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Feature: Video Game Ghosts Of Christmas Past

So, Christmas is over for yet another year. Presents have been opened, food has been consumed in vast quantities and much fun has been had by (hopefully) all.

This is the first Christmas that Switch has been available, and we assume that it will have contributed to many a household’s latest festive memories, but what about all those big holiday milestones from your gaming past? 

We popped the question to the Twitterverse and had some impressive replies:

Our friends over at iRetrogamer always do a good line in Christmas videos, and this year’s is no exception:

Hopefully all of that has gotten you in a suitable nostalgic mood, so what are you biggest and best gaming-related Christmas memories? Are you old enough to have received a NES or Game Boy from Santa, or was the SNES your first console? Perhaps the N64 era was your time, or the GameCube period? Maybe you’re a young whippersnapper and can count the DS or Wii as your first Christmas consoles?

Whichever system you got, we’d like to know – so why not post your memories below?

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Nintendo Switch Continues to Dominate in Japan

We may be in the middle of the Holidays, but we still have the Media Create results to show us what’s hot – and what’s not – in Japan. Unsurprisingly, Nintendo’s latest system is continuing to fly off the shelves.

Before we get to that, though, we have the software results to look at, and the number one with some fantastic numbers is a surprise with Super Mario Odyssey; the fact the sales include the hardware bundle will have contributed a lot. The top 9 are all Switch and 3DS titles, which is excellent for Nintendo in such a key shopping period – results are below with lifetime sales in brackets.

  1. [NSW] Super Mario Odyssey (Bundle Version Included) (Nintendo, 10/27/17) – 209,630 (1,292,281)
  2. [3DS] Yo-kai Watch Busters 2: Treasure Legend Banbaraya – Sword / Magnmum (Level-5, 12/16/17) – 184,739 (393,279)
  3. [3DS] Pokemon Ultra Sun / Ultra Moon (Nintendo, 11/17/17) – 176,789 (1,345,962)
  4. [NSW] Splatoon 2 (Bundle Version Included) (Nintendo, 07/21/17) – 137,607 (1,668,466)
  5. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 100,205 (1,045,438)
  6. [3DS] Kirby: Battle Royale (Nintendo, 11/30/17) – 42,796 (115,324)
  7. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 35,565 (738,026)
  8. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 27,053 (297,491)
  9. [NSW] Arms (Nintendo, 06/16/17) – 25,285 (297,491)
  10. [PS4] The Idolmaster: Stella Stage (Limited Edition Included) (Bandai Namco, 12/21/17) – 23,772 (New)
  11. [NSW] 1-2-Switch (Nintendo, 03/03/17) – 23,156 (328,694)
  12. [3DS] Style Savvy: Styling Star (Nintendo, 11/03/17) – 21,321 (105,557)
  13. [PS4] Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings (Gust, 12/21/17) – 21,129 (New)
  14. [PS4] Earth Defense Force 5 (D3 Publisher, 12/07/17) – 20,536 (164,944)
  15. [3DS] Animal Crossing: New Leaf Amiibo+ (Nintendo, 11/23/16) – 18,019 (336,543)
  16. [NSW] Sumikko Gurashi: Sumikko Park he Youkoso (Nippon Columbia, 12/07/17) – 17,769 (110,355)
  17. [3DS] Pokemon Ultra Sun / Ultra Moon Double Pack (Nintendo, 11/17/17) – 17,679 (319,945)
  18. [PS4] Okami HD (Limited Edition Included) (Capcom, 12/21/17) – 16,536 (New)
  19. [NSW] One Piece: Pirate Warriors 3 Deluxe Edition (Bandai Namco, 12/21/17) – 16,011 (New)
  20. [NSW] Dragon Ball Xenoverse 2 for Nintendo Switch (Bandai Namco, 09/07/17) – 15,916 (89,161)

Moving on to hardware sales we see the Switch go past a quarter of a million sales in just one week. Most systems saw sales climb, with notable gains for New 2DS LL and New 3DS LL (XL) too – the results are below with last week’s sales in brackets.

  1. Switch – 269,684 (221,210)
  2. PlayStation 4 – 50,662 (45,161)
  3. New 2DS LL – 45,387 (31,653)
  4. New 3DS LL – 27,947 (19,115)
  5. PlayStation 4 Pro – 16,595 (17,804)
  6. PlayStation Vita – 14,041 (9,049)
  7. 2DS – 6,992 (4,324)
  8. Xbox One – 687 (2,175)
  9. New 3DS – 311 (421)
  10. Wii U – 98 (75)
  11. PlayStation 3 – 40 (44)
  12. Xbox One X – 32 (132)

These are all hugely positive and impressive results for Nintendo in Japan, and certainly bode well for 2018.

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The Latest Zelda: Breath of the Wild Gift is Genuinely Useful for Hunting Guardians

‘Tis the season to be jolly, slightly bloated and – most importantly of all – generous in spirit. Nintendo’s clearly aware of that, as its latest free gift for The Legend of Zelda: Breath of the Wild is arguably the most useful and valuable yet.

The ‘Tips From the Wild’ post is the third part focused on The Champions’ Ballad DLC, in this case going into the important distinction between the ‘glow’ of different Guardians.

Most importantly, loading the game from the news post gives you 2 Ancient Screws, an Ancient Shaft and an Arrow – you can use these to make an Ancient Arrow. In terms of usefulness and value it’s the best gift we can remember from the Switch series of news posts.

Happy Holidays indeed!

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Review: Max: The Curse of Brotherhood (Switch eShop)

Max: The Curse of Brotherhood is a puzzle-platformer that is actually just over four years old now; it originally released in 2013 on other consoles as a sequel to Max & The Magic Marker (a Wiiware and Nintendo DS title). Now the game has made it onto the Switch, no doubt hoping to sit amongst the numerous success stories we’ve been seeing for indie developers on the eShop. Can it perch itself proudly amongst the stars of the show, then, or have these last few years been unkind to it? Let’s have a look.

The game opens with a beautifully animated (almost Pixar standard) cutscene where Max becomes exasperated at his younger brother, Felix. Using the search engine ‘Giggle’ for some advice, Max stumbles across a chant of sorts that he reads aloud, accidentally getting his brother stolen through a magical portal in the process. Jumping straight in to save him, Max finds himself in a strange world full of platforms, puzzles and enemies to fight his way through.

Split across several chapters, you’ll be facing all of these gameplay elements within themed worlds; the usual forest and lava-type levels are all present here, as well some occasional, less commonly used ideas that really shine when encountered. As well as the standard jumping up and over platforms, you’ll also come across a number of chase sequences throughout your adventure. The difficulty of these moments never becomes a mighty, daunting challenge, but they will definitely cause several deaths and introduce a welcome bit of intensity when they arrive.

The best part by far, however, and the mechanic that the entire game revolves around, is the way in which you must use a magic marker pen to solve puzzles. The pen will unlock various abilities as you reach new chapters, essentially allowing you to interact with scenery in a new (but similar) way each time. Starting from specific points on the screen indicated by set colours, you can use the marker to draw shapes with branches or vines for travelling, or even raise platforms and create gushes of water to propel yourself or objects around. The creativity isn’t fully free – you can’t just draw any shape anywhere – but the puzzles allow enough wiggle room for them to be a lot of fun.

Despite being limited to a just a handful of abilities, the puzzles are always a little different to before; you’ll never see the same piece of scenery or puzzle layout twice. Each one arrives at just the right time, too; just as you are in danger of getting slightly bored, a new way to solve puzzles will unlock. This welcome pacing remains throughout, and with a very generous frequency of save points the supposedly dramatic action can actually feel quite calm and relaxed. It may not have been the developer’s intention, but we actually enjoyed this gentler approach – the puzzles, and taking the time to figure them out, work much better when you know you won’t have to keep repeating things if you mess up.

Thanks to the nature of the Switch, if you choose to play the game in Handheld mode you will be able to use the touchscreen to draw with your finger. Or, if you prefer, you can use a combination of the left stick, right trigger and face buttons on any controller setup you like. Both methods work just fine, although we’d argue that playing with a controller in your hands feels slightly more precise. Dragging the marker around the screen with a control stick isn’t really any slower than using your finger and, in fact, using your finger means that your hand will sometimes be in the way of where you are drawing. We’d also recommend playing on a TV if you can as there are times when the camera pans out to particularly wide shots – it isn’t awful in Handheld mode, but this was a game designed for traditional home consoles and that becomes particular apparent in times like this.

The art of each world you visit, and especially the animation of the game’s cutscenes as we mentioned earlier, are lovely at times. The performance of the game on the whole isn’t quite as strong as it would be in an ideal world, though; you’ll notice a lot of blurry edges, blurry backgrounds, and moments where everything just needs half a second to catch up. This never impacts the playability of the puzzles or causes any level of frustration – it just prevents it from being a truly top-quality package. Essentially, the puzzles and the interaction with the scenery are the things that will win you over here; any visual resolution woes are mostly forgotten. 

Conclusion

Max: Curse of the Brotherhood uses a wonderfully implemented drawing mechanic to solve puzzles that can often feel familiar, but are usually just about different enough to remain fun and fresh. The platforming, chase sequences, and even the final boss won’t put up too much of a fight against you in the seven-or-so hour campaign, but you may find yourself occasionally stumped by the odd puzzle that strays from the norm.

It isn’t quite perfect, and there are several small areas where we feel the game could be improved, but ultimately we had a great time playing through the adventure and enjoyed the core mechanic. It can’t quite compete with the true elites of its genres but it is definitely a welcome addition to the eShop – if you love the puzzle-platform genre and want to add another game to your collection, this wouldn’t be a bad place to start.

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Review: Dimension Drive (Switch eShop)

Dimension Drive might be a familiar name to some, but unfortunately it wasn’t always known for the game itself. A news story broke in May 2015 about the crowdfunded project from Dutch studio 2Awesome, but it was for the wrong reasons. What the two man team experienced was agonisingly documented as their project was short of the required goal, only to be seemingly rescued before the relevant donation’s account was outed as fraudulent. Needless to say the campaign was promptly relaunched, and the pleasing end result is that the game is now available on the Nintendo Switch. 

Turbulent history not withstanding, Dimension Drive is a 2D, vertically scrolling space shooter following female pilot Jack, who has acquired a fragment of mysterious technology from a well travelled and all conquering alien race known as the Ashajule. Jack is the sole survivor of one destroyed civilisation. Flying her ship – the Manticore – and accompanied by on-board artificial intelligence system V.E.R.A (British soap opera reference only just barely resisted), they venture out on a journey to rid the universe of evil. 

The thing is that this technology allows space craft to shift between two inter-dimensional planes. Rather than serving solely as a plot device, the dimension shifting Macguffin is important to the gameplay, too.

In one respect it is easy to reminisce about old school shooter experiences like R-Type or even more recent bullet hell titles like Sine Mora EX, as Dimension Drive on paper sounds like another to simply get in line – it isn’t. Not completely, anyway. You will be frantically dodging incoming enemy fire, avoiding structural obstacles and trying to pick up green energy blobs or other power ups. Enemy ships dart around the screen, relentlessly firing in waves, spirals or circle patterns. So far, so familiar. It would be easy to dismiss this as another generic shooter until you see a screenshot, or more specifically see it in motion. While it does invoke feelings somewhere between tension and exhilaration – like trying to pull of a perfect loop de loop to avoid a screen filling tractor beam or being involved other such intense space dog fights – Dimension Drive has one ace up its sleeve that sets it apart from its competitors. 

The hand drawn characters presented in static cutscenes – along with parallax scrolling levels – are detailed and polished, even if some obstacles are more difficult to make out as the game progresses. The mix of crunchy guitar riffs and meandering synth soundtrack are equally accomplished. Taking full advantage of 16:9 and the Switch’s widescreen display, Dimension Drive’s battlefield is split equally into two, akin to any racing couch multiplayer, except you are in charge of both. 

If this brings back memories of Star Fox Zero‘s dual screen shenanigans, let it be known that while it is easier to deal with here it might require the same perseverance. By tapping B your ship will cross over from one side to the other, with the corresponding position on the other screen displayed as a small purple orb. After a few stages you’ll earn new abilities that will allow you to shoot behind and slow your craft’s speed. Each of the worlds feels distinct, but as the different sides are asymmetrical, sometimes it is difficult to distinguish structures from background when things get hectic. One misplaced or mistimed transfer will result in a spectacular, explosive end. 

In the early skirmishes there a couple of brutal difficulty spikes, and it might be painfully tough to get to grips with. It’s like memorising the twists and turns of a race track. Rhythmically alternating between screens to navigate laser gates, impassable architecture or weaving in and out of tight alcoves to retrieve the last power cube is integral to progressing, and this micro-management – combined with the genre’s gameplay tropes – isn’t easy to master. With practice, however, there is plenty of opportunity to accumulate high scores. The reward for switching between the two planes to take out all possible enemies and gather all the power ups is not only numerical, though. 

Dimension Drive isn’t a game you should be content with giving up on easily, or merely stumbling through; that said there is a level of coordination that will frustrate or even overwhelm some. Its relentless attack patterns and environmental hazards – and demands for rapid reaction speeds – can result in satisfaction like all good shooters, and push the player to develop their skills and read the game in a new way. This certainly leads to real high points, though we should note that the broader design doesn’t always excel in the same way as the concept – take away the dual screen hook and it is a competent but not revolutionary shooter. 

In addition to the single player campaign there’s also a two player cooperative mode where two pilots can tackle levels from the main story. For the less-skilled audience it can turn into a confusing and hilarious mix of ridiculing each other’s abilities. Get better though, and it turns into an immensely gratifying synchronised experience. Have you ever tried to play both sides of a splitscreen multiplayer game? The rational answer is no, but Dimension Drive requires the same level of simultaneous manoeuvring in order to fully appreciate it.

Conclusion

It’s not been the smoothest of journeys to release for Dimension Drive, and nor will yours be through its initial twelve stage campaign, but it is a polished and engaging shooter that asks more of each player. This is definitely not a ‘turn your brain off at the door’ kind of bullet hell experience, but it’s worthy of the effort. Failure will be frequent, and frustratingly so in the early stages, but it’s not cheap and beating a section or level never feels unattainable. There is a specific type of coordination required that will take time to perfect, and for some it might overwhelm, but Dimension Drive is a game that can be as rewarding as it is demanding. 

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Feature: Memorable Games of 2017 – The Legend of Zelda: Breath of the Wild

In this series of features Nintendo Life writers will share thoughts on their most memorable games of 2017. This first article by Dave Letcavage focuses on The Legend of Zelda: Breath of the Wild on both Switch and Wii U. Later entries will also focus on lesser known games that have entertained and enthralled us this year.

Since Ocarina of Time, one could assert that The Legend of Zelda series has relied too heavily on tonal shifts and gameplay gimmicks – as opposed to genuine reinvention – to differentiate each instalment from its predecessor. But now, 19 long years later, Nintendo has finally flipped the script and redefined what it means to be a Zelda game. While the thought of such a monumental shakeup may sound scary, the reality is that The Legend of Zelda: Breath of the Wild is not just a great game; in my opinion, it’s arguably the most ambitious, innovative AAA Nintendo game since the original Metroid Prime.

Providing players with the ability to climb and scale nearly every surface, structure and obstacle is a liberating approach to open-world design, not unlike swinging through the streets of NYC as Spider-Man or grinding/dashing about the world of the Xbox One’s Sunset Overdrive. Climbing isn’t exactly as exhilarating as traversal in those games, but Link’s glider – which allows you to gracefully descend from dangerous heights and soar great distances – makes up for any sluggish bouts of climbing. Once Link’s back is to the tutorial area, the Great Plateau, it’s up to you to decide where you want to go next. Navigating the world is a puzzle in and of itself, one that stimulates and rewards for dozens and dozens of hours before it ever threatens to become stale.

That’s because Hyrule is such a vast, dynamic, multilayered place to explore, filled with deadly enemies, environmental hazards, organically-positioned secrets, and no shortage of brain teasers. What’s more, this is a world that reacts to your presence and instigation in innumerable ways, unlike any other open-world game before it. Link’s “utility belt” of tools, weapons, and abilities create many avenues to go about accomplishing whatever it is you aim to do. You can manipulate metallic objects, fool around with stasis, set flammable materials ablaze, and much, much more. Because of this, experimentation is encouraged, rewarded, and incredibly fulfilling.

Meaningful discoveries and “ah-ha!” moments are in abundance, which makes thorough exploration an irresistible proposition; rarely will you travel to a specific destination without being led astray by your curiosities. While the idea of virtually endless distractions may not sound conducive to story progress, it’s in these impromptu deviations that the real magic occurs. Because you make the decision to investigate, or because you notice something suspicious within the environment, there’s a unique sense of ownership and accomplishment attached to your discoveries and the puzzles you solve. It’s a sensation that open-world games – and video games in general – rarely afford the player.

As I played through the game on the Switch, my wife played the Wii U version on the GamePad. We discussed our progress and revelations frequently, and very rarely did we know precisely what the other person was talking about. Even after I spent 80 hours in Hyrule, my wife was mentioning NPC encounters and world details that were alien to me. What’s more, in many cases we learned that we overcame challenges in completely different ways. And that’s really Breath of the Wild’s greatest achievement – it’s able to make chunks of your experience feel exclusive to you and you alone.

While some players will lament the absence of traditional themed dungeons, most will find the 120 shrines (which are essentially bite-sized dungeons) and four primary dungeons (referred to as Divine Beasts) to be more-than-adequate replacements. These can be tackled in any order you desire on your journey to vanquish Ganon from Hyrule Castle, and you can do as many or as few as you want. You don’t level up attributes as you would in a traditional RPG, but through these efforts you will obtain more hearts, expand your stamina meter, gain new powers, and earn more resilient gear. It fits into the open-world, freedom-focused approach almost perfectly.

But Breath of the Wild isn’t fault-free. I like the fact that weapons break and inspire off-the-cuff battle strategies; I just wish they’d break a little less often. I like the fact that rain causes you to spontaneously reassess your agenda; I just wish rain would roll in with less frequency. I like that stamina factors into how and what you climb; I just wish it didn’t have as much of an impact on running. These things can add up and will annoy on occasion, but thankfully they’re relatively minor and easy enough to brush off in the grand scheme of things.

While the usual Zelda formula has been upended, Breath of the Wild retains the essence of the series. This is how you revitalize a franchise. This is how you properly follow up Ocarina of Time (even if it’s 19 years and numerous instalments later). This is the new benchmark for open-world design. It’s by no means a perfect game, but it’s most definitely a masterpiece – as well as an assurance that Nintendo has plenty of creativity and ambition left in the tank to deliver experiences that can impress and stimulate our imaginations in a way few other publishers and developers can.

Pardon such a cliched phrase, but it has to be said: What a breath of fresh air.

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The Nintendo Network and eShop Are Back to Life After a Festive Mishap

Going back a while now, the release of Pokemon Bank in Japan caused a festive Nintendo Network meltdown. The service was sporadic and mostly inaccessible for a few days, with Nintendo and The Pokemon Company eventually resorting to taking Pokemon Bank down.

This year hasn’t been anywhere near as dramatic, but there was a brief period of instability on the eShop – likely caused by an influx of Switch systems connecting to the Network and store. It prompted Nintendo to apologise online.

We didn’t see any notable issues when checking the eShop for North America or Europe, though we accessed the latter more often. It clearly did affect NA throughout the day; there were some getting by without too many problems while others were a little more unlucky. Some also had a pragmatic and realistic perspective on the issues.

In any case, as we type this the network is running as normal, though previously confirmed maintenance later today / tomorrow may affect some online gaming.


North America:

Tuesday, December 26, 2017 8pm Pacific / 11pm Eastern to Wednesday, December 27, 2017 1am Pacific / 4am Eastern

Europe:

Wednesday, December 27, 2017 4am UK / 5am CET to Wednesday, December 27, 2017 9am UK / 10am CET


Did you have any issues with the Nintendo Network / eShop on Christmas Day?

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‘Super Famicom Wars’ And ‘Princess Minerva’ Translated to English

Once again the Super Nintendo community made sure that this was yet another Christmas to remember if you are still playing around with Nintendo’s 16-bit wonder. Three major projects were completed and released in time for the Holidays, including a complete English translation for one major Nintendo franchise.


It is true we are currently utterly spoiled with the recent release of TINY METAL, but the fourth game of Nintendo’s War franchise (Super Famicom Wars) remains something fans will surely not want to miss. With several individual maps released on the Satellaview broadcast service, the complete game was eventually released on May 1, 1998 via a Nintendo Power rewritable cartridge. 

Containing everything one would expect from such a late generation release, this game made the series’ 10th anniversary proud by injecting 16-bit graphics, sound and even more humorous animations to the already solid Famicom and Game Boy entries. It is on the cusp of the series’ 30th anniversary that Optiroc released the complete English translation patch that at long last brings down the language barrier that held this entry hostage to Western players for almost two decades. If you’re a fan of the series be prepared to watch those hours vanish as you do your very best strategical thinking to move your infantry into enemy controlled territory.


A curious little JRPG gem that began life on the PC-88 and PC Engine CD (a version with exceedingly more fan service), Princess Minerva sees you in control of the titular royal lead along with her eight very distinct female bodyguards. Enter antagonist Dynastar and her own squad of eight all female (notice a pattern?) generals with the nefarious desire to turn every female in the kingdom into monster girls; with that you have the zany plot all setup and ready to go. 

The core gameplay mechanics are interesting and the script is filled with humorous dialogue between Minerva and her crew. The series was popular enough to warrant both a OVA and manga series, and in the middle of the golden age of the 1990s it is easy to understand why: it could appeal to a broad group with the added bonus of actually being a good RPG underneath all the fan service. Veteran translation group Dinamyc-Designs released the complete English translation patch on Christmas Eve.

This project is dedicated to the memory of Bo Bankson AKA Postman77, an active member of the community who sadly passed away due to life-long illness. So make sure you raise your Joy-Pad in his memory when you’re playing this one.


Last but certainly not least PepilloPEV returns with the second SNES shmup MSU-1 audio enhancement patch, giving Capcom’s phenomenal and timeless classic U.N. Squadron (Area 88 in Japan) a well deserved digital audio option. Kurrono and Relikk have already provided a couple of complete PCM sets, with arrangements of the soundtrack and the original CPS1 arcade game soundtrack respectively already up for grabs at the Zeldix forum. But like all MSU1 audio projects, the real fun begins when you realise the possibility of replacing the whole thing with the Top Gun soundtrack by way of just a few technical steps. Kick the tires and light the fires indeed.


Solid evidence that even decades later the Super Nintendo keeps passionate fans working hard, in a particularly epic year for Nintendo’s world conquering 16-bit home console. Did Santa perhaps leave you a SNES Classic Mini under your Christmas tree? Do you have such traditions as hooking up your old SNES and giving Konami’s Batman Returns a spin like this NL retro contributor? The comments section below is open for business so light it up with your finest SNES Christmas memories.

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Editorial: Merry Christmas and Happy Holidays From Nintendo Life

It’s hard to believe the time is already here, but we’re now into the Holiday season once again. Whether it’s the Holidays, Christmas or neither to you, it’s a chance to unwind, think about the year that has passed and get excited about what’s still to come.

From a Nintendo perspective this year has been rather wonderful. The Switch defied some fears and concerns to take off, with demand remaining high as the year draws to a close. It’s been a major success for the company, giving Nintendo breathing room as the 3DS continues to slowly wind down and the ‘Nintendo Mobile’ strategy evolves.

Both Switch and 3DS have been defined, of course, by their games. The Legend of Zelda: Breath of the Wild (also a fitting Wii U farewell) and Super Mario Odyssey have been the obvious big-hitters on Switch, while titles like Metroid: Samus Returns have stood out on 3DS; there are many more besides. The Switch, in particular, has had an incredible line-up in its first year, not just in retail but also in the ever-growing and improving eShop catalogue. The little hybrid console / portable has flourished, while those of us with a soft spot for the 3DS have had occasions to boot them up.

Exciting times for Nintendo have boosted all of us at Nintendo Life. It’s been a hoot this year, with the new luxury of struggling to keep up with reviews and all of the buzz around the big N. Taking part and sharing in that is always a privilege.

As this is my final Christmas post on these pages I want to give a special thanks to the writing team that have gone above and beyond this year and in the past with news, reviews, interviews and editorials. Also a special thanks to the Triforce of directors for their support and humour, and Alex for his endeavours on YouTube. Our team grew a lot this year to cater to the Switch craze and everyone has worked their socks off. Over the past month I’ve also seen incoming editor Dom Reseigh-Lincoln in action, and I’m excited to say that the site is going to be in great hands in 2018 and beyond.

The biggest thanks, of course, goes to all of you in the Nintendo Life community. Whether you read quietly and then depart, or if you’re active in the comments and live blog chats, your contribution is very much appreciated. We love sharing passion for Nintendo, and challenging it on occasions, and our purpose is always to serve you and provide an online Ninty home. Whether it’s engaging in debates or sharing goofy jokes during a Nintendo Direct, it’s all only possible because you take time out of your day to come and visit us – thank you.

I hope you all have a wonderful break over the next couple of weeks. Sometimes the demands and societal expectations during this time of year take the joy out of it – we spend too much money, or it can be difficult for those spending the time alone or without a particular loved one. We don’t all have the Hallmark Christmas, but I truly hope you all have a wonderful break no matter how it’s spent. Whether it’s a traditional week with family, fun time with friends or quiet time alone at home, find something you love to do and treat yourself. Read a favourite book, watch a great film or two, play a treasured game, go on day trips, whatever works for you. It’s an opportunity for a deep breath and a smile, to look on the bright side of life and plan for a better 2018.

Hopefully we can all do that. 2017 has been a turbulent and extremely difficult year for some, as is the case every year. What matters the most, going into 2018, is that we all focus on how each day can be better than the last. To repeat what I’ve said on past occasions, empathy, positivity and kindness – whether in forums talking about games, social media or out there in the bigger world – remain the most important qualities that we can all share.

With that in mind I’ll sign off. On behalf of Nintendo Life I’d like to wish you all a Merry Christmas and Happy Holidays.

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Review: VS. Super Mario Bros. (Switch eShop)

Nintendo released Super Mario Bros. in 1985, making a lot of people very happy due to the superb platforming action it provided and selling a lot of NES systems in the process. Numerous sequels have followed, but that first game has remained available on various machines over the years, sometimes adding things like updated visuals (SNES) and extra modes (Game Boy Color). The original NES version has seen release on Game Boy Advance, GameCube (Action Replay permitting) and all three Virtual Console services. Now you can buy it on Switch, but VS. Super Mario Bros. is a bit different to what has come before.

Arriving in arcades the year after the home console release, VS. Super Mario Bros. at first appears to be the same as regular Super Mario Bros. with the same tight controls, visual appearance and Koji Kondo’s awesome music playing in the background. As an arcade release some changes were made to provide a tougher challenge and to gobble up more money from players – although for this eShop release credits are simply added at the press of a button. Unlimited continues does not make the game a pushover, however, as using one sends you back to the first level of the current world.

Continues functioned the same way in the original version of the game (albeit hidden behind some button holding), but with its added difficulty VS. Super Mario Bros. features more moments of frustration. Sure, starting from 6-1 may be preferable to starting from 1-1, but if you’d struggled through to 6-4 and then got stomped on by Bowser, it’s disheartening to be thrown back a few levels that must be replayed before you can get your revenge.

There are some small changes that create some of the added challenge with a few extra enemies, less powerups and in some cases smaller platforms for you to land on. Towards the end of 3-1, the Koopa Troopas on the staircase have been replaced with Goombas and consequently the famous 1-up trick is impossible. Another change is that some bricks have been removed above the exit pipe in 1-2, making the minus World inaccessible and the warp zone slightly trickier to reach; misjudge your landing and your momentum will carry you off the ceiling and towards the regular way out. Find your way to the later warp zone that previously granted access to Worlds 6 to 8 and your inner speedrunner will be disappointed to discover that only the sixth World is accessible.

Other changes include World 2, where levels 2 through 4 are the harder versions that originally appeared in Worlds 6 and 7. A few other levels have also shifted around including the castles to Worlds 4 and 5, which have now switched places. A more significant change comes with the first castle that has been replaced with a new tougher level, featuring extra lava pits to jump and firebars to avoid. In fact there are six new levels in the game that feature tough platforming challenges; one particularly tricky moment requires you to bounce off a Koopa Paratroopa at just the right moment to reach the platform. Oh, and you can’t see the Paratroopa when you begin your run-up.

It should be pointed out that these new levels would go on to feature in The Lost Levels, a game that despite initially only seeing release in Japan has since had numerous western releases, and so they are not the fresh challenges they originally were. These new levels and other changes also make things a bit disorientating when an expected level turns out to be something else, or a jump has to be approached differently to what you’d do in other versions of the game.

If you’d like to make things a easier for yourself, the only thing you can do is adjust the lives you get when continuing; increase from three to four. The other options in the settings menu all make the game tougher: decrease your starting lives to two, require up to 250 coins for an extra life and speed up the timer. Elsewhere there are HAMSTER’s usual options for remapping buttons and adding scanlines to the image should you wish.

Two player mode operates exactly as you’d expect (players changing upon loss of life, player 2 is Luigi), but the Hi Score and Caravan modes are fun alternative ways to play. A standard feature of HAMSTER’s retro releases, these give you one credit to try and get as high a score as possible, with the Caravan mode also limiting you to five minutes of playtime. There’s online leaderboards for you to try and move up and trying to improve your score makes for a different gaming experience.

Play through intending to just clear the game and fireworks are a fun celebratory moment you sometimes trigger, but go chasing after a highscore and there’s disappointment when you hit the flagpole a second too late and miss out on the points bonus. During the rest of the level do you try and collect everything and stomp every enemy? Do you rush through, collecting what you can but aiming for a bigger time bonus? Then there’s the bonus rooms. You can drop down the pipe to collect plenty of coins, but does it compensate for the part of the level you’re skipping? There’s a lot to consider as you contemplate how best to go about pushing that score up.

Conclusion

Super Mario Bros. being playable on a Nintendo system is not particularly surprising, but that it should first appear on Switch in its VS. incarnation is a welcome bonus. The excellent gameplay, catchy music and a large chunk of the levels are still present, but the new stages make for a different feel that muscle-memory won’t get you through. Those levels may have since appeared in The Lost Levels, but their inclusion here alongside changes to existing levels (including a different solution to a multi-path puzzle) make for a still enjoyable but tougher alternative way of playing, with highscore chasing also adding to the fun thanks to the online leaderboards. Even if you can play through the regular version of the game in your sleep, VS. Super Mario Bros. is an excellent – and challenging – choice for platforming fans.