off-screen, which is a bit disappointing.

For clearing these Story Mode levels, you are rewarded with coins, which you can use to rebuild the new palace, and each bit of building advances the story a bit further. I find that it really does make me feel like I want to play more levels, beyond my desire to enjoy the levels for their own sake.

So as I’m playing these levels, I’m getting ideas for how I might design a level using the multitude of design elements: time limits, auto-scrolling, platform jumping challenges, hidden secrets, puzzles, enemies, all the different power-ups a Mario game has ever given us — to create an interesting and fun level. There is a lot to work with.

I will probably follow up this brief review with another article focusing on the Mario Maker editor in greater depth. My initial impression is that while the variety of pieces you can work with is a bit daunting, the level editor is polished enough that it is enjoyable to work with it. While a Mario level can be quite complex, it’s pretty simple to get started. From there, you can get as complicated as you want. If you’ve been living under a rock and would like to see what’s possible, without actually owning the game or a Switch, just check out all the videos on YouTube of people showing off their amazing, crazy level designs.

Once you’ve designed a level (which I have yet to do), you can upload it and share it with the world. Then you can download and play levels made by other players, and challenge yourself to complete them. The replayability offered is truly unlimited. And, I would imagine, probably frees up Miyamoto to retire from designing new Mario games, if he would like. I hope that he continues to produce new, creative works, but at 66 years old, it’s inevitable that day will come sooner or later. And, let’s face it, with all that he’s given the world in his career, he’s definitely earned it if he wants to step away.

Even if Miyamoto-san becomes immortal and never stops working, perhaps we could say that the Mario Universe has now been completed, and that from here out, we can make our own Mario levels, and Nintendo can reassign their design teams to developing some brand new ideas. But I’m sure there will probably be a Mario Maker 3, maybe it will be a Mario Maker 3D, and give us the ability to make Mario 64, Sunshine, Galaxy, and Odyssey levels. But I’ll be satisfied if they release a 2.1 that includes the ability to create SMB2 levels.

Even the title screen of the game is fun. It is actually a complete, playable SMB3-style ship level. No, wait, it’s better than that. It’s a random different level every time you restart the game! I got to the end of it, hoping something special would happen, like I’d get a trophy or unlock something, but I guess it was just for fun. For all I know, maybe there’s some secret I didn’t discover in there.

Super Mario Maker 2 offers so much to the player. I’m tempted to say “everything a Mario fan could want” but without a SMB2 physics engine, it feels a bit incomplete. Still, there’s no end to the creativity enabled by this tool. And even without creating anything with it at all, there’s still a ton of fun to be had from playing the included Story Mode levels, and playing the thousands of levels thas SMM players have created already. Whether you’re a creative, level designer type or just a casual Mario gamer, Super Mario Maker 2 is a must-buy.

I’d love to see Nintendo bring out a Zelda Maker for top-down classic Zelda fans. And if Capcom would put their blessing on the MegaMan Maker project and give them funding, publishing, and everything else they need, that would be sweet. And we should all be asking for a Metroid Maker, and a Castlevania Maker.