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The Inevitable SNES Classic Mini Hack Is Well Underway

Given the ease of hacking the NES Mini to add additional games, due to the efforts of Russian hacker Alexey ‘Cluster’ Avdyukhin with his hakchi2 software, it was only going to be a matter of time until the SNES Classic Mini got the same treatment given that it uses basically the same hardware under the hood.

Of course Cluster got to work right away uncovering the secrets of the SNES Mini, and the hacker has already managed to get Chrono Trigger running on the micro console:

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Dark Horse Reveals Zelda Encyclopedia as Final Instalment in Its Goddess Collection Book Series

Dark Horse Comics has revealed its third hefty Zelda book instalment: The Legend of Zelda: Encyclopedia, due for publication on April 24th, 2018. It’s available for pre-order for $39.99 on the Dark Horse Comics website, though is notably cheaper across other outlets such as Amazon. The book is the third and final volume in the company’s trilogy of Zelda books (the “Goddess Collection”), following Hyrule Historia in 2013 and more recently Art & Artifacts last February. 

While the former contains a historical overview on the legendary franchise and all its games (including the infamous Zelda timeline that tore many Zelda enthusiasts apart), the latter focuses more on the series’ artwork throughout its three-decade existence. The Encyclopedia, however, aims to expand on Hyrule Historia, including further information on the seemingly controversial Zelda timeline (for those who care). Here’s an extract from Dark Horse Comics’ official site:


This 320-page book is an exhaustive guide to The Legend of Zelda from the original The Legend of Zelda to Twilight Princess HD.

A comprehensive collection of enemies and items, potions to poes, an expansion of the lore touched upon in Hyrule Historia, concept art, screencaps, maps, main characters and how they relate, languages, and much, much more, including an exclusive interview with Series Producer, Eiji Aonuma! This, the last of The Goddess Collection trilogy, which includes Hyrule Historia and Art & Artifacts, is a treasure trove of explanations and information about every aspect of The Legend of Zelda universe!

* An exhaustive compendium of everything from the first 30 years of The Legend of Zelda.
* An expansion of information from The Legend of Zelda timeline.
* Rare development sketches of your favourite characters.
* An extensive database of items and enemies.”


For collectors it should be noted that both Hyrule Historia and Art & Artifacts also had limited edition versions available to pre-order alongside their regular copies (which are basically the same books but with flashier covers), so it can be assumed that Encyclopedia will receive this same treatment too. Having said that, the regular editions of each all share the same themed covers, with HH being green, A&A being red, and Encyclopedia being blue, so possessing all three together is arguably a more visually appealing collection.

What are your thoughts? Will you be picking up this book? Let us know below.

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Review: Burning Fight (Switch eShop / Neo Geo)

Scrolling beat ‘em ups are simple games that provide a lot of fun as you (sometimes with the help of a friend) wander through a number of stages giving gangs of reprobates a good kicking, before facing off against a more powerful end of stage thug; rinse and repeat. Burning Fight comes courtesy of SNK and whilst Sengoku (another effort from the company) arrived in the same year and would attempt to shake up the formula a little, Burning Fight is a more straightforward affair.

Due to the basic nature of the genre and with no gameplay twist to speak of, the game has similarities to a number of titles. One game that obviously had an influence was Final Fight, not just with the similar name but with the choice of playable characters. Duke plays similarly to Cody from the Capcom title and has some visual similarities. Ryu (no, not that one) is a lot like Guy, costume and all. Billy is less Haggar-like but provides the slower, more powerful option. Burning Fight also differs from the Capcom classic in one big way: it’s not very good.

For its age it’s not a bad looking game, but it doesn’t stand out from similar titles of the time with both Final Fight and Sega’s Streets of Rage series impressing more. There are some good touches such as the way some gang members start in the background then scale up as they move into the foreground to fight, and there’s an effective sunset later in the game. Sometimes there’s quite a bit of detail in the surroundings, but other times the game looks very plain. Likewise the animation is functional but in some instances is quite stiff-looking and limited.

You are given two attack buttons (one for punch, one for kick) and this doesn’t lead to a wide array of moves; press punch in midair and it’ll do the same as if you had pressed kick. Should you find yourself in a tight spot pressing punch at the same time as the jump button will perform a special attack that should help you out although (as is tradition) this depletes a little of your energy bar. Duke has a rising uppercut, Billy a shoulder barge and Ryu of course has Guy’s special attack.

There’s a range of differently designed hooligans for you to battle, but they are largely dispatched in the same way: walk up and attack before they strike you. A number of them carry weapons (which you can also wield) but this seemingly just provides a bit of visual variety. Thugs can throw knives, but often don’t and outside of the gun-firing gangster the weapons don’t have a big effect on combat, leading to much dull and repetitive gameplay.

There are some crooks that do provide a different challenge however, such as those that charge at you and those riding motorbikes. Bosses also have different means of attacks that you must learn how best to deal with. Though requiring many more hits than the regular goons, bosses are dispatched quicker than in other games. They are, however, encountered more frequently, appearing at the end of each area rather than each stage.

The first boss in the game has an impressive entrance, rolling onto screen and pushing away the truck you’ve just smashed up. Likewise the second, a Hulk Hogan-like fella, marches onto screen and demolishes a fountain. After that they just appear, almost as if SNK realised people would probably be bored of the game by this point, so why bother? Similarly the Hulkster provides the basis for two further characters, but the other bosses are simply reused.

There are five stages in the game, with these (outside of the opener) having a number of different areas to work through. The Nintendo Life stopwatch clocked one playthrough at around 45 minutes, although it felt significantly longer, with the repetitive music not helping the samey gameplay. The game gets tougher as you progress and the number of enemies increases. As an ACA release you can add a credit at anytime to continue should you fall, but this is not advisable as you’ll then have to keep playing.

For those interested in moving up online leaderboards there are the usual one-credit Hi Score and Caravan modes. The latter could be considered a “Mercy Mode” as it ends after five minutes.

Conclusion

It’s not the best looking or most original game, but this would be somewhat forgivable if it was at least fun to play. It isn’t. There’s very little variety in the way the gang members attack and in a scrolling beat ’em up that greatly reduces the enjoyment provided. Playthroughs can be tedious as a result and the biggest challenge becomes trying not to quit the game early. There’s very little replay value in the game but you could always get a friend to join you for some two-player co-operative fighting so you can at least share the suffering. Burning Fight is one to avoid.

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Preview: Jumping for Joy With Mario & Luigi: Superstar Saga + Bowser’s Minions

Nintendo is keen to prove that the 3DS has life in it yet, and it’s doing a bang-up job. First we got Metroid: Samus Returns, and now we have another reimagined classic in the form of Mario & Luigi: Superstar Saga. Does it hold a candle to Samus Aran’s latest outing? We’ve spent some quality time with the final game and have some impressions to share.

The Bros. are Back

It’s difficult to believe, but the original Mario & Luigi: Superstar Saga was released fourteen years ago, in 2003. The Game Boy Advance title was well loved and started a series of spiritual successors to the Super Nintendo Square-developed hit, Super Mario RPG: Legend of the Seven Stars.

If you played the original GBA version of this classic the first thing you’ll notice is the new art style, which eschews the more cartoony aesthetic in favour of something a bit more akin to the pseudo three-dimensional art of the IP’s 3DS predecessors. The change is bound to be a divisive topic among fans, but the more we’ve played of the game, the more we’ve come to enjoy it.

In this game Mario & Luigi are in search of Princess Peach’s stolen voice. A new villain, Cackletta, has taken it with plans to rule over the Mushroom Kingdom’s neighbour, the Beanbean Kingdom. Mario and his green-shirted bro set out on an adventure that sees them taking on familiar enemies in unfamiliar places.

Despite being an RPG, Mario & Luigi doesn’t adhere to genre norms, even in 2017. While the genre has begun to shift away from random encounters, with some games like Bravely Default even allowing the player to turn them off, Mario & Luigi follows in its cousin’s footsteps and displays bad guys in your surroundings.

Every part of Mario & Luigi is a joy, and the combat is the stuff we wish all turn-based RPGs were made of. Rather than leaving whether an attack hits or misses up to chance, as with most games of this type in the genre, a well-timed jump or swing of your hammer will help you evade or counter an enemy’s attack. It’s a simple idea, but one that works so, so well in practice; it’s surprising more games don’t take this approach.

The overworld is far from dull, either. Exploring environments throughout the Beanbean Kingdom is made enjoyable by the environment puzzles presented. Everywhere you turn there’s a chest in a seemingly impossible to reach spot or an enemy in a weird spot. Using the skills you unlock as you progress through the story you’re able to reach new areas on a regular basis.

Mario & Luigi is also full of nods to the Bros’ storied history. You’ll encounter enemies like Fighter Flies from the original arcade Mario Bros. to virii from Dr. Mario, as well as classics like Goombas, Koopa Troopas, Hammer Bros. and more. That isn’t to say everything is a throwback, however. Mario & Luigi boasts a whole host of new enemies and characters to fill out the foreign land the duo adventure in.

On your way to defeat Cackletta you’ll meet a colourful cast of new characters, all of whom need rescuing by the brothers Mario. You’ll encounter would-be heroes like the always-fancy Prince Peasley to some more over-the-top characters like Queen Bean and Lady Lima. They may not have the same star quality of series mainstays, but they make up a great supporting cast. The dialogue is always good for a chuckle too. We’re particularly fond of the running gag in which nobody can quite seem to remember who Luigi is.

What you gonna do, bad boys?

New to this version of Superstar Saga is Minion Quest, a side story that gives you an inside look at the life of those destined to be stomped by one of our mustachioed men of action. After reaching a certain point in the main campaign, Minion Quest will become available as an option you can hop into and out of with a tap of the touch screen.

Minion Quest starts out aboard Bowser’s airship; you’re a Goomba trapped in a barrel, unable to get even a modicum of respect from your peers. When Bowser’s ship is shot down, you and your fellow Goombas fall from the skies and are scattered. It’s up to you to reassemble Bowser’s minions and help locate and rescue your boss.

The gameplay itself is reminiscent of Miitopia, Nintendo’s other recent RPG; as you build a squad, you get into skirmishes with other groups of minions. You’ll move along a path and battle automatically, with the only inputs needed from you being a push of the A button at times to land a critical hit, or a small range of limited ‘captain’ moves on the D-Pad directions to disrupt the enemy’s attacks.

Beyond that, you’ll need to build your party based on what you’re up against. Minion Quest operates in a sort of rock-paper-scissors format. Goombas are weak to flying enemies, and flying enemies are weak to Hammer Bros, where Hammer Bros. are weak to Goombas. You’ll know what you’re up against in advance, so you have to carefully plan who you’re taking with you.

Minion Quest interweaves with the main campaign’s story and gives you insight into what Bowser’s forces are doing while their boss is gallivanting around the Beanbean Kingdom. The banter between the baddies is often funny and the tone is lighter than the already lighthearted main story. It feels a bit feature-light be we’ve enjoyed it thus far as a distraction.


The years have been kind to Superstar Saga. The gameplay is still ahead of its time and the new visuals look great on the small screen. We’ll have much more on Mario & Luigi in a few days right here on Nintendo Life, of course, including our full review. Are you keen to pick up this new take on one of Mario’s older adventures? Let us know with a comment.

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FIFA 18 on Nintendo Switch Accounts for a Tiny Percentage of UK Launch Sales

FIFA 18 has been a notable release on Nintendo hardware in the past week, a first for a number of years. Plenty of focus has been on assessing whether the Switch audience will back the game and, as a result, encourage EA to continue support. Based on initial UK launch results we’ll need to get used to the Switch iteration continuing as secondary to its ‘main’ releases, however – at least if EA follows the money with its investment.

The football title took number one in the UK, of course, but it’s the breakdown of sales that are most startling. 97% of sales units for the release were shared between Xbox One and PS4, leaving just 3% left over for Switch and ‘Legacy’ releases on Xbox 360 / PS3. In fact, in the single format results we can see that the hefty Xbox 360 userbase is still keen on the series; the 360 version finished 5th in the single-format chart with Switch in 7th place. 7th in the single-format results isn’t necessarily terrible for the Switch version, but it is very modest by FIFA standards.

Moving on to other Switch titles, a host of familiar names are still shifting units and appearing in the all-format top 40. Mario Kart 8 Deluxe climbed a place to grab 10th, while Pokkén Tournament DX drops nine places to 14th in its second week. The Legend of Zelda: Breath of the Wild finished the week in 17th, while some GAME hardware bundles may have helped Rayman Legends: Definitive Edition move up to 18th.

Moving outside the top 20 we have Mario + Rabbids Kingdom Battle in 23rd, Splatoon 2 in 32nd and 1-2-Switch in 37th; throw in a decent contribution of the Switch version of LEGO Worlds in that title’s overall top 10 placing and it was a decent week for games on Nintendo’s latest system.

It’s unsurprisingly quieter on the 3DS front, with Metroid: Samus Returns dropping out of the top 40 entirely. The only representatives for the portable are Pokemon Gold and Silver in 33rd (Silver) and 38th (Gold).

Let us know if you were among those to pick up FIFA on Switch; it’ll be interesting to see how it performs in other territories, too.

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Random: Odd FIFA 18 Glitch Leaves Players With No Face on Nintendo Switch

FIFA 18 launched on Switch last week, and plenty of eyes will be on the performance of the ‘custom’ version on Nintendo’s portable powerhouse. We liked it in our review, with yer man Scullion awarding it 8/10.

However it appears that the game has a rather quirky glitch on some occasions, as you will see in the video above (via Snorth93) and shared around on social media. It causes players to have no face, which is mildly disturbing to say the least; poor old Huddersfield Town, they deserve better than this.

Hopefully this’ll get patched soon and won’t fully detract from what is a solid debut for the series on Switch. Let us know if you have experienced this unnerving bug with a comment below.

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Review: BUTCHER (Switch eShop)

The news that DOOM is on its way to the Switch will have no doubt excited many Nintendo players who never had the chance to play the game when it was initially released last year. We still have some time to kill until it arrives, however, and luckily Crunching Koalas has brought the “DOOM-inspired” game BUTCHER to the console whilst we wait. Can it fend off our cravings for id Software’s mega-hit for now, though? Well, the instant inclusion of a chainsaw is a pretty good start!

BUTCHER is a fast-paced, 2D shooter which asks you to travel through hellish lairs full of enemies that seem intent on brutally murdering you in the face; the general rule here is “if it moves – shoot it”. There are a variety of weapons that you collect as you progress through the game – the aforementioned chainsaw, a shotgun, an assault rifle, a flamethrower, and so on – all of which will come in handy for different enemies or individual play-styles. As you travel around the levels you’ll also find things such as health and ammo – constantly keeping an eye on your current state for both of these is essential.

Things can get pretty intense very quickly; the enemies just keep on coming as you explore each small section and there are moments where you have to survive an “extermination” round where you get surrounded from all sides. Despite the 2D approach, the game actually manages to physically feel a little like a 3D first-person shooter at times (especially when using the optimum setup of a Pro Controller and the TV). This is thanks to the fact that the right control stick is used for your aiming and can be put in any direction – it feels great too; your aim snaps on to nearby enemies allowing you to really whizz around the screen, jumping or running as you fire your weapons.

Each shot feels incredibly satisfying too – probably in part thanks to some wonderful sound design. Every gun shot is loud and powerful-feeling; it has a real ‘oomph’ to it when you press the trigger. The soundtrack on the whole is rather wonderful too, actually; there are some genuinely creepy sounds of things dying and screeching in the background as if you have been thrown into the fiery depths of Mordor – it’s great. The visuals continue this success too; its pixelated look takes a little getting used to at first, but soon it really starts to feel natural and everything clicks into place.

Each of the game’s five areas (six if you include the devilish final boss) looks completely different too. They each have their own theme – a volcano, a jungle, and a city for example – and these differences affect how the levels are put together. The jungle levels make use of verticality (deep bodies of water and highly stacked ledges are often found here), whereas other areas might trap you into really narrow, horizontal areas. The gameplay itself doesn’t change that much, however; the goal is always to simply ‘not die’ and activate switches when necessary until you reach the exit.

That is probably BUTCHER’s only downfall – there is a lot of repetition. There are things in place to combat this such as the different area themes and the steady introduction of new weapons and enemies (mechanical spiders with rotating saws, anyone?), but essentially every level is a case of move, shoot, press switch, move, shoot, etc. Another thing that may be seen as a negative by some is the level of difficulty, although other players will no doubt love this aspect. The game isn’t ashamed to admit just how hard it is; when loading for the first time it instantly tells you that “the easiest mode is ‘HARD’!”, which, whilst not completely true, does set the scene rather accurately.

The easiest mode that you can choose is in fact “Casual”. Here, the challenge is almost entirely taken away; the enemies take much longer to fire at you, items you pick up give you double the amount of goodies that they usually would, and you’ll often find yourself just running carelessly through areas with no concern whatsoever. This really isn’t the case on the game’s ‘Hard’ (or even harder) difficulties, though. Things can get incredibly brutal on these modes but, thankfully, it is never unfair – you can study the enemies’ locations and patterns of movement to try and figure out better ways of tackling situations when you restart a level. By no means does this mean you’ll ever find yourself thinking “hey, this is easy!”, but it does mean that dying over and over again does actually feel worth it.

Conclusion

To answer our initial question, then: yes, BUTCHER is a great game to play if you have that DOOM itch, as well as being a great game in its own right. It feels fantastic to play; your movement and shooting feel wonderfully responsive and every trigger press is immensely satisfying. It could have been better with more content, and Handheld mode doesn’t feel quite as impressive as TV mode, but for the price you can’t really go wrong with what is an enjoyable game that does ultimately do a lot of things right. Maybe one for those who like their games on the more challenging side – give it a chance if you’re brave enough!

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Deals: The Best Nintendo Switch Micro SD Cards

If you’re the proud owner of a Nintendo Switch then chances are you’ve already realised that the 32GB the system comes with is woefully inadequate if you’re planning on downloading loads of lovely games from the eShop.

Thankfully it is easy to boost the storage by using Micro SD cards for Nintendo Switch. While the Nintendo Switch technically supports Micro SD cards as big as 2TB, these don’t exist yet and would be far too expensive for the average consumer even if they did. Realistically at the moment you’ll want to buy a 400GB card at the top end, and maybe consider a lower-capacity option if you don’t want to hurt your bank balance too much.

With that in mind here are the best Nintendo Switch Micro SD cards on the market right now. We’ve tried to include an option to suit all budgets, because we’re nice like that.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

SanDisk Ultra 400GB microSDXC Memory Card

SanDisk have finally released a Micro SD card with a capacity of 400GB. This is a fantastic option for Switch owners who plan to download a lot of retail games, of course it comes with a high price tag at the moment.

Samsung 256GB EVO+ Micro SD

Let’s get one of the most expensive cards out of the way first. The Samsung 256GB EVO+ isn’t cheap, but it’s reasonable when compared to the prices of other quality brands. If you’re after a long term investment for your Nintendo Switch which you won’t have to swap out after a year or two then this is a good place to start.

SanDisk Ultra 200GB Micro SD

Did you even know that 200GB capacity Micro SD cards were a thing? Realistically this card is probably your best option – it’ll give your Nintendo Switch a more than adequate boost storage, while not breaking the bank at the same time. SanDisk is one of the most reputable brands in the memory card business, so you can’t go wrong here.

Lexar High-Performance 128GB Micro SD

If you’re not planning to download many retail games then a 128GB Micro SD card will do just fine. These offer a great balance between cost and capacity. Heck, it might even be worth buying two 128GB cards and just swapping them over when needed. The UK version of this product also comes bundled with a nice looking Micro SD card USB reader which we’re sure will come in handy.

SanDisk Ultra 128GB Micro SD

We’ve thrown in another 128GB micro SD into our guide as we think they are probably the best bang for your buck and the SanDisk branded cards are known for their high quality. You won’t go too far wrong here.

Samsung EVO 128GB MicroSDXC

This 128GB option from Samsung should give you enough space for a fair few eShop purchases, and it won’t break the bank, either.

Toshiba Exceria 128GB Micro SD

Toshiba has two excellent value cards on the market at the moment, including this 128GB option which should be enough for most Switch owners.

Samsung EVO Select 64GB Micro SDXC

Here’s an option for those who really don’t plan on downloading too much on to their Nintendo Switch. This will still give a nice boost to the paltry 32GB onboard memory for basic functions like game patches and DLC, and you’ll even still have room left over for some great indie games too. This could be a good option for you.

Toshiba Exceria 64GB Micro SD

This is Toshiba’s other offering. 64GB isn’t much additional storage but these cards are quite cheap, making them ideal for those of you who plan to buy retail games mainly and don’t want to spend too much money on expanding your Switch storage.

Whichever Micro SD card you pick, you’re going to be increasing the potential of your beloved Nintendo Switch. If you plan on taking your Switch out with you on your travels, having a large capacity will be a great idea as you won’t need to carry loads of pesky carts around with you.

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Digital Foundry Does a Deep Dive on the Super NES Classic / SNES Mini Emulation

Plenty of us will have been playing the SNES this weekend; well, a very small SNES. The Super NES Classic / SNES Mini arrived on 29th September, and we think it’s pretty darn good. It’s an interesting bit of kit from a software perspective, too, as Nintendo finally emulates Super FX to bring us some games that never made it to the conventional Virtual Console platforms.

When you dive deep into the emulation, though, how good is it? Digital Foundry goes all in with a 30 minute look at the technology, individual games and potential alternatives. If you’re into the small but important details of retro emulation, it’s well worth a watch.

Anyway, time to play more Star Fox 2

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Feature: Learn More About Indie Pogo, a Quirky Brawler Featuring Iconic Nindies

Indie Pogo, from developer Lowe Bros. Studios, is not only a love letter to Nintendo fighting institution Super Smash Bros. and similar brawlers, but is also an ultimate indie game collaboration; it features characters from many popular indie (and ‘Nindie’) games. The Kickstarter for the project is well under way, though sadly its Switch stretch goal is still some way off; at present the GameMaker engine isn’t supported on Switch, which means it’d need to be ported to a new engine unless that scenario changes.

As Indie Pogo features so many characters and IPs familiar to eShop gamers, however, we just had to know more. We took the chance to talk to the masterminds behind such a bonkers yet gloriously ambitious project. 

First of all, congratulations on the reaction to your kickstarter project, Indie Pogo.

Oh, hey there! Yeah It’s been incredible. It definitely justifies the last 3 years of development!

How has the development process been so far?

Honestly, it’s been somewhat of a struggle. Not the development on the game itself, but situations in my life that have happened as a result of me deciding to go indie. You sacrifice a ton of stuff in order to make these happen, independent of a publisher, such as a stable career and many of life’s finer things. That said, I wouldn’t do anything differently if I were given the chance. No regrets.

What attracted you to develop a game with such a wide variety of characters?

I’ve always been somewhat of a collector/completionist. When we decided early on to make it a crossover, it’s in my personality to strive towards having ALL the best cameos. So far, I’m pretty happy with the one’s we’ve got! Funnily enough, it wasn’t always meant to be a cameo crossover. It was meant to be a marketing platform for our own games where we would retroactively add new characters in with each release. That’s why Stardrop is a playable fighter.

We can see there may be a few aesthetic and technical Influences. Was there a particular aspect of the game that was the focus or did everything come together organically?

I was primarily influenced by 4 games: Slambots (iOS) was the first. It’s an autojumping arcade platformer that I played and thought “What if this were multiplayer?!” The humorous tone and retro art style is very much inspired by Legend of the Mystical Ninja (SNES). As we developed the basis for the engine, we kept saying “this feels like it needs more X to make it competitive” which where the obvious Super Smash Bros. inspiration comes into play. And the simple movesets that have communicative functionality stems from my unhealthy obsession with League of Legends!.

I learned a design process in my time at Zynga called “The Onion.” Basically, it means you don’t develop ANYTHING until the base is solid. For us, that was autojumping. That meant we narrowed in on gravity/momentum, landing squish, dust particles, collision, jumping/landing sound effects, etc. And then you build out naturally from there. So we added a second instance of the prototype character and focused on hitstun, visual effects, head-jump, sounds, knockback, facedown state….all before ever looking at attacks, character traits, weight classes and more. You essentially build in layers, and this gives a great result because you’re not building up incomplete systems with the intention to fix things later. In game design, that’s like building a house in quicksand.

Since the announcement of the kickstarter, it’s been incredible to see the reaction from fans and devs offering support and contributing IP. How has it been for you?

It’s honestly been so vindicating. I’ve had movesets planned for some of these newly recruited characters for years. Keep in mind, I’m a HUGE fan of these characters and worlds, otherwise I couldn’t justify including them.

It’s also nice to see that the social connections I’ve carefully built have been paying off. It almost feels like we’re in the center of a big indie network. I think it’s been a good time for many people involved!


Not only has the reaction been (rightly) fantastic, but seeing the roster increase ‘in real time’ on social media is pretty uncharted territory. That must be exciting.

It’s funny you should mention that because I was thinking the exact same thing. I can’t think of another instance where a project has expanded so rapidly in such a public manner. We’re definitely doing things nobody else has done before and it’s easy to forget that in the heat of the moment. We get compared to Super Smash Bros. a lot (and I definitely stoke that fire) and I think there’s a natural tendency to advertise character reveals in a similar way. But we’re doing our own thing, regardless of what Smash or other indie crossovers are doing. I think that’s important in order to maintain our identity.

Also, the sense of community amongst indie developers is unprecedented. How has it been making these new relationships?

It has definitely gotten easier lately. We’re finally able to ride on the momentum we worked hard to build. There have been quite a few times when a studio or developer has given us the hookup with another studio. I try not to ask for that until I’ve proven we can implement their character/world in a way that’s faithful to the original. I think that’s an important thing when building trust: to gain respect, one must respect their counterpart’s work.


With little to no characters initially, how did the look of the game start and develop?

I think that the best word to use here is simple. And that was part of the reason we were able to make a strong foundation. We had to make something unique and polished in order to appeal to some of the more famous studios. I think if we had started out with all the flashy characters and well-known IP’s the game would be very different at it’s foundation. I’ve always said, beyond anything else, I just want to make a good game. And then I want to make a good indie crossover. Because you can have the best graphics or all the famous indies in the world, and nobody will care if the game isn’t fun.

There is of course one game above all others that the game resembles…!

If you’re referring to Super Smash Bros. I obviously see some similarities, but by no means are we a clone. I don’t think it would have done anybody justice to simply clone Smash and call it a day. That would have been easy. We want to be memorable.

Does the team have tournaments?!

We’ve never done any public tournaments, although we usually have a crowd of players who like to stay at our convention booth for hours and compete! Internally, my brother and I testplay everything in detail. That’s how I’m confident we’ve made something fun. He’s my rock in many ways, even though he’s only a part-timer on this project.

One of the stretch goals is to get the game onto Nintendo Switch. Indie Pogo seems perfect fit for the system.

I am heavily influenced by Nintendo games in my art style and game design values.  So I think it’s natural that the game I create as a result would fit there! 

Are you excited about potentially working with Nintendo?

I SINCERELY hope Yoyo Games and Nintendo can allow GameMaker to port to Switch. I’ve owned every Nintendo console since the NES. That would be an absolute dream come true for me.

What games influenced you growing up?

Super Mario RPG: Legend of the Seven Stars (SNES) is still one of the best games I’ve ever played. It has a way of being so much more than the sum of its parts. That and The Legend of Zelda: Majora’s Mask are games I think about often. But I let myself be inspired by many mechanics from many games. It’s hard to pinpoint them all.

Have you got a Switch? If so what are the games you are playing?

Personally, I’ve not been able to afford one, but I’ve played more than enough Breath of the Wild on my brother’s Switch. Once this Kickstarter is done, I may splurge so I can study the market! My brother and I sincerely loved Snipperclips as well. I’d love to see that in Indie Pogo.

What was your interest regarding the rumours and announcements around the NX (Switch)?

Well the only rumor that keeps my interest are the whispers regarding GameMaker porting….And I’m certainly curious to see if Nintendo will port Smash to Switch. I’d be shocked if they didn’t.

Have you had the chance to look at the Switch’s unique features/ have they been experimented with?

I haven’t spent too much time with a Switch. I hear HD Rumble is pretty neat. Nothing jumps out at me as being so revolutionary that my next game would have to be centered around. But I love that it can be portable and a console. There’s definitely some interesting game design possibilities to come from that.

All the best for the Kickstarter campaign.

Thanks! Keep a weathered eye on that pledge! We’re over half way!


You can follow the project’s progress over on its Kickstarter page.