Pre-orders were pretty tough to find for the Super Nintendo Classic Edition in the US over recent months, meaning plenty will be heading online and into stores as soon as 29th September rolls around. The big retailers like Amazon, GameStop, Best Buy etc will be on the agenda, but online retailer Thinkgeek – which typically specialises in left-field merchandise – will also be worth a look.
The retailer has confirmed the following to us regarding its plans for the system’s launch.
ThinkGeek.com WILL have Nintendo SNES Classic units up for sale Friday, 9.29.17
This is NOT a pre-sale and units will ship right way
Units will NOT be bundled with other products and will be sold as standalone units
Strict limit of one per customer will be enforced – multiple orders will be cancelled
That purchase page is the general ‘Nintendo’ area, which has everything from bed sheets to hand puppets. The retailer didn’t confirm a sale time to us, but suggested shoppers keep an eye on its Twitter and Facebook accounts for specific information.
It’s another option, in any case. What are your launch day plans to try and get hold of a system in the US?
Nintendo often finds a way to surprise its fans and throw a curveball, and so in the most recent Nintendo Direct it didn’t unveil the Switch Virtual Console, as such, but the ‘Arcade Archives’ series. It started this week with Arcade Archives Mario Bros., and the following are still on the way.
Vs. Super Mario Bros.
Vs. Balloon Fight
Vs. Ice Climber
Vs. Pinball
Vs. Clu Clu Land
Punch-Out!!
The names are familiar, but these are all reproductions of arcade cabinets, as made clear with the ‘Vs.’ moniker, for example. In some cases they’re relatively similar to the games that ended up on NES and multiple Virtual Consoles, in others there’s quite a notable difference in terms of content, while the Punch-Out!! arcade is an example of a game quite far removed from the NES equivalent. We’ve reviewed Mario Bros. and quite enjoyed it, while being impressed with the authenticity of the port and the extra features that are available. That’s no surprise, as HAMSTER has been releasing ‘ACA’ Neo Geo titles with the same principles for months and has simply continued the good work.
The reception has been relatively positive, in some respects, but also quite muted. Mario Bros. isn’t burning up the eShop charts after over 24 hours on the store, sitting in 9th in North America and Japan (at the time of writing) and 14th in the UK. In the UK chart, for example, Golf Story is already up to 5th place and has only been out a matter of hours as we publish this.
In some respects the Arcade Archives range feels like a middle ground – it’s not the ‘Virtual Console’, and we still don’t know when (or if) that’ll be fully realised in its traditional form on the Switch. Is the rumoured GameCube actually on the way, or will the ‘Classic Game Selection’ in next year’s full Nintendo Switch Online service fill the gap? Some people are undeniably underwhelmed and questioning the $7.99USD / €6.99 / £6.29 price tag for Mario Bros, while others argue it’s a more than fair price to pay for an official ROM that’s rather unique. On the one hand it’s a faithful reproduction of an arcade cabinet that’s now expensive to acquire, but on the other it’s the same price as (arguably) far more complex and advanced ACA Neo Geo games on the eShop.
We’re curious about what you think of the Arcade Archives range, and whether you’re planning to add many of them to your collection. Are you in the same camp as those posting rather gloomy “RIP VC” messages, a bit more optimistic that a full VC is still coming and that these are an extra treat, or simply pleased as punch with the release schedule and the fact these downloads are coming?
Let us know what you think in the polls and comments.
To celebrate the successful release of Death Squared – and its current price promotion – on Nintendo Switch we’ve teamed up with SMG Studios to give away some cool themed prizes to our US readers!
1st place: A custom Death Squared Nintendo Switch dock and download code for a digital copy of Death Squared.
2nd place (x2): A physical game case signed by the team, a download code for a digital copy of the game, and a set of stickers.
3rd place (x2): A set of Death Squared plushies and PAX exclusive enamel pins.
It’s been an excellent first year to date for the Nintendo Switch, with the big N in the welcome (albeit stressful) position of racing against demand to manufacture and ship enough units to stores. The concept has taken off, and the company will no doubt hope to see that momentum carry into next year and beyond.
In the NPD stats for the US market the Switch has been a regular star – from a record launch to topping the hardware chart in the last two months. NPD Analyst Mat Piscatella has now weighed in on where the system stands in terms of software sales in its launch year; it’s in a good spot, basically.
He goes on to clarify a few other things around this statement – he’s referring to the ‘launch year’ in terms of the calendar year, his statistics are based on consumer spend not just unit sales, and the statistic doesn’t account for pack-in hardware in the past such as Wii Sports. As a result the Switch statistics benefit from its early March launch (not April as we said earlier, oops!), as opposed to a late year release.
A few days ago, we reported on My Nintendo in Europe adding four free games—two on 3DS, two on Wii U—to its Gold Rewards, something that has been much requested in the past months. While it may be that many decried the specific games being offered, it at least shows that there’s some effort on Nintendo’s side to make the program more appealing to consumers. Now, My Nintendo in North America has followed suit, adding in its own selection of four games.
The games on offer are as follows:
Nintendo 3DS:
Wii U:
There’s certainly come great games on offer here, though some of them are pretty old in video game industry years. Still, if you haven’t gotten any of these yet, now’s as good a time as any.
What do you think? Will you be picking any of these up? How long do you think it’ll be before Nintendo adds Switch rewards? Share your thoughts in the comments below.
Inti Creates has been pretty good with its DLC support for more recent titles, regularly adding new content and characters to them that expand on the core campaign in notable ways. Mighty Gunvolt Burst received a bit this summer when the team added in Ekoro as a playable character—bringing the game in line with its predecessor—but it seems that they haven’t finished, as a couple new DLC characters have recently shown up in the game in Japan.
Call—from Mighty No. 9—and Joule—from Azure Striker Gunvolt—have both been added in the Japanese version of Mighty Gunvolt Burst, and can be picked up for 200 yen each. Presumably, these will be coming to the West, too, although it’s not clear whether they’ll be initially free—as Inti Creates has done in the past—or if these characters will just cost a few bucks up front. We’ll be sure to update you on the situation, but here’s to hoping we don’t have to wait too much longer to see these characters come to the other versions of the game.
What do you think? How did you like Mighty Gunvolt Burst? Who’s your favorite character to play? Share your thoughts in the comments below.
For the first time, My Nintendo users can now redeem Gold Points for some of the hottest indie games on Nintendo platforms. For a limited time, you can redeem points to download select Nintendo 3DS and Wii U titles from our talented independent developers. Users will receive a download code that is redeemed in Nintendo eShop. Get it with Gold Points!
Runner2 is a rhythm-music, auto-running platformer. Players will run through fantastic environments, using brand new moves, to amazing new soundtracks as they run, jump, slide, kick, and soar toward the goal of tracking down the Nefarious Timbletot who has un-fused CommanderVideo’s reality. Runner2 features 5 exciting worlds, 125 tantalizing levels and 5 death defying BOSS battles! Play as 8 different characters and find secret areas to unlock new and zany costumes!
Zen Pinball 3D for Nintendo 3DS brings an incredible stereoscopic 3D experience to the acclaimed video game pinball series for the first time ever. Featuring four beautifully crafted, original tables, Zen Pinball 3D features the most advanced ball physics in a video pinball game to date, online leader boards ranking you against other players, in-game friend challenges, interactive 3D models, and more! Zen Pinball 3D for Nintendo 3DS is the definitive pinball experience on portable game consoles.
Time for some squirreling action! Prepare for some super squirreling action! Now with 50% new exclusive level content, ninja completion bonuses, super high speed turbo mode and a whole bunch of zany new squirrel outfits!Run, jump, swing and smash Mr Nibbles through 90 frantic levels of pixel perfect platforming. Mr Nibbles goes nuts for acorns and he’s on a mission to reclaim his stash from the pesky critters who stole them so he can feed his growing family.
Grab your Wii U GamePad and build a balanced stack in this physics-based puzzler! Puzzle games must be addictive. This was our top priority during the development of the game. That’s why we designed 200 levels that not only challenge your skills but also your imagination. With its perfect touch controls ‘Art of Balance’ is easy to pick up and hard to put away. Play alone or invite friends to drop in at any time for co-op play. We even added split-screen and online multiplayer for extra fun. Seeking an even bigger challenge? Then try out the new endurance mode and improve your Online-Highscore.
Take a trip to the 90’s with Super NES Classic Edition
Until now, you’ve just been playing with power. But starting tomorrow, you’ll be playing with SUPER power. That’s because the retro-tastic Super Nintendo Entertainment System™: Super NES Classic Edition system is hitting stores at a suggested retail price of $79.99. The system comes with 21 pre-installed Super NES™ games, many of which are considered some of the greatest video games of all time. All-time classics like Super Mario World™, The Legend of Zelda™: A Link to the Past™, Super Metroid™, FINAL FANTASY III and Donkey Kong Country™ are on the same mini system as Star Fox™ 2, which has never been released before!
“Super NES Classic Edition is perfect for any Nintendo fan, retro gamer or anyone who just wants to play some really fun video games,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “And at a reasonable price, the system will be a great addition to any holiday shopping list.”
Super Nintendo Entertainment System: Super NES Classic Edition has the same look and feel of the original system – only smaller – and comes pre-installed with 21 games:
Contra III: The Alien Wars™
Donkey Kong Country™
EarthBound™
Final Fantasy III
F-ZERO™
Kirby Super Star™
Kirby’s Dream Course™
The Legend of Zelda™: A Link to the Past™
Mega Man® X
Secret of Mana
Star Fox™
Star Fox™ 2
Street Fighter® II Turbo: Hyper Fighting
Super Castlevania IV™
Super Ghouls ’n Ghosts®
Super Mario Kart™
Super Mario RPG: Legend of the Seven Stars™
Super Mario World™
Super Metroid™
Super Punch-Out!!™
Yoshi’s Island™
Given this stellar lineup, the most difficult aspect of the system will be deciding which one of these games to play first. Each and every one is a classic, and they cover so many different genres. Fans of fighting games, action-adventure games, platformers and massive RPGs all have something to get excited about. And with Star Fox 2, which has never been released outside of this collection, even the most die-hard and dedicated Nintendo fans will have something to play for the first time.
While playing all these retro games is nostalgic and fun, Super NES Classic Edition comes with some modern conveniences that enhance the overall game-play experience. By using the easy-to-use Rewind feature, you can replay challenging sections by rewinding about a minute or more based on the type of game and your last suspend point. (Up to four suspend points can be saved for each game.) To add a little visual flair, you can even wrap a cool border around your game with the new Frame feature. Some of the frames change color based on the game being played.
Included with Super NES Classic Edition are one HDMI cable, one USB charging cable with AC adapter and two wired Super NES Classic controllers, perfect for playing multiplayer games. Some of the games with multiplayer options include Street Fighter II Turbo: Hyper Fighting, Super Mario Kart, Contra III: The Alien Wars and Secret of Mana.
While Super NES Classic Edition is sure to be a hot commodity, Nintendo will ship more units of the system on launch day in the U.S. than were shipped of the NES Classic Edition™ system all last year, with subsequent shipments arriving in stores regularly. Nintendo also plans to ship the retro-inspired product into 2018.
Pokémon Gold and Silver are the second generation instalments in the Pokémon series; released at the turn of the millennium, the games arrived just a few short years after their predecessors, Pokémon Red and Blue. Boasting a whole new world to explore, 100 new monsters (bringing the total to 251), and an entirely new cast of characters, the sequels weren’t a simple continuation of the originals’ plot, but a chance to build upon what was already becoming a gaming phenomenon. 17 years later the games have been released again, this time on the 3DS Virtual Console; they are just as wonderful as ever.
These games were released at a time when Pokémon was arguably simpler to understand; concepts such as Mega Evolution, variations on a Pokémon’s form, and of course the colossal amount of creatures we have available for capture today, did not exist. Instead, what you have is a stripped-to-its-basics version of the feature-rich games we have grown used to. You begin by receiving your very first Pokémon and starting an adventure across the Johto region, battling other Pokémon and their trainers, gaining experience, catching new monsters to add to your team, and eventually taking on Gym Leaders and the Elite Four to become a Pokémon Master. Along the way you’ll have to foil the plans of the evil Team Rocket, hold off your rival and defeat him in battle, and try to catch every single Pokémon to complete your Pokédex. Quite a lot to do, then!
The differences between these re-release on Virtual Console and the games they are effectively emulating are relatively limited. Aside from a couple of minor tweaks to a selection of attack animations, the only real difference is the trading element of the games. The original Game Boy Color utilised the Game Link Cable (a cable that could connect two Game Boys so that they could communicate) to battle or transfer your Pokémon with a friend. As this is unnecessary with today’s technology, these games activate a separate Virtual Console feature to wirelessly connect to another system nearby. Local wireless is the only type of communication supported meaning that, unlike the newer Pokémon games, you cannot connect to other players online. In one way this is a slight shame, but it does mean that the games remain faithful to the experience you had when playing them 17 years ago. Meeting up with a friend to share version-exclusive Pokémon can be just as exciting as it always was.
The games have aged fantastically well, too. The graphics can admittedly feel quite dated, although you could argue that the core series Pokémon games are never particularly impressive graphically. This doesn’t matter, though; the gameplay is just as fun, just as addictive, and just as rewarding as it ever was.
Whilst nostalgia alone will be enough for fans of the originals, Pokémon Gold and Silver offer an extremely rich RPG experience that deserves to be played. The only thing we can really fault in terms of how the games stand up today is the lack of the Running Shoes. These are an item that was introduced in the third ‘generation’ entries to the series, Pokémon Ruby and Sapphire, which allowed your character to run by holding down the ‘B’ button as you moved. Without it, walking around from town to town can feel extremely sluggish until you gain the ability to fly between destinations later on. Players who experienced the original games may be unfazed by this, but those who are used to how the series performs today might find it slightly frustrating.
Many fans regard Pokémon Gold and Silver as the best that the series has ever produced, and it’s rather clear to see why. These games expanded upon the originals in a number of ways; the in-game clock, for example, meant that different Pokémon would appear during different times of the day, reflecting your real-life surroundings. A mobile phone system was also implemented which allowed you to face trainers you had already battled before by accepting their challenges.
On top of this there were new Poké Ball types, new Pokémon types, Pokémon breeding and eggs, the option for Pokémon to hold items for use in battle, and many more features that we simply don’t have room for here. It also boasts a unique feature that has never been replicated in the series ever since – after seeing everything there is to see in the new Johto region you are able to revisit the Kanto region from Pokémon Red and Blue, taking on a second set of eight Gym Leaders and adding countless hours onto your playtime. Wonderful stuff.
Conclusion
Pokémon Gold and Silver have always been a highlight in the Pokémon series and even now, 17 years since they were originally released, they remain a truly brilliant experience. Fans of the originals will be pleased to see how faithfully the games have been emulated and newcomers should find enjoyment in playing through what is perhaps the best value-for-money game the series has to offer. The games feel just as good as they did all those years ago and, based on the pure gameplay, would be receiving praise from critics even if they were being released today. Flip that hat around, let out your signature catchphrase, and grab yourself a copy of one of the finest RPGs around.
This was originally published as an unscored ‘review in progress’ on 11th September as we waited for online play to be added in an announced update. Following an update to add online functionality this review was edited to reflect that feature, with a score applied.
When Minecraft first hit the scene years back, many likened playing it to building with LEGOs, which wasn’t an entirely amiss comparison to be made. The charmingly blocky sandbox game went on to effectively create a whole new genre of its own, and while LEGO games did exist they were more focused on action platforming than creating our own adventures. So, when LEGO Worlds was announced, it seemed logical that finally we were receiving a LEGO game that’s actually about building things. Unfortunately the end product doesn’t work quite as well as you’d expect it to, but it’s still an enjoyable game in its own right.
The gameplay of LEGO Worlds is similar to that of previous LEGO games, but rather than combing through relatively linear levels while looking for secrets, you’re tasked with running around procedurally generated worlds solving generic quests for characters. The focus, though, is less on the abilities of your avatar and more on the creation tools that are quickly given to you. How you choose to shape the world around you is largely the focus here, and it’s done well at some points, and not so well on others.
For one thing, the game’s free build mode — which is arguably the main selling point — is pretty confusing until you make a great deal of progress in the rather flimsy story mode. The story mode acts essentially as a massive tutorial; you control an astronaut traveling between worlds as he or she comes across various tools that allow you to terraform and shape the world as you wish. For its part, the tools are introduced to you at a pace that ensures you understand how each one works before the next one is put into your arsenal. By the time you have everything unlocked it’s a bit staggering how much you’re capable of doing to the world — it feels a lot like switching on a “God Mode” — but it doesn’t feel like there’s too much to handle.
The meat of the gameplay in story mode is found in the various quests that you can undertake, and it’s here that the first cracks begin to show in the game’s foundation. Simply put, the quests are largely repetitive and simple fetch quests that require very little thought or skill on the part of the player. Later on, things do get a little bit more complex, but the abilities available to your character greatly sugarcoat the challenge. After all, why climb that beanstalk to reach a castle in the clouds when you can just spawn a dragon or other flying vehicle to take you there? Why scour the surface of the planet for an entrance to a winding cave that ends in treasure when you can literally just dig straight to the chest?
Of course, you can just choose not to use the abilities available to you, but this goes against the whole design philosophy of the game. The point being, the quests often feel as though they would belong in a conventional LEGO game; here, they feel ill-fitting and tossed in to give players something to do just for the sake of it. Additionally, the game often fails to communicate the parameters and requirements needed to complete quests. A character may be asking you for a particular item, but unbeknownst to you that item itself is a reward for an entirely different quest which requires another item to complete. It’s expected that you figure this all out on your own, and that can lead to frustrating bottlenecks in the game’s flow.
Yet with all that being said, there’s something quite compelling about exploration in LEGO Worlds. There’s other things to do on the side — such as ‘discovering’ items in the environment which you can then begin spawning into the world after paying a one-time stud fee — that nicely pad out the experience and give you a reason to scour every corner of every world. And the random generation aspect leads to quite a bit of diversity in what kind of world you might find yourself in; the different biomes range from sugarcoated candy lands to hellish, Mordor-like landscapes. You never know what you’re getting into each time, and while the gameplay may be a bit surface-level, it nonetheless can keep you hooked for a while.
The game’s main strength comes when you play in sandbox mode, where you’re given total control and can build whatever your heart desires. There’s a massive amount of unique LEGO pieces that you can utilize here — you don’t need to ‘discover’ stuff in this mode, it’s all unlocked from the get-go — and part of the fun is that many builds which work in real life can be replicated in-game, too. There’s a virtually limitless amount of content on offer, then, but it does largely depend on the creative tendencies of the player. The toolbox is incredibly deep, but there’s not much to do if constructing your own cities and structures isn’t your cup of tea. Sure, it can be fun to goof around on the back of a dinosaur and ravage villages with laser cannons, but that kind of thing can only entertain for so long.
That seems to be the biggest flaw with LEGO Worlds. While the creative tools are deep and the possibilities are endless, the game fails to offer a compelling argument to keep coming back. Unlocks in the story mode are hidden behind a frustrating and unrewarding quest system, and the sandbox mode, while expansive, feels a bit empty. The point being, there’s a sense that something is missing here; everything that you do in the game feels rather pointless, like you’re just doing it for the sake of it. Minecraft managed to sidestep this by introducing survival elements which created a sense of prevailing over the odds and of conquering the landscape around you, and this gave a form of meaning to your progress in-game. You’d build a structure because it took a great deal of time and resources to make, but that sense of accomplishment is greatly diminished when almost all resistances are removed.
And though sandbox mode fares better, the controls are a little too complex for a controller. It can be frustrating having to navigate dozens of menus to find the element you’re looking for, and maneuvering the cursor to the right place can take a little more time and precision than is needed. Now, Tt Games did the best possible job that it could to translate the game’s controls to a controller, but this feels like a game that requires a keyboard and mouse for it to be a seamless experience.
And none of this is helped by the wonky camera, which seems to have a mind of its own as it moves this way and that. It’s not always terrible, but the second that you start entering enclosed spaces or getting into more details on a build it becomes finicky and difficult to handle. With the player having terraforming abilities on this scale it’s difficult to keep up regardless of how you approach the camera, but it’s another nuisance that lessens one’s enjoyment of the experience.
From a performance perspective, LEGO Worlds is definitely not a showcase of the Switch’s capabilities. Docked or undocked, the draw distance occasionally calls to mind the age of the N64 as not-too-distant mountains disappear into a grey fog. Fortunately, the tradeoff is that the game’s framerate does stay relatively close to 30 FPS, though it is prone to oscillate and dip as you navigate busy areas. Granted, the draw distance and framerate are at the very least manageable for most of the game, but this plays more like an early demo build of a game than a finished product.
The game seemed to perform at a consistently poorer level when a second player was thrown in, but it does add much to the experience to have a friend helping out with exploration and construction. The online mode (which took its sweet time to finally show up) leaves a bit to be desired, however, as LEGO Worlds limits your online experience to only those in your Switch profile friends list. Don’t have any friends that play LEGO Worlds? No online for you. Now, this obviously can be circumvented by doing a little bit of forum interaction and just adding strangers to your friends list before joining a game, but it still adds unnecessary, tedious steps to the process which sour one’s enjoyment of the experience.
And that’s not even including the bugs. We had the game just outright crash on us a few times, perhaps because there was just too much onscreen at once, and problems with hit detection and clipping are rampant. Text boxes won’t display or will be half obscured behind a nearby wall, creatures will sometimes be walking on surfaces that aren’t there, and whole structures will pop into your field of view rather unexpectedly. Of course, there’s a lot to keep track of in a game as modular as this, but for something that’s been on the market for over half a year (on console, longer on PC) we expect better.
Conclusion
On the whole, that mostly describes our experience with LEGO Worlds. There are lots of great ideas here, and every now and then you can see glimpses of what kind of potential those ideas have, but this is a gaming equivalent of what happens when you pull a tray of cookies out of the oven too early, leaving you underdone treats. The core concept behind LEGO Worlds isn’t the problem, but the execution is. Perhaps in future updates (or sequels) Tt Games will figure out how to better refine it, but we would advise you to hold off on this one for now. Creative players will get a little more utility out of this game due to its sandbox mode, but on the whole there’s not much here that you’ll be missing out on by passing.