The SNES Classic Mini is just days away, and we think it’s pretty neat. It’s as charming as one would expect, and does an impressive job of emulating its games – including some titles that were considered beyond the scope for the Wii, Wii U and New 3DS Virtual Console.
An interesting quirk of the hardware, however, is that the board, processor etc are actually the same as the NES Classic Mini. This essentially means it’s all about the operating system / software to distinguish the two systems; the following is from a Digital Foundry teardown.
Confirming that the internal mainboard is the same, the corners – carved out to fit within the NES mini shell – remain the same on the SNES model, even though there is no real need for them to be touched at all. As a result, the new piece of hardware looks slightly less elegant internally. Hardware-wise, we’re looking at the same off-the-shelf Allwinner R16 SoC (system on chip), featuring four ARM Cortex A7s paired with an ARM Mali 400 MP2 GPU. Hynix provides the single memory chip – a 256MB DDR3 module – and there’s a generous 512MB of NAND storage.
The magic comes from the bespoke Super NES emulation software layer, likely built from the ground up by Nintendo’s Paris-based European Research and Development (NERD) team, running on open source OS, Linux. As Digital Foundry recently discussed, the software not only emulates the Super NES itself, but a range of add-on processors specific to select titles, including the Super FX and Super FX2 chips used for Star Fox, its sequel and Yoshi’s Island, along with the SA1 CPU upgrade utilised by Super Mario RPG and Kirby Super Star. Even Super Mario Kart used additional hardware – NEC’s DSP-1 was present in every cart, faithfully replicated for the mini consoles.
While this may prompt some to complain, it’s actually a smart approach from Nintendo. It was clear that the NES Mini didn’t need all of these specs to run successfully, but all that excess resource has allowed Nintendo to use the same innards in the SNES. This adds context to the recent welcome news that there’ll be increased SNES stock and a revival for the NES next year; Nintendo can churn out the hardware and simply alternate the shell and operating system when manufacturing. It certainly makes logistical sense.
So, will you be grabbing a SNES Classic Mini this week?
One refrain we often hear from fans pertains to why a Nintendo fan would want to carry two separate Nintendo devices with them wherever they go. For us, the answer has often been simple: the 3DS offers games that the Switch does not and vice-versa. Each system has unique features that enable different kinds of gameplay. Minecraft: New Nintendo 3DS Edition, however, does not help that argument.
While Nintendo has been keen to remind players that the venerable portable has plenty of life left in it, many view the 3DS as a console in its twilight. It’s odd, then, that Microsoft would choose now, after the Switch version of the same game is already in players’ hands, to release this port.
It feels, however, that perhaps Microsoft was of the same mind as some of the gaming populace; Minecraft: New Nintendo 3DS Edition feels less like a full-fledged release and more like a lifeless port. It seems to be aimed less at satisfying the 3DS fanbase and more at showing them how much better they could have it on Nintendo’s newer, more advanced handheld.
Rather than retread how Minecraft plays, as that hasn’t changed since either the Wii U or the Switch iteration, we’re going to spend our time discussing what makes this new edition different.
The dual-screen nature of the 3DS lends itself well to Minecraft. The bottom screen can be used for everything from crafting to inventory management to changing skins. If there was one thing we could pull out of this version of Minecraft and happily apply across the board, it would be this. In this one way it feels like the 3DS was made for playing Minecraft.
As much as we enjoy the touchscreen controls Minecraft offers on New 3DS, there’s quite a bit lacking. Minecraft’s main draws – in this humble scribe’s opinion – are its large, open worlds, and the ability to play in the worlds you create with your friends. Unfortunately, both of these aspects are either significantly hobbled or non-existent in the 3DS iteration of Microsoft’s blockbuster.
Because of the New 3DS’s weaker hardware, Minecraft’s draw distance is significantly reduced, meaning those wide-open worlds suddenly feel a little less so. The small screen also doesn’t do Minecraft any favours as it feels cramped on the limited real estate. More importantly, multiplayer is nowhere to be found. As of this writing, neither local or online multiplayer are supported, though Microsoft has promised to share more at a later date.
No multiplayer means that the 3DS version is also (unsurprisingly) not getting the Better Together update that allows Switch owners to play with both PC and Xbox players. On top of that, the Nintendo skins included in the Switch version are not available in this edition, either.
Conclusion
We suspect that some will purchase Minecraft for the New 3DS for the sake of having it on every platform, but it’s hard to see the audience that would buy this version instead of any of the superior versions available on other platforms, including both the Wii U and the Switch.
While the 3DS’s touch screen does add some convenience, the trade-offs made to fit such a large game onto the New 3DS create a notable deficit. If you don’t have another platform on which to play Minecraft, New 3DS Edition is a good way to test the waters and sample the solo experience, but there’s so much more that this game has to offer elsewhere.
It’s the middle of the week, which means it’s time for the Media Create chart results out of Japan. It was a notable week with a couple of new Switch releases, so let’s get to it.
Pokkén Tournament DXwas the main arrival, and it secured top spot; its 53,395 physical retail sales didn’t hit the heights of the original on Wii U, which shifted nearly 70,000 units when it launched. Reasons can include the smaller install base of the Switch (for now, at least) and the fact that not all who bought the original will want to double dip.
Elsewhere a Dragon Quest X ‘all in one’ release only managed four figures on its Switch debut; in general it was a quiet week in the top 20.
[PS4] Dragon Quest XI: Echoes of an Elusive Age (Square Enix, 07/29/17) – 4,104 (1,347,582)
[PS3] Pro Evolution Soccer 2018 (Konami, 09/14/17) – 4,068 (16,845)
In terms of hardware there were small dips for most systems, though the Switch is still comfortably ahead of the rest, with New 3DS and 2DS LL still sitting behind the PS4.
Switch – 43,426 (44,052)
PlayStation 4 – 18,396 (19,322)
New 3DS LL – 8,726 (10,650)
New 2DS LL – 8,508 (8,761)
PlayStation 4 Pro – 5,418 (5,338)
PlayStation Vita – 3,707 (3,847)
2DS – 1,659 (1,726)
New 3DS – 379 (428)
PlayStation 3 – 87 (99)
Xbox One – 76 (57)
Wii U – 56 (86)
A reasonable week for Pokkén Tournament DX and Nintendo in general, albeit the fighting title didn’t set the charts alight.
SteamWorld Dig 2 arrived recently; it’s certainly one of the most high-profile download arrivals on Switch to date, and we think it’s rather brilliant. It’s bigger and more ambitious than its predecessor, and in some ways reflects the growing confidence of Image & Form that started to show with a vengeance in SteamWorld Heist.
In any case it’s had a successful launch, with the game now also on PC and PS4 / Vita as well as the Switch. It’s been doing well in the eShop charts, too, sitting top or near the top in various countries.
The developer has now confirmed in a press release that Dig 2 has delivered the IP’s best launch to date.
Players are having a blast as well, with the 98% approval rating on Steam being the obvious proof. Everyone’s praise results in impressive sales; I’m happy to announce that SWD2 is the biggest launch in SteamWorld history, selling faster than any game we’ve ever made before it. On Switch it’s topping the charts in as good as every country. In less than a week we’ve already earned back most of the game’s total development budget. Twenty or so people for almost a year and a half… You do the math!
It’s doing pretty darn well, then. Have you dug into this one yet?
Upfall Studios’ Quest of Dungeons has returned for what marks its third outing on a Nintendo platform. Approximately a year after the original Wii U version’s release, the title has now arrived on the Switch eShop with new content and some minor technical tweaks. The big question is, do these changes make this the definitive version of the game?
The latest iteration is a port with a few slight adjustments and content enhancements. For the uninformed, Quest of Dungeons is a roguelike game that doesn’t necessarily bring anything out-of-the-ordinary to the genre. The changes in this latest Switch version are minimal, all told, and may be barely noticeable to returning players. Technical adjustments are tied to the user interface and how it has been adapted to the system, and an additional level with new sprites and themes has been added to the game. The solid and well designed dungeon crawling is still intact and will entertain a player for minutes or hours on end, depending on their own level of eagerness.
As soon as you launch the Nintendo Switch version of Quest of Dungeons it feels like a much more sophisticated take on previous releases. This can be credited directly to the Switch and the sleek and accessible design of the system. It simply just makes a game like Quest of Dungeons better. Everything about the title on the Switch – including the look, feel and functionality – gives it the edge.
Despite this new lease of life the premise is naturally the same; you are dropped into a world of chaos where an evil dark lord has banished light. After selecting between one of four classes (warrior, wizard, assassin or shaman) it is your duty to head into a dungeon and save the day. There is nothing easy about the task at hand – one mistake and it is game over. If your hero dies you must restart the game and level a character all over again. In each dungeon, your character will spend their time fighting off hoards of bats, skeletons and evil sorcerers in order to gain experience. There’s loot to find, quests to take on, and keys and coins to collect. Each session of Quest of Dungeons is different due to the map being procedurally generated; it means no run is ever the same, with items and enemies also in different locations every time.
The character classes in this latest release are unchanged. The wizard is reliant on mana for magic spells, the assassin has the ability to use ranged weapons, the shaman can mix spells with close combat and the mighty warrior is great for his classic sword fighting skills. Just like the other versions of the game, each hero can find better weapons and gear and expand upon their skill set. The actions of heroes and enemies are also synced. This means every time your character moves, attacks or even heals with an item, the enemy can move towards you or attack. The battles as a result of this play out like a turn-based strategy game, encouraging a more thoughtful plan of attack.
The turn-based approach does not detract from the flow of Quest of Dungeons; if anything, it makes it more accessible. You learn from your mistakes each time your character dies, and eventually you develop a bit of rhythm with how you go about each play session. There are also many points of interest to watch for during every run; this includes side quests to tackle – such as eliminating a specific enemy – and also bosses to defeat. A shop keeper in the dungeon, who spawns in random locations, also sells many helpful wares. The player can also visit the shop to sell valuable rocks they collect or any other items they find. If it’s all too much, Quest for Dungeons has four different difficulty settings, meaning you can always lower the difficulty if dungeon life is getting the better of you. Every time you lose a hero you can also view personal stats and online leaderboards to see how you rank against other players worldwide.
The new features in the Switch version of the game, as already mentioned, are relatively minor in their impact. A feats system has been added, which can be located from the main menu; this tracks the achievements you have unlocked. These range from completing a quest to finishing the game on a certain difficulty with a particular character. A new level “mansion” which adds new themes and sprites – including more enemies and tilesets – has also been included. The previously featured custom mode – allowing players to select dungeon size and the amount of floors – benefits from this with more variety on show.
The 16-bit pixel look is no different to previous entries. Each floor of the dungeon has a single theme, and the character and enemy sprite work is charismatic enough, despite the generic look. The sound effects in Quest of Dungeons are adequate, but the soundtrack still doesn’t fit the atmosphere of a 16-bit game; it’s quality music but perhaps doesn’t nail the retro theme. In handheld mode the game still looks and sounds the same as it does on the television, a plus point for portable play.
Conclusion
If you had to pick one platform for Quest of Dungeons, the Switch would probably be it. It highlights the qualities of the Switch concept even if the upgrades in the game are relatively subtle. The system – with the choice of TV or portable play – is therefore a perfect match with the solid turn-based combat and procedurally generated dungeons. As a returning player, besides playing the title on a fancy new device the minor improvements and new content are hard to appreciate, at least when considering the need to double-dip. This version is certainly worth a go if you haven’t played it before, however, as this is still an enjoyable game to play.
An interesting experiment in the realm of storytelling in games, Oxenfree was a notable indie release of last year; chronicling the story of a young group of adventurers that find themselves unravelling the ghostly secrets of a deserted island. It was rather well received when it debuted on other platforms, and it seems that Switch owners in North America won’t have much longer to wait until they can try it out on the hybrid.
The listing for the game on the eShop pegs it for a 6th October release date, so it’s only a little over a week and a half away in the region. The game made its name on a smartly designed conversation system that closely mimics the nuance of real life conversations, while also having an impact on the narrative, so it’ll be interesting to see how it all holds up on the Switch. Check out a trailer below:
What do you think? Will you be picking this up? How important do you find narrative to a video game? Share your thoughts in the comments below.
Stardew Valley is one of the most anticipated upcoming indie releases on the horizon for the Nintendo Switch, and it’s been known for a while that the game is essentially good to go on the platform, with just some final approvals barring the way to release. The Rune Factory-esque sim game has made quite a cultural impact on other platforms and will no doubt prove to be right at home on the Switch, and now it seems that the game has been given the green light.
Chucklefish recently posted a tweet saying that Nintendo has approved the game for the Switch, so now all that’s left is for the company to work out a release date and then it’ll be live on the eShop. Certainly good news to hear, as there’s no other game like this in the Switch’s relatively young library yet, and given the success that other indies have found on the platform, this one’s sure to shine bright. Here’s the launch trailer from its debut last year:
What do you think? Will you be picking this up? If you played it on other platforms, what did you think? Share your thoughts in the comments below.
Suffice to say, we weren’t all too impressed with LEGO Worlds when it came out a few weeks ago, as the subpar performance and janky gameplay made it an experience that simply wasn’t all that much fun to play. Even so, we held off on giving it a score until the full experience could be delivered—an online mode was promised to be coming in an update shortly after launch. Now, the update has finally gone out, and it does make a series of notable changes to the game.
There’s no patch notes out, so the playerbase is still trying to figure out exactly what all was changed. The biggest and most obvious change is that you can now play in a two-player online mode, though with the provision that the other player has to be on your friends list; no random matchups here. Additionally, there have been some performance changes; the game now seems to run at a solid 30 FPS, though the draw distance and resolution also seem to have taken a hit. Perhaps the exchange was necessary, but it honestly looks a lot better in motion now than it did before the update. And, of course, the final and most important change is that the Switch menu icon for the game has been updated to reflect the box art. Much better.
What do you think? Do you like the changes that were made with this update? What do you think of LEGO Worlds on the Switch? Share your thoughts in the comments below.
New Developer Interview: Learn how the Mario Kart series got its start!
The 1990s had many many groundbreaking games, but few were as influential as the Super Mario Kart™ game, which debuted on the Super NES™ system in 1992. Now you can learn all about the granddaddy of kart racing games in this in-depth interview with members of the original development team here.
To play Super Mario Kart and many more classic titles, check out the Super NES Classic Edition system, available on Sept. 29, 2017 for a suggested retail price of just $79.99. This miniaturized version of the original system lets you plug-and-play 21 classic Super NES games.
Japanese company Columbus Circle is hopping on board the SNES Mini hype train by releasing its own clone of the popular 16-bit console.
The SFC Compact HDMI console launched in Japan today and plays both Super Famicom and NA/EU SNES cartridges.
It comes bundled with two controllers, an AC adapter and both HDMI and AV cables, and costs 9,936 Yen (approximately $90 / £66).
This system will be fighting for the attention of consumers alongside Hyperkin’s upcoming Supa Retron HD, which also plays SNES games in high definition. Are you tempted to invest? Let us know with a comment.