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Talking Point: The Case for Super Mario Odyssey as the Greatest Mario Game

Super Mario Odyssey has been out in the wild for a week, and it’s safe to say that its launch couldn’t have gone much better. Critically acclaimed, to the sort of levels seen with The Legend of Zelda: Breath of the Wild, it’s also been a notable commercial success. Switch owners have rushed to buy it, breaking sales records in the US, battling the big boys in the UK charts and smashing it out of the park in Japan, for a few examples. If Nintendo had ambitious targets before release, there’s every chance they’ve been exceeded regardless.

Many players, including some that we know wouldn’t typically lose a weekend to game like this, became utterly immersed when it arrived, and the buzz has been significant. This week we ran polls asking the Nintendo Life community to choose the ‘best Super Mario game‘ – as we write thousands have voted and Odyssey has dominated, taking over 40% of the vote. It’s crushed what was the previous undisputed champ among our readers, Super Mario World.

Now, let’s remember that buzz and hype around a shiny new game plays a part, but even with that in mind the results are eye-opening. It may interest some that in our review for the game this writer originally said the following, a line we took out because it wasn’t the right platform for the debate.

It’s unclear whether Super Mario Odyssey claims the throne as the best Mario game so far, but it’s certainly in the conversation.

That line was originally included partly due to ‘the fear’ that can strike a reviewer. Basically, when awarding a game 10/10, even when happy with the conviction of that decision, there’s always a dread that the popular consensus will be drastically different. It’s not about towing a line with what others say, but a curiosity and uncertainty over an individual’s interpretation of a game’s merits before it’s out in the world. That top mark is always reserved for the best of the best, so whenever it’s in the offing there’s debate and extra thought as a result.

The line was also wrestling with a common issue – how do you compare Mario games? We’re sure some of you had the same thought when voting in our polls. How do you weigh up 2D vs 3D? Even in 3D we have ‘sandbox’ games like 64, Sunshine and Odyssey, and then more structured linear titles like Galaxy 1 & 2. All have their own merits, and so declaring the ‘best’ out of them is tricky.

So, aside from the evidently popular opinion that seems to rate Odyssey as the finest of Mario games (and therefore surely one of the best games ever made), what arguments can be made to justify that? Well, let’s think of some.

In some ways, Super Mario Odyssey is a little like its home system, the Switch. When Nintendo unveiled the Switch fully in its January presentation it tried to pitch it as an accumulation of three decades of hardware development. That does ring true to a certain degree – it has portability to embrace what has always been Nintendo’s most lucrative market, its Joy-Con controllers offer multiplayer out of the box along with motion controls and clever features to use in gameplay, and it also offers conventional console gaming on a TV. That all-in-one approach rightly concerned some, but so far it’s paid off handsomely. The Switch has the DNA and elements of various Nintendo systems.

Odyssey is similar, though the bulk of its inspiration comes from Super Mario 64. It makes no secret of that, and there are bits of Sunshine in there too – that was inevitable with the ‘sandbox’ approach. That said, Nintendo’s teams also included numerous nods and winks to the other 3D Mario games, and of course there are ‘retro’ 2D sequences thrown in. When you add the Cappy ‘capture’ mechanics to that it actually sounds like the game could be overcrowded, full of too many ideas to be cohesive. In fact, pre-review and before experiencing the game, this scribe repeatedly expressed reservations in private about how the game would ‘flow’; would it come together as a cohesive experience, or just be a collection of playgrounds with little to tie them together?

It’s a critic’s job to be, well, a critic, but in hindsight we should have known better. Nintendo’s ‘B teams’ can occasionally put out mediocre games, but the ‘A teams’ very rarely disappoint. Nintendo evidently had its top talent producing Odyssey, and it’s a design masterclass. For veteran gamers it finds ways to surprise and twist conventions, driven not only by the capture mechanic but also the layout of the stages. The further you go, too, the more it trusts your abilities and provides optional tricky areas to tackle, many of which are hived off and essentially take the form of linear levels. As you complete a playthrough you realise that you’re gradually getting the best of both worlds – freedom to explore and experiment, along with linear sequences and challenges to test your platforming skills. There are organic and clever worlds with which to interact, and also delightful levels that have been carefully crafted.

More importantly, Super Mario Odyssey makes Mario playable for everyone. We know some purists don’t like ‘Assist Mode’, but it does no harm as it’s optional. Its clever features, however, mean that this writer knows at least one Switch owner enjoying the game that has never played a Mario title before. They also invested dozens of hours in Breath of the Wild, despite having never played a Zelda game before. Nintendo is creating experiences that are for everyone and can, conceivably, entertain any player willing to give them a try.

What that means, ultimately, is that games are evolving. While playing something like Super Mario World (without save states) there’s the fear of game over. That won’t happen in Odyssey. Without peril, without the fear that makes players focus and become immersed as a result, the design and sheer joy of playing has to stack up. That’s where Super Mario Odyssey succeeds. We’ve read comments online of players that typically enjoy more ‘mature’ games spending an hour simply running and jumping, basking in the pleasure of Mario’s movement. It’s that tight connection between Mario and the controller, placed within colourful, wacky and imaginative worlds, that’s so captivating.

That, we’d suggest, is Super Mario Odyssey’s greatest triumph. Other Mario games typically cater to specific types of gamers, due to the level of challenge, the way they control, or indeed the structure they follow. The Switch masterpiece, by contrast, can be enjoyed by anyone at their own speed. It’s the ultimate entry point for those yet to fall in love with Mario games, and the culmination of 32 years of progress for those that have played them all.

Perhaps it truly is the greatest Super Mario game – so far…

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Spellspire Should Keep Word Wizards Busy on the Switch eShop

10tons has been on a roll lately, releasing new games on an almost weekly basis on the Switch eShop. On 9th November it will be the turn of Spellspire, which will cost $9.99US.

Spellspire casts the player in the role of a nerdy wizard climbing a 100 level tower; plenty of monsters must be defeated and loot collected on the way. Combat uses a word game mechanic, where the player picks letters from a grid of ten to spell out words. These are cast out as spells, with longer words producing more powerful blasts. In between levels the player upgrades the wizard’s gear in the style of a role-playing game.

Take a look at the trailer above and let us know if you plan to pick this up next week.

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Get Ready To Party With This New Trailer For Mario Party: The Top 100

Just when you thought that Nintendo was finished with the 3DS, as units of the Nintendo Switch fly off shelves, here comes Mario Party: The Top 100 to confirm Nintendo’s ongoing commitment to its veteran handheld line.

If you’ve played a Mario Party game in the past, you will likely have a good idea of what to expect here. The clue is in the title of course, but this game will feature 100 minigames from across the IP’s history; examples include Bumper Balls, Hotel Goomba and Three Throw.

To celebrate this impending launch on 10th November, Nintendo has released a lovely new trailer that you can view above. 

Do you plan to pick up The Top 100 next week? As always, let us know your thoughts with a comment below.

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Snipperclips Will Finally Support the Pro Controller and Joy-Con Grip

Snipperclips – Cut it out, together! is a lovely game, and was a deserved launch success on the Switch eShop. Developed by the small UK studio SFB Games and published by Nintendo, it’s set to have a second life as a retail release with the upcoming Plus edition, with that version’s extra levels and modes also being sold as DLC for those that have the original download.

One slightly odd oversight in the original, the sort of missing feature common in games that arrive on a new console’s launch day, was support for the Joy-Con Grip and Pro Controller. It’s a game that needs to be enjoyed in co-op and taps into the idea of taking a Joy-Con each, but those with extra controllers haven’t had the luxury of using larger pads for a more comfortable experience.

Well, that oversight will be fixed soon – Nintendo’s Assistant Manager of Product Development Todd Buechele said as much to IGN:

We actually have always wanted to support them, even from the beginning. It was just something that we ended up having to shelve at the time, and that was actually one of the key targets when we looked at Snipperclips Plus.

It will actually be a default in Snipperclips Plus, and then we are releasing a patch for Snipperclips next week that will bring Pro Controller and Grip support to all players who have already downloaded the game.“It’s a free update, so that capability will be there very soon.

Snipperclips Plus is due out on 10th November, so it won’t be long before the new content is available; we’ll be sure to check it out and let you know what we think.

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Retro-Bit’s Super Retro-Cade Adds Technos Classics To Its Lineup

Retro-Bit has revealed that select Technos titles will be featured on its forthcoming Super Retro-Bit micro-console.

The company lifted the lid on the new system a short time ago, and announced that it would come pre-loaded with Capcom and Data East titles such as Strider, Final Fight, Joe & Mac and many more besides.

Technos is of course most famous for its seminal Double Dragon series, which will feature in the Super Retro-Cade’s lineup. Other genre classics such as Combatribes and Renegade will also make the cut.

The console launches this year for $59.99. Does this news put you any closer to ordering one yourself? Let us know with a comment.

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Video: You Might Want To Make A Drink Before Watching This Metroid History Feature

While Mario and Zelda are often cited as Nintendo’s biggest franchises, few video game series attract as loyal and dedicated a following as Metroid

Since the first NES game in the ’80s players have become hopelessly immersed in the world of Samus Aran, and after a long period without any new games, we’ve been gifted the superb Metroid: Samus Returns and have Metroid Prime 4 to look forward to.

Given the status of the franchise, it should come as no great shock to learn that Slope’s Game Room’s latest “Complete History” video – which focuses on Metroid, obviously – is over an hour long. It goes into incredible detail regarding Samus’ adventures and outings, and although it will take up your entire lunch hour (and more) it’s well worth a watch.

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Feature: Ripstone On Making the Right Moves With Chess Ultra on Nintendo Switch

With over 200 games already available on the Switch eShop we’re seeing most genres and game styles covered, to varying degrees. Platformers, puzzle games, shooters, FPS, racing – they have been catered to in one form or another. A welcome recent addition is Chess Ultra by Ripstone, filling another gap and giving us an experience that seems perfectly suited to the hardware. Chess is one of the world’s oldest and most involving games, from quick matches with friends in the pub right up to Grandmasters competing for world titles.

The option to play on the sofa or on the go is a big benefit for this title on Nintendo’s system, and with the game fresh on the eShop we caught up with Ripstone’s Head of Development, Matt Southern, to learn more. From Tutorials to quick offline games and full tournaments online, we were keen to learn more about the game’s key features and how the team worked to make the most of the Switch hardware.

With Chess Ultra developed internally by Ripstone, can you first tell us a little about the team and how it got started?

Here at Ripstone we’re known for being an independent games label that offers a fairer, better deal to developers. We were founded in 2011 by publishing and production veterans and our focus was, and still is, getting indie games onto the digital stores of home consoles and PC. We’ve published numerous games in collaboration with external studios, including Pure Pool, Ironcast and Stick It To The Man. Whilst working with these indie developers, we started building a small in-house team to help with some of the games they were working on, as well as taking on projects such as bringing Plague Inc. Evolved to console. Eventually our internal team was big enough to develop a game ourselves, and so we began planning the game we now all know as Chess Ultra. We’re a small team but very experienced, and have worked on large projects in the past including Forza Horizon 3 and Driveclub. As a result, we love making small, focused games with jaw-dropping graphics.

What drove the initial decision to produce a chess game for console?

You have to have passion for the games you create. You want to leap out of bed every morning to go to work, and this really played a big part in choosing to make Chess Ultra. It was the right ‘first’ game to make 100% in-house and we’re incredibly proud of the outcome. Back in 2012 we published our first chess game Pure Chess, which saw great success with over 2.5 million players taking to the board. We learnt a lot whilst publishing Pure Chess and this sparked new ideas for an even better chess game that would take advantage of current gen console and PC capabilities. The arrival of console specific features such as enhanced visuals and Joy-Con controllers kept us on our toes so we were constantly tailoring Chess Ultra to be the best it could be on each individual platform.

Going back to early in development, what were your core objectives in terms of features in Chess Ultra? What drove that decision making?

Our players and the wider chess community absolutely drove the decision making. We all played a lot of Pure Chess and gathered as much community feedback as we could. The whole team were dedicated to making Chess Ultra the best chess game possible so hearing what our players liked and disliked was really important. We also took advice from a series of Grandmasters and International Masters, who provided insight into skill levelling whilst putting some of our own chess skills to shame… but let’s not talk about that.

Aside from this we compiled a list of core features that we felt were high priority for Chess Ultra – seamless online play, top notch 4k and HDR visuals and support for Virtual Reality. We have a team of incredible artists and programmers that can really bring an environment to life, and to say that they were excited by the prospect of creating the first ever chess game in 4k would be an understatement! For Nintendo Switch, we wanted to make use of the unique features of the hybrid console’s design, and utilising the screen as a more traditional chess board for local co-op was our main objective.

We see that there are extensive Tutorials available; can you talk about these? Are they catered mainly to beginners or players at various levels?

Both! They’re designed to help people who’ve never played chess before to get up to speed fairly quickly, and soon after they’ll find themselves being confident with deeper and more interesting elements like the en passant move and tactical motifs like Fork, the Pin and the Skewer.

In Challenges there are various move-related tasks, but the ‘Historic’ category is certainly interesting. Can you talk about the level of research that went into producing these challenges based on classic matches?

Chess has been around for over 1500 years, meaning competitive chess has a rich history filled with incredible moments of success and failure. We wanted to re-enact a selection of these moments for our players and that is exactly what the Historic Challenges in Chess Ultra do. You are invited to pick up where a Grandmaster left off, perhaps after a particularly bad blunder or a missed capture, to potentially change the outcome of the game.

To decide on which classic games to include, we researched the top 100 chess games in history and delved into the strategy, positioning and outcome of each one. Some of the matches that made it into Chess Ultra were played by Grandmasters you may never have heard of, but the games highlight mistakes and successes that have shaped chess over the past 600 years. We showcase the plays of 13 year old Bobby Fischer, right through to those of current World Chess Champion GM Magnus Carlsen.

For those unaware, can you outline the offline options for matches, including Switch-specific local multiplayer options?

There are 10 levels of AI difficulty to challenge in offline matches, ranging from Novice right through to Grandmaster level and a series of different time controls. You are also required to select an environment and chess set, which can really impact the atmosphere of each game. Playing in Woodburn Manor, which is the current most popular online environment, with the classic Staunton set feels very different to battling it out in the pits of Gomorrah with the Fire and Brimstone set, so you can have some fun mixing and matching the sets to suit your mood.

For the Nintendo Switch version of Chess Ultra we developed a unique way for two people to play the game with local multiplayer in a cross-table playing mode, with the console acting as the chess board. You place the console down between you and your opponent to play cross-table chess and each player uses an individual Joy-Con controller to take their turn. The game includes an adaptive UI that adjusts each turn to be visible for players on each side of the table. We’re really excited about how great it feels to play, not to mention there’s the optional extra of being able to kick your opponent under the table if you’re losing. We’ve seen many a rage quit in Chess Ultra…

In terms of the varied online modes, can you first tell us about the process for implementing cross-platform play? Was this relatively straightforward or complex to put in place? 

The decision to implement cross-platform play was an absolute no brainer for us and plans to include the functionality were in place at the beginning of development for Chess Ultra. It sounds like it should be a complicated process but when accounted for from Day 1, it’s not. We’ve had great support from platform holders in regard to implementing the feature and we’re looking forward to Nintendo Switch players being able to settle their score with players on other systems! It’s fair to say that we’re living in hope that one day all platforms will be able to play together, as it’s what the players want and it’s what we want too.

How important is the ‘Tournament’ mode for the experience? Aside from seasonal Ripstone tournaments, how hopeful are you of seeing the Switch community embrace and organise their own contests?

We’re really hoping the community run with it and have as much fun with it as we do. (Although Chess Ultra tournaments in our office can be INTENSE.) We added the Tournament options to make it as easy as possible for players to connect with each other in a more competitive environment, and we’ve seen a great response from the first official Ripstone Tournament earlier this year. The Nintendo Switch has been one of the most exciting new developments in videogames this year and we’re all big fans, so fingers crossed new players connect with what we’re trying to achieve. Cross platform online play provides scope for even more tournaments, more entrants and a better experience for players.

With single match online games you offer various options, from no time limit to live clock-managed games. Can you outline these options for our readers?

We spent a lot of time exploring different styles of chess during development, and it quickly became clear that since the launch of Pure Chess in 2012 there has been a shift in how chess is played and consumed online. Speed chess (also known as Blitz) has become hugely popular and is a great way to shake up the traditional style of time controls; restricting time either per game or per individual move. Chess Ultra includes 5 time control option ranging from Blitz, which provides each player just 5 minutes to complete an entire game, to Marathon, in which players have 24 hours to make each move with no overall time limit. It adds an extra layer of complexity to the game and brings it up to date with the current chess landscape online.

Which online mode and game setup is mode popular so far in Chess Ultra, across various systems?

The Standard timer mode is by far the most popular online playing option. This mode provides each player with 45 minutes to complete an entire game, and is a time control very often seen in modern chess competitions. Woodburn Manor is the most popular environment, along with the classic Staunton chess set.

In terms of developing for the Nintendo Switch, were there any particular challenges in that process?

It was a real pleasure to develop for Switch, and an interesting learning experience for us. You never lose the buzz of opening a box with a brand new console development kit in it, and ‘Switch day’ was no exception! The biggest challenge was trying to squeeze all of the detail from a 4k game onto a non-4k device, but the end result is beautiful. Because Chess Ultra was developed with 4k detail from the beginning, the Switch version has really benefited and the game is as stunning as it could possibly be.

What’s the best feature of the Switch in relation to Chess Ultra, from your perspective?

Using the Switch as a chess board. It’s like the perfect hybrid of technology and tradition. As soon as the console was announced we wanted to implement the feature and got straight to work once our development kits arrived. The Switch shipping with two controllers is also a huge benefit for a game like Chess Ultra, as it’s ready to go for local multiplayer straight out of the box.

Looking forward, can you outline some of the DLC that’s planned for the game on Switch?

You’ll have ‘check’ back later for full details! (Sorry, bad joke) For now, we’re working on bringing pre-existing Chess Ultra DLC to the Nintendo Switch, including new chess sets and environments. The Pantheon game pack is confirmed and adds a Roman temple environment and set of Imperial soldier chessmen. So, not your usual chess setup!

Do you have a final message for our readers?

There’s a reason people are still playing chess after 1500 years – even in the age of video games the chess experience is one of world-leading deep tactics and strategies, and beautifully balanced gameplay mechanics. From everyone here at Ripstone, we really hope you give Chess Ultra a try and enjoy playing it as much as we enjoyed making it!

If you want to find out more information about Chess Ultra on Nintendo Switch, you can find us on Twitter at twitter.com/ripstonegames or over on Discord at discord.gg/ripstone.


We’d like to thank Matt Southern for his time. Chess Ultra is available on the eShop now and our review will be live this weekend.