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Traverse USA Is Your First Irem ACA Release On Switch

HAMSTER has been rather busy with Arcade Archives titles on the Switch, with a lot of Neo Geo releases and a planned roll-out of Nintendo arcade classics. Now Irem’s debut title as part of the Arcade Archives line-up is on the way with Tate functionality (hold the Switch vertically); Traverse USA will be joining up with World Heroes this week on the Switch eShop.

Irem’s 1983 title (aka Zippy Race in Japan) is both a motorcycle overhead racing and sprite scaling hybrid game affair. In good OutRun fashion your quest is to race across the old U.S of A. from Los Angeles to New York. However, things are far from being a leisurely trek across the country, since every single other racer seems hellbent on trashing you and your bike. Any sane rider would slow down, but since you’re fighting your declining fuel gauge the game offers a very nice balance between risk/reward. You can even take a chance to try and grab some extra points, do slick maneuvers and even get some fuel cans along the way if you opt to race along the more dangerous bits of the track.

A challenging and fairly colourful game by 1983 standards, and a curious insight onto Irem’s early days. Will you pick this up tomorrow? Were you already born in 1983? And how long until R-Type shows up?

Keep a lookout for more Irem-related news in the Nintendo Life retro coverage, because we here know that there is no better school than old school.

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Teen who spent $10k+ on microtransactions warns devs of the risk they pose

“The majority of the reason that I made my post was not really to slam EA or any of the companies that do this, but to share my story and to show that these transactions are not as innocent as they really appear to be. They can lead you down a path.”

– Reddit user Kensgold, speaking to Kotaku about why he published an open letter warning devs at EA and other companies about the dangers of unregulated microtransaction opportunities in games.

In the midst of the ongoing furor over how and if “loot box” systems should be implemented in games, Reddit user Kensgold posted an open letter earlier this month warning to both the Star Wars Battlefront II devs and the industry at large about how such systems can lead players into dark waters.

This seems deeply relevant to where the game industry is at this year, and today Kotaku published excerpts from a conversation they had with Kensgold, who claims to have spent over $10,000 on in-game microtransactions in the past six years.  

Kensgold reportedly showed receipts to Kotaku which back this claim up; what makes it especially striking is that he claims to have started spending money on in-game microtransactions when he was 13.

He’s now 19, and says he had to seek professional help in order to get a handle on his habit of spending hundreds of dollars a month on games like Kingdoms of Middle-earth, Smite, and Counter-Strike: Global Offensive, money he was earning working part-time while still in high school.

“I had to get up the nerve to ask for help. To get a therapist to lay it out for me, like ‘This is what you’re doing, this is how you can help yourself, here are the tools to help you,'” he said. “You don’t really expect it to help as much as it does.”

Kensgold says he now has to tell friends he can’t always play games with them, because those games might have microtransaction systems that he fears might lead him back down a bad path.

“For a while it was difficult to tell your friends that you can’t play with them just because of the way the game is implemented,” he said, noting that the tension has eased as time has passed.

You can read more from Kensgold in both his original Reddit post (in which he states “I am 19 and addicted to gambling”) and the story published today over on Kotaku.

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The State of Destiny 2

Hey everyone,

With Destiny 2’s console and PC launches behind us, we want to take some time to talk with you about Destiny 2 – specifically where it’s at today, and where it’s going. Our team has been reading feedback and working on updates to improve the game. We’ve also been reading some tough criticism about our lack of communication, and we agree we need to be more open. 

Going forward, Destiny 2’s post-launch game systems, features, and updates are being designed specifically to focus on and support players who want Destiny to be their hobby – the game they return to, and a game where friendships are made. We want Destiny to be a game that fits into your life, providing you with reasons to log in and play with your friends, clans, and families. We want Destiny to be a world you want to be a part of.

A month ago, we published a list of improvements on the blog. Today, we’re going to revisit that list and update its status, and share some of the work the team is readying for December, January, and beyond.

We know it’s frustrating when there isn’t enough of a dialog with the development team. You have our commitment that we’re going to do a better job going forward.

– Luke Smith & Chris Barrett

Upcoming Updates Overview

  • New systems and rewards to give our most engaged players additional, optional pursuits, including:
    • A new Weapon Tier: Masterworks, which will feature stat trackers, random, re-rollable stat bonuses, unique item tooltips, and item details screens (see the December Update Details section below for more info)
    • Improved vendor rewards, adding ways for people to purchase items directly with their Legendary Shards and Tokens (see the December Update Details section below for more info)
    • Adding Armor Ornaments that grant visual permutations of armor as players complete specific Challenges (see the December Update Details section below for more info)
  • Better incentives for players who complete challenging Prestige activities
    • We’re targeting a January update to provide better incentives to complete Prestige activities
  • Better rewards and replay value for Strikes, Adventures, and Lost Sectors
    • In December, we will be introducing a Heroic Strikes playlist and more generous Strike rewards
    • Rewards for Adventures and Lost Sectors are still on our radar, but will not be delivered for our December updates
  • Private matches for the Crucible
    • Still targeting early 2018 and expect to have better insight into exact timing in the New Year
    • We are also moving Ranked PVP to the top of our priority list for next year to support the competitive community
  • Crucible tuning like adjusted Supremacy scoring and better spawning rules
    • In December, we will introduce additional updates and bug-fixes intended to improve these areas of the Crucible
  • Better incentives for completing Crucible matches (and penalties for quitting competitive games)
    • A “Quitter Penalty” system is currently in development, and you can expect an update on the deployment of this system in the New Year
  • Continued improvements to Iron Banner and Faction Rallies, including uniqueness of rewards
    • The next Iron Banner and Faction Rally will introduce improvements in both these areas (see the December Update Details section below for more info)
  • Changes to make the mod economy more interesting and impactful
    • The Gunsmith will have some updates to how Mods are acquired (see the December Update Details section below for more info)
    • We are exploring more updates to this system in the New Year
  • Ongoing improvements to Exotics, including adjustments to reduce instances of duplication
    • We plan to tune under-performing Exotics and will continue to make targeted updates and improvements
    • Duplication protection will be added for Exotics in the New Year
  • New ways to spend surplus currency and materials (looking at you Legendary Shards)
    • Players will be able to spend Tokens and Legendary Shards on Vendor inventory (see the December Update Details section below for more info)
    • Xur will have new items, as well (see the December Update Details section below for more info)
  • An emote interface that allows players to equip Salty, Spicy Ramen, Six Shooter, and Flip Out all at the same time
    • Emote interface improvements are still on the list, and you can expect an update on the development of this system in the New Year

We will continue to revisit and update this list in the weeks and months ahead to keep you up to speed on what we’re working on. Below, you’ll find more specific detail about each of the features and updates you can expect to land in December.

December Update Details

There are four key areas we’re targeting for improvements in December. Some of these updates will arrive with the December 5 update, and some additional updates will be included in a patch that will be deployed the following week on December 12.

Both updates combined include improvements set against the following goals:

  • Deepen Rewards for advanced players
  • Provide More Player Control over obtaining rewards
  • Make Shards Useful by adding things to use them for
  • Provide General Quality fixes wherever possible

The following changes are the first steps towards achieving these goals, with more planned for our next release in January. Here is a preview of impending changes to Destiny 2. Each category is marked with a forecast delivery date.

Masterworks

  • [DEC 12] Legendary Weapons will drop as or be upgraded to become Masterworks versions
    • Masterworks will have a few advantages over the baseline Legendary weapon:
      • Track and display the number of kills with that weapon (with choice between total count or Crucible-only count)
      • Generate orbs for you and your allies on multi-kills
      • Add weapon stat bonuses that are selected randomly from a small pool and are re-rollable
    • Masterworks drop from any source of Legendary weapons for characters above 250 Power
      • Unwanted Masterworks can be dismantled into materials that can upgrade an existing Legendary Weapon into a Masterwork
      • Raid and Trials of the Nine Weapons will have a very high chance to be Masterworks
    • We have future plans to extend Masterworks to other gear and expose your kill counts in more places (e.g. Crucible kill screen)

Armor Ornaments

  • [DEC 5] Armor Ornaments will be added to some existing Armor sets for more visual customization without losing your Shaders or Mods
    • These ornaments will be unlocked by completing objectives specific to each set, and are permanently unlocked account-wide, just like Exotic Weapon ornaments
    • They will be applied to the base pieces that you may already have collected, and can now unlock on Vendors if not
    • In Season 2, the following sets have ornaments unlocked in their respective activities:
      • Vanguard Faction Armor
      • Crucible Faction Armor
      • Trials of the Nine Armor
      • Iron Banner Armor
      • Dead Orbit Armor
      • Future War Cult Armor
      • New Monarchy Armor
      • Eater of Worlds Raid Lair Armor
  • [DEC 12] Faction Armor and Weapons will be unlocked for purchase for Legendary Shards and Faction Tokens on most Faction Vendors
    • All five Armor Slots will always be present, and Weapons will rotate weekly on Factions that have them
    • Slots will be unlocked by claiming Reward Engrams from the respective Faction
    • You will get credit for engrams you may have already claimed since launch
  • [DEC 12] Xur has some new offerings for players collecting Exotics:
    • Every week, you’ll be able to acquire one of the new Fated Engrams using Legendary Shards that will decrypt as Exotics that aren’t already in your collection
    • A simpler Three of Coins that boosts Exotic drop rates from any source for 4 hours
      • No obscure stacking mechanics or need to re-apply before every boss
      • These cost Legendary Shards and you can have as many as you like

General Investment

  • [DEC 5] Banshee has some updates on the Weapon and Armor Mod front:
    • For players wanting to clear some Mod inventory space, Rare quality Mods will dismantle into Gunsmith Materials and have a chance to produce Legendary quality Mod Components
    • For players chasing specific Legendary Mods (including Legendary Kinetic Mods), Banshee will offer a selection of specific Legendary Mods for direct purchase, with a selection that will rotate daily and cost Legendary Shards and Mod Components
  • [DEC 5] For players chasing a world Legendary or looking for Masterworks, Master Rahool will sell some of his rumored hoard of Legendary Engrams for Legendary Shards
  • [DEC 12] Commander Zavala and Lord Shaxx will sell Gift consumables for Legendary Shards that can be used during a Strike or Crucible Match that will serve the following functions:
    • Grant bonus rewards to everyone in that activity upon completion, friend or foe alike
    • Award anything from Faction Tokens to a round of Exotics for everyone in the match
  • [DEC 12] Exploit safeguards on Chests and Resource Nodes are greatly relaxed and players should encounter them less frequently
    • Even if they do, drop rates for Tokens is only reduced to 30% instead of 0%, and Glimmer will be unaffected
    • We want to associate a visual indicator with this in a future update, but we weren’t able to pull that off in this update (but we hear you!)
  • [DEC 12] Vendors will now beckon you to hand in your Reputation Tokens only when you’re carrying enough to earn a Reward Engram
  • [DEC 5] Changes affecting Reputation Tokens:
    • Daily Challenges will have Reputation Token awards increased across the board
    • Cayde’s Treasure Chests still offer variable rewards, but now guarantee (at minimum) a payout of destination appropriate Reputation Tokens
    • Strikes will drop a larger number of Vanguard Reputation Tokens
    • Common quality Destination Resource Tokens will have their drop rates increased to 100%, and values per Token increased as well (by 50% for common quality Tokens and 250% for rare quality Tokens)
    • On the balance, Reputation required per Reward Engram will increase for Destination Factions (+37%) and Gunsmith (+50%)
    • Leviathan Raid Tokens will be redeemed at Benedict immediately upon obtaining a Token, instead of requiring a full clear before unlocking

With the launch of Curse of Osiris, and the beginning of Season 2, you can expect to see a full suite of patch notes that will document all of the changes outlined above, as well as additional gameplay and sandbox tuning changes the team is making to improve Destiny 2. We’ll also soon be providing pre-load and launch day details, as well as a roadmap for our Season 2 content, which includes The Dawning in mid-December.

XP Mechanics

Last weekend, we disabled a scaling mechanism that adjusted XP gains up and down without reflecting those adjustments in the UI. Our intention was to keep slower-paced activities as rewarding as high intensity grinding without confusing variations in displayed XP values, but the silent nature of the mechanic betrayed the expectation of transparency that you have for Destiny 2.

We were able to disable the system with a server-side change, but a new solution is now needed to rebalance XP in Destiny 2. We have begun that work, and will continue to provide updates to you about timelines and specifics. The values coded into our website API are being updated today (and may already have been as you read this post) to reflect the removal of this scaling mechanism. In a future update, we intend to link these internal and display-only values together for greater consistency, and to ensure that when changes are made they are accurately reflected everywhere we report them.

We already see that the newly adjusted 160K XP per level value means that leveling is too slow for some activities, and we have begun the process of collecting data and recalibrating XP earn rates to improve them as quickly as possible.

XP boosts, including both consumable items and passive bonuses like the Well Rested 300% bonus, were always applied after this system and never resulted in early slowing of XP. They should be unchanged by the disabling of this system and will continue to provide their stated increase in XP gain.

Expect to see a lot of conversation from our team on this front, as XP rewards are updated and brought back in-line with player expectations.

The Future

Going forward, we plan to continue this dialog as openly and frequently as possible. This will be an ongoing process, but one that we are committed to.

This week we’ll be publishing a new episode of the Bungie Podcast where we will sound off on the current state of Destiny 2, how we think about our communication challenges, and what it takes to update the game in the wild. You’ll be able to listen on both Apple and Android devices. 

Thank you for playing, for being passionate about the Destiny 2 experience, and for working with us as we look to continuously improve our game and studio communication.

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Review: Spellspire (Switch eShop)

Put down those pens; when it comes to traversing dangerous towers it’s the wand that’s mightier than the sword. Blending together Scrabble and sorcery, Spellspire is the latest title from prolific indie developer 10tons. Light on story and setup, it relies on its central concept to hook the player in for shorter play sessions that are ideal for a handheld. But is there enough magic here to make it last in the long run? 

Whether you fancy yourself as a wordsmith or a wizard, there’s a tower full of monsters to conquer across 100 different floors. Our brave hero totters from left to right, pausing in front of enemies to attack before moving on to the next. You never assume direct control of the little guy, rather you get an overall view of the floor and a bundle of ten random letters to the bottom right of the screen. Your job is to select any of the available letters and form them into a word that’s comprised of at least three, which is then cast as your attack. Enemies will only offer a brief window of opportunity before they retaliate, so you’ll need to think on your feet and throw out as many words as possible within that time. 

By defeating any monsters in your way you’ll eventually make it through to the end of the floor, earning a chance to rest your weary brain before jumping into the next. In between levels you’re also able to visit the shop, where gold pieces you earn from fallen enemies can be spent on upgrading your equipment or buying entirely new gear with different stats and abilities. There are stats determining your health, your attack rating, and even status ailments you can inflict by using certain wands. Enemies will also randomly drop usable items – such as health potions – but for the most part there isn’t too much in the way of decision making before simply continuing on. Just equip your strongest gear and hope the letters land in your favour. 

Similarly, there isn’t really any thematic rhyme or reason to what you’re doing or why – other than the fact that goblins and skeletons are just evil by default – so your journey to the top of the tower is fueled only by the simplistic gameplay itself. While things start off relatively easy, it quickly becomes apparent that replaying older levels is downright inevitable in order to grind for coins, as later gear becomes all the more necessary and all the more expensive. Thankfully this repetition is alleviated by extra challenges to complete, and the fact that your selection of letters is totally randomised every time you enter a floor.

Difficulty is also somewhat anchored around which random letters you receive. Things get pretty tricky, and while initially confident, later levels left us wondering if we could ever spell at all. Having a nice mix of vowels and consonants makes for a varied selection of words, but it’s also possible to be stuck with three ‘O’s or too few vowels to work with. This can be a bit frustrating, especially against boss enemies which can easily kill you in one hit, so we’re happy to report that you can use some not-so-nice words and they’ll be recognised in-game. If you’ve ever wanted to shout abuse at a persistent enemy and have it do some actual damage, now’s your chance. 

All of this in practice makes for a bit of a grind, but there’s a breezy interface that cuts down on loading and trims most of the fat. It’s easy to revert back to word stems to jump around more complicated combinations. ‘Door’ for example can quckly be recalled and expanded into ‘Doorway’ if the letters fit, and the ever-adaptable letter ‘S’ comes in handy to squeeze a few more uses out of words with plurals. You’ll need to pull tricks like this in order to survive, and opting to use the game’s touchscreen controls while in portable mode can speed up your word-wrangling in a pinch. Traditional controls also work fine, though you’ll need lightning reflexes to cope. At the end of a stage the game automatically tells you the longest word possible from the available letters, which is an exercise in learning dumb words you never knew existed. Like Jentacular. 

Spellspire definitely works better in shorter bursts, given that each floor only lasts a couple of minutes, and you’ll likely be replaying previous levels to gather coins. There are hours of content here but it’s basically the same routine on a loop, with different enemy types and new gear to break the monotony. Clearing all 100 floors unlocks an additional mode to test your skills further, but learning to adapt and work with the 10 letters you’re dealt is as far as the gameplay really goes. If you like word puzzles then this is great, and the fantasy setting lends a nice overlay to proceedings at the very least. The game runs smoothly, and the music sounds straight out of a spooky cartoon castle, which is perfect. If you definitely don’t like word puzzles then this will likely fall short for you.

Conclusion

Spellspire is simple, unique, and will make you feel like your English skills are on par with a 10-year old. The fun blend of word puzzle and fantasy adventure is enough to flesh out hours of content, and the snappy interface makes it easy to jump in for a few floors of spellbinding action. Longer play sessions wear a bit thin due to the need to grind, and the inconsistent difficulty makes progression feel less satisfying than it really should. It’s not out to impress with its story or visuals, but if you want something quick and easy to play in handheld mode then it’s a pretty solid choice. At its current price we’d only really recommend it to players who enjoy word games in general, and maybe keep a dictionary close to hand…

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Feature: Figment – A Switch eShop Game With Imagination and a Mind Of Its Own

In this era of accessibility for development studios of all sizes, games are more varied than ever. If you divert your gaze away from retail outlets and towards download stores you’re met with a dizzying array of experiences. We may still be in the first year of the Switch eShop, but it’s contributing a lot to that modern trend, with a number of talented developers making their mark on the system.

One game announcement that caught our eye was for Figment by Bedtime Digital Games – it pitches itself as a musical action-adventure, and having played the first hour on PC we can see where it’s coming from. After a surprisingly serious opening we’re transported into a character’s mind, or at least that seems to be the case. It’s a scattering of different areas of the brain, with architecture to reflect passions, fears and experiences. It’s bright, colourful and on occasions rather odd, and its soundtrack is certainly a key component in driving the momentum through puzzles and occasional battles.

Then, at key moments, it bursts into actual song; the few we’ve come across to date are peculiar and absurd, in a good way, very much reflected in the trailer below. Gameplay, meanwhile, is pretty linear and simple in the early stages, but the presentation and audio has kept us engaged.

It’s an experience designed with care and positioned to make you think as well as progress, with smart little gags and interesting layouts. It’s the sort of game, frankly, that can only be a download title – a project that belongs in the independent space, with a concept and look that is sure to tempt those browsing virtual stores.

It’s a fascinating game, which is unsurprising as it’s from the same developer as Wii U eShop release Back to Bed. Eager to learn more about it we had the opportunity to learn more from creative director Jonas Byrresen, as we discussed the ideas behind the game and its transition to the Nintendo Switch.

Can we start off with the initial concept of the game (with music driving the narrative), how did that come together and what inspired the idea?

The first inspirations and ideas for the game came due to the reception to our previous game, Back to Bed. That also had a dreamlike world that was very surreal, but that game was a straight-up puzzle game with more divided levels. The reception was very positive, and people were constantly asking “is there more story to tell, can we go and explore this world more”.

So, on a flight back from the US myself and my colleague Klaus started talking about whether we could take the idea of diving into the mind further, to the next step. We decided to go deeper; instead of going into a dream we went into the subconscious mind, to create a world where the player would restore something and it’d be more of an adventure game.

In the start that was the focus, we always wanted it to have a unique audio side, too. But in the start the focus was very much on the visuals and the story. Then, some time in pre-production we had the chance to have an experienced audio designer – Nils – join the team, and he was also experienced in game design. Luckily for us he is also an Indie ‘underground’ rock musician – the best way to describe him is the Mad Hatter of music! He just started doing some weird stuff and asked to take some days to experiment with some ideas, and then he came back with a pitch of music for one of the first bosses in the game. We fell in love with the idea of having these big enemies that each represent a major fear and communicate through music.

It took us back to old cartoons, in which a good villain had to have a good song. It helps set the tone, and the tone in different areas of the game is so important – the experience of getting sucked into these surreal landscapes and so on.

It was a kind of luck, and also taking a chance with what was there, to go all in on the musical part. But that’s game development; you never know from the start what you’ll end up with. Sometimes ideas change, you fall in love with a certain concept.

It’s interesting that the project started without that musical focus. The visuals are also distinctive – what sort of artistic inspirations influence that design?

Definitely. We certainly kept some ideas and inspirations from our earlier games, with multiple classic surreal artists. We also started looking wider – a lot of people noticed some Miyazaki in the art style. We see it as a mix between classic children’s books but also classic surreal art, and then a smidge of Eastern influences.

At a convention someone said it was almost like if Miyazaki did Adventure Time, that was their take on it!

With games like Figment having such a distinct and artistic approach, do you feel that’s one of the strengths of modern download indie studios like yours, where you can make a business out of games that – 20 years ago – likely never would have arrived?

The games industry has become more mature, in that a quintessential ‘Indie gamer’ has now seen a lot more. Plenty have lived through the generic ‘brown’ years of gaming where everything was explosions and variations of dull colours. Now some gamers really want to see and hear something new, and it’s something that we definitely encounter at conventions and when we go around the world. More experienced gamers want something that sticks out.

It’s really needed, I think – it’s a combination for us in that it’s interesting, and we don’t want to do something that’s a cookie-cutter setting, but rather something different. At the same time you need to stand out in the market.

From the perspective of producing games, more tools are available that allow you to actually experiment.

In terms of Figment’s gameplay, can you talk about its overall approach and what you have tried to achieve in that area?

We didn’t want to go completely away from the puzzles, so they’re still in the game. We did focus more on exploration and understanding the world you’re in – when you come to a new area there’s always a new object or mechanic that you have to understand. It’s a mix of action, puzzles and exploration; sometimes you have to understand a certain puzzle or mechanic to succeed in the action parts, too. The styles work together – so after a tricky puzzle it’s good to unwind with some action afterwards, and vice-versa you can relax with a puzzle if you’ve had a tough battle.

It is very much a quintessential adventure game, as you’re constantly looking for fear creatures / nightmares that you hunt down, but they’re not forthcoming in standing their ground and battling you. You have to corner them, and there are long chase sequences where you try to get around obstacles to keep up with them, and they have minions in wait.

I’d still call it more of a puzzle game than an action game, but it is a good mix. It very much rewards exploration, too, not just for story but also to make progress; so you might need an object to make something else work, and you need to try going in another direction to learn something new. There are also small stories hidden behind many doors in the game.

Was it quite a challenge combining that gameplay design with the narrative approach and soundtrack?

There were definitely challenges. Mixing action and puzzles can be hard – the enemies need to have a clear mechanic for you to identify and counter. It’s not just run up and beat everything, and the big boss events are more of a puzzle as you figure out how to get close to them and stop their actions.

There’s always a hidden rhythm in the music, it’s very layered. We’d try to use that as cues for mechanics and certain things, so you need to try and get into that rhythm and pattern. Combining that from a gameplay perspective was a challenge – if the game was too hard we also had to consider whether to change the rhythm of the music, so linking up music and more action-heavy events was tricky. It’s hard to decide what comes first, sometimes.

It was an interesting journey and new, but I think we got away with it pretty well.

How’s the reception been to the game on PC so far?

From the perspective of all of the players and reviewers we’re really happy. People seem to really enjoy it and spend time with the game. It was very important to me that the game had a certain length so that player’s stay in the world for a certain time, and we seem to have achieved that. I’ve heard from a lot of people that have been looking forward to a good time, like a Sunday afternoon, where they can just sit down and get absorbed into the game.

Do you feel it is the sort of game that demands a player’s attention, as opposed to the sort of title you’d just dip into for short sessions?

It’s designed to be enjoyed both ways. You can leave the game and come back to it – we designed it so you never feel you’re caught in a stressful situation and can’t leave the game. But I would say playing it for a certain time is good to get absorbed into it, and also so you don’t come out of the experience. It’s very much a multi-layered story – you can enjoy it as the hero just going after the bad guys, but if you read between the lines and connect the dots of what’s being said and what you experience, that’s actually a deep story about how the human psyche deals with different objects. How experience shapes us, the nature of fear. You need to read between the lines of what the character says and their encounters in the game.

I’d say it’s worth sitting down and taking the time to get absorbed into the world.

In terms of the Switch version, at what point did you decide to work on bringing the game to the system?

Our company philosophy is to make games that go on multiple platforms, from the start. When Nintendo was just talking about the Switch as a new concept we didn’t really know what it was, so we were on the fence. But once we actually tried the Switch it was different – as I see it, it’s not just another console, it’s something new. We were completely in love with it.

I can sit on the couch and enjoy the game, but the small screen gives you another experience that works well with our aesthetic. That’s something we learnt from our previous game, that the hand-drawn style looks good on a small screen because it’s almost like you’re holding a picture frame and playing inside a piece of art. Every time I walk by the guys working on the Switch version I’m always hoping to catch a glance to see if the game is running on it. Because it feels so right on the Switch, so for us it was a case of “we need to get on this” as soon as we saw and tried the system.

We also feel the game world fits the platform, that’s a gut feeling we have.

There seems to be a big appetite among Switch owners for intriguing download games on the eShop. The aesthetic of Figment certainly seems to suit the Nintendo platform and audience.

When we first mentioned with Figment that we were thinking about the Switch, I remember a thread on Reddit that was full of enthusiasm – this was the kind of thing they wanted.

You mentioned the picture frame feel of playing on the handheld. Do you think this is a game particularly well suited to portable play with a good pair of headphones plugged in?

Definitely. Especially if you plug in headphones and immerse yourself into the game world. We’ve seen times at conventions where that applies – we always use headphones for our demos because the sound is unique and players can really get into it. Sometimes people at PAX etc vanish into the game and don’t react to anything around them, and then they realise that they’ve sat there for half an hour and are late for an appointment. They’d just get so immersed.

I think if you put on the headphones with the portable you’ll go to a totally different world.

How is the Switch development progressing? What’s the team’s experience been like with the hardware?

So far it’s not been a challenge in terms of the system’s speed or power. With a game like Figment it’s more about aesthetics rather than fidelity, it’s not about the amount of polygons to make something unique and gorgeous. It’s the artistic side of it.

I won’t say there isn’t any challenges, because there always is going onto a new platform, but it’s mostly with things like different ways that shaders are set up. Different ways to handle things like saving the game, reloading and so on, which are sometimes a bit more technical on the Switch. Last time I talked with the programmer he said that technically it is running, it just encounters problems that he’s fixing right now. Stuff like that does take some time, but so far it hasn’t been as frightening as when we did Back to Bed for the Wii U. That was way different in terms of structure, so it’s not the same kind of challenges on Switch.

It’s very positive, I’ve heard from a lot of other developers that it’s not as terrifying to port to the Switch as they thought it would be. There is a power difference compared to other consoles, but I don’t see Indie games like ours having that big a problem with it.

We’ve seen an explosion of releases on the Switch eShop, with plenty of busy weeks. Do you think that momentum will hold up?

Yeah, through the years we’ve built up a network of small developers, and you talk to each other and share experiences. From most of what I’ve heard some have actually had more success on Switch than they have on the other consoles combined. I think it’s definitely there; I also think that there’ll be plenty of Switch systems under Christmas trees around the world, so there’s room there. I don’t see the Switch as the same thing as the other consoles, it’s kind of it’s own thing, so it attracts other gamers as well.

A lot of people in the company, game developers, have a tendency to be big gamers, and a lot of us are PC gamers. So the other two consoles don’t really do anything for us because it’s the same games, and we have powerful PC rigs anyway. But a lot of us want or already have a Switch because it’s a different experience and way more interesting to us. It’s a whole new market, and I have a good feeling about it.

Absolutely, everyone in my family has one, including my parents. A factor seems to be the combination of the tablet form with other capabilities and ideas, it seems to draw in a lot of people. That bodes well for the eShop too, as there’ll be Switch owners who perhaps aren’t typical console / PC gamers.

Also there’s the societal change towards it being ok to buy digital, which we see more year on year, with more people buying downloads than hard copies of games. When they come onto a new platform they expect to have a download marketplace, so there are good opportunities there.

In terms of Figment’s upcoming Switch version, can you confirm whether it uses any unique features like HD Rumble? Also, the soundtrack is available standalone or in a deluxe version on Steam, has that been explored at all for the eShop release?

We’ll definitely look into it, and if there’s a way to get the soundtrack onto the Switch eShop as well that’d be awesome. I’m not the one that really deals with that, and we’ll certainly look at things like HD Rumble. I think for now it’s just a question of getting it to run smoothly, but we definitely want to use that stuff.

To wrap up, do you have any final thoughts about the journey of Figment as a project, and it’s route onto the Switch eShop?

One thing that I think people should take to heart, especially with the game coming to Switch as a console version, is that this is also a game that you can play together with other people. It’s got layered storytelling, so we know that it’s something that parents can play with their children, for example, because parents can help kids understand the deeper layers.

We aim for it to be kind of like a Pixar movie – as a parent you’re also entertained while sharing it with your kid. I also know friends who have played it with their better half, to help with puzzles and share the story, interpret it. With parts of it there’s no definitive answer to what it means, so it’s ok to interpret some things their own way; that’s cool, and it can be an interesting experience to share with another person.

It’s been a fun experience since release, with a lot of people saying it’s a strange mix – music and light-hearted humour with a serious topic like the subconscious and coping with fear. But I think that it’s just a very Scandinavian and Danish way of dealing with it – be honest about these topics, they’re relevant to a lot of people and it’s ok to discuss them in a very open way.

We see a lot of games nowadays tackling complex issues, it seems to be a positive step forward.

For me as a creative director games are the new media; it’s what movies were years ago. Movies would tackle serious subjects in different ways and there can be hidden meanings; games can be the same thing. It can be a serious topic while still being entertaining; we just do it in a way where we can combine gameplay, visuals and music. So in a way it’s a new media, and we need to have interesting themes and discussions.

The goal is to have game design and story work together, where neither is overshadowing the other. I think that’s what you need in games as a medium. Because we also see story-driven games that have no game mechanics; they might have a good theme, but sometimes I’m left feeling that I could have seen it as a short movie and had the same experience. So to get it right is to try and have a lot of things combined to help each other.

With Switch and Figment it represents a project with a lot of time, stress, blood, sweat and tears – I’m just really looking forward to getting it out there.


We’d like to thank Jonas Byrresen for his time, and Lewis Denby for his assistance.

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Random: You’ve Seen The NES Classic, Now Check Out The CoolBaby HDMI HD Video Game

While Nintendo’s U-turn on discontinuing the NES Classic Edition means that the thousands of people who missed out last year will now get a better chance of owning one, for a time it seemed like the Japanese company really was going to walk away from a profitable revenue stream. In that void came the clones; cheap knock-off replicas of the micro-console produced in the hope of catching out buyers desperate to get their hands on this slice of 8-bit history.

It’s hard not to see the fascination of this sector of the gaming industry; granted, it’s little more than shameless (and legally questionable) profiteering but “fake” systems are nonetheless interesting. During the Famicom and NES era there were countless clone consoles which supported Nintendo cartridges, and throughout the decades these have been hilariously clad in different shells to make them appealing to a new generation of unsuspecting parents (a PlayStation that runs NES carts, anyone?)

So, put aside your prejudices and preconceptions for a moment and join us as we dive into the often worrying world of the CoolBaby HDMI HD Video Game, a totally shameless replication of the NES Classic Mini. From the box design to the actual console itself, it’s a blatant attempt to capitalise on the success of Nintendo’s resurrected 8-bitter, but the difference here is that it comes pre-loaded with 500 games, as opposed to the 30 which ship on the real thing.

The console itself is a close match to the real deal, although it boasts old-school 9-pin controller ports (fitted upside down, charmingly) instead of Nintendo’s proprietary controller interface. Two pads are included, and they’re surprisingly robust – the only real giveaway that something is amiss is the fact that they have four buttons instead of the traditional two.

The image quality is quite fuzzy, despite the use of HDMI; it’s nowhere near as sharp as the NES Classic and looks more like a composite signal. The 500 games are, somewhat predictably given the origin of the console, composed mostly of unofficial ROM hacks of varying quality. Alongside legit originals such as Mega Man 3, Adventure Island 2 and Gradius we have Teletubbies (which turns out to be Mario Bros) and Hot Mario, which simply takes the main sprite from Super Mario Bros. 3 and places it in Data East’s Joe & Mac. Elsewhere we have such NES “classics” as Harry Potter, Lattice Winner and Utmost Warfare. Rifling through the amusing is actually more enjoyable than you might suspect, especially when you unearth something that offers a fair degree of playability.

The end result is a library of titles that holds a few pleasant surprises as well as some solid-gold classics. There are enough authentic releases included for you to extract some enjoyment, even if wading through the weaker offerings does get a little tiresome. Still, any system which offers Super Mario Bros, Donkey Kong, Contra, Teenage Mutant Ninja Turtles, Ninja Gaiden, Bomberman, Galaga, Bubble Bobble, Power Blade, Paperboy and Double Dragon can’t be all bad – putting aside the rather troublesome point that the manufacturer hasn’t obtained the legal right to include such games, of course. As such, the CoolBaby HDMI HD Video Game is a curio rather than a recommended purchase. While it’s tempting to pity any child who ends up with this in their stocking this Christmas instead of a NES Mini, they may well end up having so much fun being a Teletubby in Wrecking Crew that they won’t even notice. It’s the stuff festive gaming memories are made of.

Thanks to Tom’s Retro Shack for supplying the CoolBaby HDMI HD Video Game console used in this review, and opening our eyes to the wonderfully bonkers world of clone hardware.

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Guide: Super Mario Odyssey: Snow Kingdom Power Moon Locations And Walkthrough

Welcome to our ultimate guide for collecting every Power Moon from the Snow Kingdom in Super Mario Odyssey! Below, you’ll find maps detailing the exact location for all 55 of the Power Moons located in this Kingdom, as well as descriptions on how to get each and every one of them.

The numbers on the maps correspond to the relevant Power Moon listed below and, whilst most of them appear in that spot from the beginning (or after you’ve completed the story at least), it is worth nothing that sometimes you are required to perform a specific action to make it appear. Use a combination of our maps and walkthrough information to grab each of the Power Moons with ease. Enjoy!

Snow Kingdom Power Moons (1-37)

Several Power Moons in the Snow Kingdom are located in the underground ‘Shiveria Town’. As this town does not have a map in the game, any Moons from this location are indicated by [S] below. You can find the entrance to Shiveria Town at location ‘S’ on our map above.

[S] 1. The Icicle Barrier: At the bottom of Shiveria Town, enter the first tunnel on the right. Make your way to the end of this room and walk over the three ‘X’s surrounding the ice patch to make it drop to the ground below. Drop down and collect the Power Moon waiting for you.

[S] 2. The Ice Wall Barrier: Enter the second tunnel on the right at the bottom of Shiveria Town. You’ll need to collect the five Moon Shards hovering over the ground from this room to be rewarded with a Power Moon.

[S] 3. The Gusty Barrier: Enter the first tunnel on the left at the bottom of Shiveria Town. Make your way through the room until you reach the last gap before the green pipe exit. Capture the Ty-Foo to fly across and collect your Power Moon.

[S] 4. The Snowy Mountain Barrier: At the bottom of Shiveria Town, enter the second tunnel on the left and defeat Rango to collect this Power Moon.

[S] 5. The Bound Bowl Grand Prix: After you’ve cleared all four tunnels at the bottom of Shiveria Town, you’ll be able to participate in the grand prix. Head down the slope to the race and then over to the nearby room to find a Shiverian who doesn’t want to move. Capture him with Cappy and return to start the race. You’ll need to win to get the Power Moon.

[S] 6. Entrance to Shiveria: When you first drop down into the Shiveria Town entrance, turn around to find a tall stack of cardboard boxes leading up to a Power Moon. Use wall jumps between the boxes and the wall to get yourself up to the Moon.

[S] 7. Behind Snowy Mountain: In the Shiveria Town tunnel where you fought Rango (second one on the left), keep an eye out for a wooden posts sticking out of the ground. You’ll notice that behind one of these wooden posts, on the left hand side, is a slightly discoloured patch of wall. Walk through this patch to reveal a hidden tunnel leading to a Power Moon.

[S] 8. Shining in the Snow in Town: At the bottom of Shiveria Town, climb the pole located just to the right of the right hand side tunnels. Run around to the left and jump across the wooden light beams to the other side. Now smash your way through the giant snow pile to uncover a Power Moon.

[S] 9. Atop a Blustery Arch: In the first tunnel on the left at the bottom of Shiveria Town, make your way to the area where two Ty-Foos are pushing a block between them. Capture the second one of these Ty-Foos and use it to blow the staircase behind him away from you. Now continue through the room until you come across the next Ty-Foo (who won’t be trapped by fencing) and blow the stairs back to their original position. You should now be able to climb the stairs up to a wooden archway which has a small ‘X’ scratched into it. Ground pound this spot for a Power Moon.

10. Caught Hopping in the Snow!: South of the Odyssey, around location number 10 on our map, you should be able to find a rabbit hopping around. Chase the rabbit, using Cappy to stun it if necessary to catch it and claim your Power Moon.

[S] 11. The Shiverian Treasure Chest: Complete all the steps for Power Moon number 8 above, and then continue smashing your way through the snow on this side of the second floor. Enter the hallway that is revealed from behind this snow and follow it around to the left. You’ll come across a treasure chest containing a Power Moon.

[S] 12. Treasure in the Ice Wall: Enter the second tunnel on the right at the bottom of Shiveria Town to find the room with the Bitefrosts who pop up out of the ground. Make your way to the final Bitefrost (just to the right of where the green pipe exit is) and ride it up until it reaches full extension. Jump up out of the way of its bite and grip onto a thin ledge in the wall. Shimmy over to the right to find a treasure chest containing a Power Moon.

13. Snow Kingdom Timer Challenge 1: Head to location 13 on our map to find a scarecrow. Throw Cappy at the scarecrow and make your way over the circular ice platforms in front of you to get the Power Moon.

14. Snow Kingdom Timer Challenge 2: At location 14 on our map (underneath the archway on the ground below) you’ll find a scarecrow. Throw Cappy at the scarecrow and make your way across the beams that appear to reach the Power Moon. If you’re struggling for time, make sure to shake your controller(s) as you climb the poles to move quicker.

15. Moon Shards in the Snow: For this Power Moon, you’ll need to find five Moon Shards dotted around the Kingdom. All of the shards are located above the ground; none are below in Shiveria Town. Look around on the platforms in the main area, on the snow banks that surround the outer edges, and even underwater to find them all.

16. Taking Notes: Snow Path Dash: Head to location 16 on our map to find a glowing treble clef. Touch it, and then collect all of the music notes that appear in various directions, to get the Power Moon. 

17. Fishing in the Glacier!: Head to the glacier in the southeast corner of the map and capture the Lakitu who is fishing there. Use his rod to lure in the largest underwater shadow to find a Cheep Cheep who will give you a Power Moon.

[S] 18. Ice-Dodging Goomba Stack: In the first tunnel on the right at the bottom of Shiveria town, you’ll notice a Goomba-shaped button with a large number 4 on it. Capture a Goomba, and then jump on other Goombas to create a stack of four, before walking to the shadow in front of the button. Move out of the way again quickly to allow the icicle to fall from the ceiling, allowing you to jump up to the button as the four Goombas. Stand on it to reveal the Power Moon.

19. Captain Toad is Chilly!: On the north shore, quite a way up the hill around location 19 on our map, you’ll come across a small cave that has been covered in a layer of snow. Smash your way through the snow to find Captain Toad inside. Talk to him to receive a Power Moon.

[S] 20. I’m Not Cold!: Opposite the Crazy Cap store in Shiveria Town, you’ll find a Shiverian who explains that their racing uniform is their ‘undies’. You’ll need to wear the Boxer Shorts (available from the Crazy Cap store for 1,000 gold coins) and talk to him again to recieve a Power Moon.

[S] 21. Shopping in Shiveria: You can purchase this Moon from the Crazy Cap store in Shiveria Town for 100 gold coins.

22. Walking on Ice!: Head through the red hat door right next to the Corner of the Freezing Sea checkpoint flag. Inside you’ll face a triangular walking challenge. Be very careful here with how quickly you walk – the ice will make you slide behind where you would naturally stop. If you get enough points, you’ll be rewarded with a Power Moon.

[S] 23. Snowline Circuit Class S: Head back to the race track in Shiveria Town (as the Shiverian that you captured last time) to have another go at the race and collect a second Power Moon. To win, you’ll need to make effective use of bounding, pressing ‘B’ every time you make contact with the floor and using the slanted parts of the track to bounce across the screen in the direction of the track to cut corners. 

24. Dashing Over Cold Water!: Head to location 24 on our map and clear the pile of snow to reveal a red hat door. Enter this room and use the Rocket Flowers to make your way to the end to find a Power Moon.

25. Dashing Above and Beyond! (see location 24): In the same area as Power Moon 24, keep collecting Rocket Flowers and pass the area where you can see the room’s main Power Moon, jumping up onto the slope behind it. Climb this slope and dodge the barriers in the way to make it to an area with a second Power Moon.

26. Jump ‘n’ Swim in the Freezing Water: Follow the path northeast of the Odyssey and jump off the edge near location 26 on our map. Turn around to find a blue door next to a scarecrow. Throw Cappy at the scarecrow to enter, and then make your way through the room inside – using the columns of water to move around – to find a Power Moon.

27. Freezing Water Near the Ceiling (see location 26): In the same room as Power Moon 26, make your way to the end of the room where a wide column of water takes you to the exit. Instead of going down to the exit here, jump on top of it and swing across the poles to find a second Power Moon.

28. Blowing and Sliding: For this Power Moon, you’ll first need to capture one of the Ty-Foos near the entrance to Shiveria Town and take it to the south side of the column where the Odyssey is sitting above. With the Ty-Foo, blow the wooden block across to reveal a door (if your Ty-Foo isn’t at the right height to do this, go back and grab another one). Inside, use the Ty-Foo to complete to puzzle, blowing the blocks around to get them into place, to receive a Power Moon.

[S] 29. Moon Shards in the Cold Room: Make sure you’re wearing the Snow Hood and Snow Suit (available from this Kingdom’s Crazy Cap store) and then head to the pole just to the right of the right hand side tunnels at the bottom of Shiveria Town. Climb the pole and talk to the Shiverian to gain access to a locked door – collect five Moon Shards within the 2D area to receive a Power Moon.

[S] 30. Slip Behind the Ice: In the same location as Power Moon 29, make your way through the 2D section until you reach the platform above the green pipe exit. Jump up here to reveal some hidden blocks that allow you to access the area above in the ceiling. Run to the left (you don’t need to jump over the tiny gaps) and collect the Power Moon at the end.

31. Spinning Above the Clouds: Near the entrance to Shiveria Town, you should find a seed frozen in a small block of ice. Smash the ice and grab the seed – you’ll need to take it to location 31 on our map (heading back towards the Odyssey). At that location you’ll find a plant pot – throw the seed in and climb the beanstalk that appears to access a new area. Use the wind and trampolines to make it to the end of the room to grab a Power Moon.

32. High-Altitude Spinning (see location 31): In the same area as Power Moon 31 you should find that, by riding one of the wind updrafts to the very top, you can turn around and land on a trampoline that takes you back the way you came. Land on this trampoline and travel backwards to find a Power Moon floating really high in the air.

33. Secret Path to Shiveria!: Depending on your choices in the game, the warp painting needed to travel to the Snow Kingdom for this Power Moon will either be located in Bowser’s Kingdom or the Mushroom Kingdom.

In Bowser’s Kingdom, head to the Main Courtyard Entrance checkpoint flag and run around to the back of a building on the left. If the painting here depicts the Snow Kingdom, jump inside to be warped to this Power Moon.

If a different Kingdom is shown instead, head to the Mushroom Kingdom and run south from the Odyssey to find a painting in the middle of a group of trees. This should take you to the Snow Kingdom if the previous painting lead elsewhere.

[S] 34. Found with Snow Kingdom Art: As soon as you enter Shiveria Town, turn to the left to find some hint art on the wall. Use this hint art to find the same location in the Lost Kingdom. When you’ve arrived at the Lost Kingdom, warp to the Mountainside Platform checkpoint. Head north from here and then turn east, jumping over to the roots of the tree that are depicted in the hint art. Ground pound on the correct root to receive a Power Moon.

35. Snow Kingdom Regular Cup: Head to location 35 on our map in the northwest to find a Koopa who will challenge you to a race. The hardest part of this race is learning the route you need to take as the blizzard obscures your view. Take a couple of run-throughs to learn the routes that the Koopas take and where the goal is, before returning with your new-found knowledge to win and receive the Power Moon.

[S] 36. Hat-and-Seek in the Snow: Head to the area of Shiveria Town where the races take place and find the Shiverian who is wearing a hat with eyes just like Cappy (on the left side of the room if you’re facing the podium). Talk to the hat to receive a Power Moon.

[S] 37. Peach in the Snow Kingdom: Inside Shiveria Town, from the entrance, walk down the pathway and look to the left to find Shiverians sitting on steps. Princess Peach will be here too – talk to her to receive a Power Moon.

Snow Kingdom ‘Moon Rock’ Power Moons (38-55)

These Power Moons will become available to you when you have smashed the Moon Rock located in this Kingdom. As before, any Moons located in Shiveria Town are indicated by [S] below. You can find the entrance to Shiveria Town at location ‘S’ on our map.

38. Shining on High: Climb onto the top of the Odyssey and perform a long jump to reach a Power Moon floating nearby.

39. Above the Freezing Fishing Pond: Head southeast from the Odyssey and you’ll see a Power Moon floating above the fishing pond.

40. Ice Floe Swimming: Head to location 40 on our map and dive underwater. You’ll find a small underwater alcove containing some coins and a Power Moon.

[S] 41. Icy Jump Challenge: In the first tunnel on the left at the bottom of Shiveria Town, make your way to the area where two Ty-Foos are pushing a block between them. Jump on top of this block and perform a backflip at the right moment to get the Power Moon floating above you.

[S] 42. Forgotten in the Holding Room: Head to the bottom of Shiveria Town and jump into the hole at the end to reach the racecourse. Enter the room on the left hand side of this area, jump up the stairs inside, and turn left to find a room full of boxes stacked into tall piles. One of these boxes (near the top of one of the piles) will be glowing – smash the boxes to make this one fall down and smash it to reveal a Power Moon.

43. It Popped Out of the Ice: Warp to the Above the Ice Well checkpoint flag and climb the tall ice structure that has regular ledges. Jump from the top of this structure to the other one nearby in an easterly direction. You’ll find a glowing spot on this structure which contains a Power Moon – ground pound the spot to make it appear.

44. Deep in the Cold, Cold Water: Head to location 44 on our map and dive underwater. You should notice a glowing spot on the floor below the water – ground pound this spot to reveal a Power Moon.

[S] 45. Water Pooling in the Crevasse: Enter the second tunnel on the right hand side at the bottom of Shiveria Town. At the far end of this area (near where there are lots of gold coins in a square-like shape) you’ll see a glowing patch underwater. Jump into the water and ground pound this spot to reveal a Power Moon.

[S] 46. Squirming Under Ice: Enter the second tunnel on the left hand side at the bottom of Shiveria Town. Make your way right to the end of this area until you reach the place where you fought Rango. You’ll see a bump moving around in the ground – hit it with Cappy and then perform a ground pound on it to reveal a Power Moon.

47. Snow Kingdom Timer Challenge 3: Head to location 47 on our map to find a P-Switch underwater. You’ll need to hit this P-Switch and make your way over to the Power Moon that appears before the timer runs out. You can either do this as Mario by constantly jumping through the water and performing a long jump at the end to touch the Moon before it disappears, or by capturing a Cheep Cheep before you press the switch and swimming over (making sure to jump over the snow that is in the way).

[S] 48. Stacked-Up Ice Climb: Enter the first tunnel on the right hand side at the bottom of Shiveria Town. Inside, make sure to capture the first Goomba you see and keep jumping on other Goombas to build a high tower. Make your way to the end of the level, collecting all of the Goombas, until you see a new Goomba-shaped button with a number 10 written on it. If you have 10 Goombas, stand on it to reveal a Power Moon; if you don’t, just jump back down to collect more as they re-spawn.

49. I Met a Snow Cheep Cheep!: At location 49 on our map you’ll find a Bonneter who wants to see a Cheep Cheep up close. Head into the water to find a Cheep Cheep and take it over to this area, hopping all the way up as quickly as you can to get the Cheep Cheep inside the small pool of water right next to the Bonneter. If you do this, you’ll be rewarded with a Power Moon.

50. Even More Walking on Ice!: At location number 50 on our map and re-enter the door here to start a second walking challenge. The pattern is exactly the same as before, but this time you’ll need to score 90 points to get the Power Moon. As before, make sure to keep an eye on how Mario slides on the ice – you don’t want to accidentally overshoot as he slips.

51. Snow Kingdom Master Cup: Head to location 51 on our map to talk to the Koopa who will challenge you to a second race for a second Power Moon. The key to winning this race is to take the exact same route as the golden Koopa – you just need to do it quicker! Capture a Cheep Cheep as early as possible until you reach the land, pop out the wooden peg and ride the updraft, then keep long-jumping across the platform above to fly past the Ty-Foo before he manages to blow you off the edge – the Koopa will wait for the Ty-Foo to blow before running past so this is your chance.

52. Iceburn Circuit Class A: Head to where the Moon Rock originally was (near the Corner of the Freezing Sea checkpoint flag) to find a door that will take you to a second racetrack. Capture the Shiverian and win the race to claim your Power Moon. The best advice for these races is to make sure you bound each time you make contact with the floor or walls (and at the right time with the right amount of strength). This will come with practice and you’ll start to learn the layout of the circuit too – you’ll need to bounce off the walls at just the right time and place to ping yourself across the screen to make the most out of every corner.

53. Iceburn Circuit Class S (see location 52): In the same area as Power Moon 52, simply talk to the organiser of the race again after winning the A Class race to enter into a second S Class race. You’ll need to be even quicker this time to get the win and the Power Moon but the same advice applies.

54. Running the Flower Road: Head to location 54 on our map (near the Above the Ice Well checkpoint) to find a grey warp pipe. Enter the pipe and throw Cappy at each of the scarecrows to reveal flower paths – make your way to the end of the room to collect a Power Moon.

55. Looking Back on the Flower Road (see location 54): In the same area as Power Moon 54, make your way through the room until you reach the Banzai Bill section. Here, you’ll need to hop back over to the left flower road path after you pass the second Banzai Bill. If you turn around you should see a Power Moon waiting for you there.

We hope that you have found this guide on collecting all Power Moons in Super Mario Odyssey’s Snow Kingdom useful. Let us know if you’ve managed to grab them all with a comment below.

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Top Hunter Is Your Next Neo Geo ACA Release On Switch

Looks like Hamster is starting of December in a big way with SNK’s 1994 delightful (and somehow still sadly overlooked) dual plane grab’em up Top Hunter: Cathy & Roddy as they try to “grab” (arf!) our hard earned eShop funds on December 7th.

Taking control of the titular bounty hunters, it is your mission to take on the evil space pirates. Pick one of the four available biomes (the perfect excuse to have varied elemental themed levels) and off you go punching, grabbing, smashing your way to the end level bosses who just happen to be wanted criminals on your bounty list. 

There are a few weapons to pick up with limited ammo and you are even able to ride mechs and vehicles that will make you wonder if you didn’t just happen to accidentally stumble upon a long lost Metal Slug game. Skilled players might even discover the odd secret special move accessed by Street Fighterlike inputs!

Despite being released over two decades ago, it remains a visual tour de force that really showcased the hardware difference between the Neo Geo and our humble Super Nintendos, PC Engines and Mega Drives at home. Will you be grabbing these couple of grabbers next week on your Switch?

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Super Mario Cereal Has Shown Up in Target’s Online Inventory

Update: It’s real! But only for the US at present. Boo.


Original story: Yesterday saw the arrival of an odd rumour that Nintendo is producing a Super Mario themed cereal in partnership with Kellogg’s, with each box containing an NFC chip that has amiibo functionality. Though the evidence for it was a little shaky, it was an idea that would certainly make sense given Nintendo’s interest in giving its brands more exposure beyond video games. Now, more evidence has mounted pointing towards the cereal’s existence.

BrickSeek is a site which can be used to track the digital inventories of certain retailers, one of which is Target. Interestingly enough, a listing for the Super Mario Cereal has popped up in Target’s inventory, though it still can’t be viewed on the company’s site itself. If it’s legitimate, then that would mean that the cereal should be popping up on store shelves relatively soon, though do bear in mind that nothing is confirmed yet.

What do you think? Is this all for real? Do you think the cereal would be any good? Share your thoughts in the comments below.

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Inside Xbox One X Enhanced: Dishonored: Death of the Outsider

Many of gaming’s most compelling stories come from those who’ve helped to create our favorite Xbox One games. In our Inside Xbox One X Enhanced series, these creators will share the behind-the-scenes accounts of the work involved in enhancing these epic games for Xbox One X, how they’ve helped chart the course of the world’s most powerful console, and what that means for the future of gaming. Today, we’ll be chatting with Arkane Studios’ Dinga Bakaba, Lead Designer on the series-ending action game Dishonored: Death of the Outsider.

What specifically is your development team doing to enhance Dishonored: Death of the Outsider for Xbox One X?

We used the unique GPU power of the Xbox One X to leverage Dynamic Resolution with cutting edge graphics fidelity. Shadows quality, textures definition and level of details are at their best. The extra CPU power also helped us to make the framerate steadier even under heavy Dishonored-style combat situation.

How do these enhancements impact the gaming experience?

The immersion is magnified and the experience is true to the original intentions. Looks better, feel better.

Why did your development team choose to focus on these enhancement areas?

Given the powerful GPU and the 12GB GDDR5 of graphic memory we wanted to use it to reveal the deep and detailed world of Dishonored.

How do you expect fans of Dishonored: Death of the Outsider will respond to seeing/playing it on Xbox One X with these enhancements?

During development, many of us just stopped suddenly to watch, attracted by the gorgeous visuals. Some people were getting very close to the screen just to see how many details their eyes could catch in the distance. We can’t wait to see the reactions of the players. We expect them to be astonished by the visuals and thrilled by the whole enhanced experience.

How has the process been to get the game up and running on Xbox One X?

It was pretty short and straightforward. Leaving us some space to push the limitations back again and again.

What enhancement were you most excited about to explore leveraging for Dishonored: Death of the Outsider on Xbox One X?

4K UHD, definitely.

What does 4K and HDR mean for your game, games in the future and development at your studio?

4K is a game changer and soon it will become the new standard. Death of the Outsider shows some very detailed geometry which is magnified in 4K, revealing details, no aliasing and a crisp picture.

HDR provides a vivid and life-like color panels, which is something we are excited to leverage in the future.

Thanks to Dinga for taking the time to chat with us about Xbox One X Enhanced. We’ll be bringing you more interviews with more developers in the future, so stay tuned to Xbox Wire!