Nintendo

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Metroid Prime 4 development was going so badly, Nintendo is starting over

For all those wondering why we haven’t heard much out of the Metroid Prime 4 camp since the title was announced at E3 2017 (with an admittedly underwhelming trailer), Nintendo just offered a surprisingly frank answer. Senior Managing Executive Officer Shinya Takahashi appeared in a video to explain that game development thus far has failed to live up to the company’s standards.

As such, the company is changing studios, returning Retro, which developed earlier entries in the Prime franchise. Retro producer Kensuke Tanabe will essentially be starting things over from scratch.

“This change will essentially mean restarting development from the beginning,” Takahashi explained, addressing the camera in a somber, apologetic tone, “so the completion of the game will be delayed from our initial internal plan. We strongly recognize that this delay will come as a disappointment to the many fans who have been looking forward to the launch of Metroid Prime 4.”

It’s a blow for one of Nintendo’s best-loved franchises — especially considering how long the game has been in the works. The move is also a highly unusual one for the company, including a very public apology. But in spite of a bit of a black eye in all of this, there’s something to be said for the exacting standards that would lead Nintendo to make such a difficult decision.

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This extra-large handheld Nintendo works (and feels) like the real thing

Handheld retro gaming machines come and go, but few go so simply and effectively to the point as My Arcade’s Retro Champ. You stick in your NES cartridge, hit the power button and, assuming you blew on it beforehand, it powers up. This one sets itself apart with a big ol’ screen, Famicom compatibility and a whopping 35-hour battery life. Update: Nope! It’s 3 to 5 hours, not 35 as the company originally stated. I thought that was suspiciously high.

I played with the Retro Champ at CES, where they had one under lock and key — it’s not the production version, but that’s coming in the Spring. But it works just like you’d expect, and I was pleased to find it responsive, comfortable and pleasantly ridiculous. It’s really quite big, but not nearly as heavy as it looks.

The 7-inch screen is bright and the color looked good; it was responsive and the device felt well-balanced. The controls are where you’d expect, with big scoops in the back of the case to help you grip it. NES cartridges go in the top (and stick out as you see) and Famicom cartridges tuck in the bottom.

There’s a stand so you can prop it up and use wireless controllers with it (not included; they’re trying to keep the price low), and you can also plug it straight into your TV via HDMI, which basically makes this thing a spare NES home console. (I’m waiting to hear back on the screen and output resolutions and some other technical details.)

Lastly (and hilariously), there’s a hidden cleaning kit with space for a few Q-tips and a small bottle of solvent, for getting those really grimed-up games working.

My questions went to the usual pain points for scrupulous retro-loving gamers like myself:

Yes, it’s a 16:9 screen, and of course NES games were 4:3. So yes, you’ll be able to change that.

And no, it’s not just loading the ROM data into an emulator. This is the common way of doing it, and it produces artifacts and incompatibility with some games, not to mention control lag and other issues. Things have gotten better, but it’s definitely corner-cutting.

I chatted with Amir David, the creative director and one of the developers of the device. Though he couldn’t get into the technical details (patents pending), he said that they had developed their own chip that runs the game the same way an actual NES would.

So any cartridge that works on the NES, including homebrew and hacked games, will load right up no problem. That means you can also use a cartridge with an SD card loader, like an Everdrive, for those hard-to-get and hacked titles.

Some features are up in the air, for instance save states. It’s possible, but because this is in effect just a small Nintendo and not a virtual one, it’s also tricky. We’ll see.

I was also curious why there were four round buttons instead of the traditional NES D-pad. David said they were still waiting on feedback from players about which worked best; for an actual controller, the original D-pad might be good, but perhaps not for the handheld style. So they’re considering a few configurations; likewise the buttons on the right — they could get some tweaking before release.

The device goes for $80, which seems fair to me. If you want absolute fidelity for a home console, you can spend five to 10 times that amount, while for handhelds there are cheaper and smaller devices out there, most of which use emulators. They’re aiming for enthusiasts who want an easy but uncompromised way of playing their cartridges — lots of us have consoles sitting in boxes, but it’s a pain to get them set up. The Retro Champ could be one of the easiest ways to get back in the game. It ships in June.

CES 2019 coverage - TechCrunch

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Zelda has a minus world

Listen, everyone. It’s not every day that a new fact comes to light regarding a game that came out more than 30 years ago. And I happen to love it when retro games get broken in fabulous and entertaining ways. So the news that The Legend of Zelda for NES has a minus world like Super Mario Bros. and others hit me like a freight train.

The phenomenon was discovered by YouTuber SKELUX, who starts off his video with a quick explanation of how minus worlds work. If you think about an NES game as a big file, there are places where graphics are stored, sounds and music are described and, of course, level layouts and enemy logic are kept.

As a player, you are expected to navigate the structured parts of this file, namely the game world — level 1, 2, 3, this or that dungeon or town, etc. But there are ways to escape that structure by exploiting flaws in the game’s code, letting you run free in portions of the game’s data that aren’t meant to be “real” levels — yet the game’s engine will interpret the data as best it can, producing in some cases pretty wacky but still navigable levels. This type of thing gets its name from Super Mario Bros., where you could easily warp to a buggy level “-1” and progress from there.

Zelda and other games often use data trickery to get around the natural limitations of 8-bit computing and severely restricted storage space. For instance, did you know that in order to store them more efficiently, Zelda’s dungeons all fit together like giant tiles?

I just about lost my mind when I found out about that. Note that the above is two 16×8 grids set one on top of the other.

As SKELUX explains, the overhead map is similarly divided, except the bottom “half” isn’t actually filled with map data. And although there are cheats that let you walk through walls, the game’s code detects when you reach an invalid map coordinate and returns you to the starting location. But a little hackery takes that safety measure out of play and the result:

A new world!

And a horribly buggy one, as it turns out right from the start. Octoroks are shooting boomerangs out of their snouts; the old man on one screen tells you it’s dangerous to go alone, then next door says “leave your life of money”; a Molblin caterpillar shoots fireballs at you; glitchy inverted witch women swarm the statues of Death mountain; and so on.

It’s a strange, hilarious world, and one that obviously was not crafted but is simply created on the fly by the game’s engine attempting to make sense of the data it’s reading. It isn’t canon.

This type of video game archaeology is endlessly fascinating to me, because it demonstrates both the fragility and the robustness of these venerable pieces of software — and, of course, the enduring love and interest they engender in fans. Another one that recently absorbed my attention was the explanation of parallel dimensions inside Super Mario 64 and how sliding between them lets you beat a level with only half a press of the jump button.

That’s all. Please return to your ordinary lives, which likely seem just a bit more ordinary now that you know one more magical secret of the Legend of Zelda.

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Epic Games, the creator of Fortnite, banked a $3 billion profit in 2018

Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.

Epic did not respond to a request for comment.

Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.

Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.

This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.

China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.

Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.

Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.

Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”

“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.

Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”

LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)

Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.

As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.

The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.

But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.

That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.

We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.

There are a few factors to add further uncertainty.

Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.

More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.

Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.

Already, the effects have been felt.

Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.

Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.

Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.

But Epic isn’t relying solely on Fortnite.

A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.

While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.

Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.

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The annual PornHub year in review tells us what we’re really looking at online

PornHub, a popular site that features people in various stages of undress, saw 33.5 billion visits in 2018. There are currently 7.53 billion people on Earth.

Y’all have been busy.

The company, which owns most of the major porn sites online, produces a yearly report that aggregates user behavior on the site. Of particular interest, aside from the fact that all of us are horndogs, is that the U.S., Germany and India are in the top spots for porn browsing and that the company transferred 4,000 petabytes of data, or about 500 MB, per person on the planet.

We ignore this data at our peril. While it doesn’t seem important at first glance, the fact that these porn sites are doing more traffic than most major news organizations is deeply telling. Further, like the meme worlds of Twitter and Facebook, Stormy Daniels and Fortnite made the top searches, which points to the spread of politics and culture into the heart of our desires. TV manufacturers should note that 4K searchers are rising in popularity, which suggests that consumer electronics manufacturers should start getting read for a shift (although it should be noted that there is sadly little free 4K content on these sites, a discovery I just made while researching this brief.)

Need more frightening/enlightening data? Here you go.

Just as ‘1080p’ searches had been a defining term in 2017, now ‘4k’ ultra-hd has seen a significant increase in popularity through-out 2018. The popularity of ‘Romantic’ videos more than doubled, and remained twice as popular with female visitors when compared to men.

Searches referring to the dating app ‘Tinder’ grew by 161% among women, 113% among men and 131% by visitors aged 35 to 44. It was also a top trending term in many countries including the United Kingdom and Australia. The number of Tinder themed fantasy date videos on the site is now more than 3500.

Life imitates art, and eventually porn imitates everything, so perhaps it’s no surprise to see that ‘Bowsette’ also made our list of searches that defined 2018. After the original Nintendo fan-art went viral, searches for Bowsette exceeded 3 million in just one week and resulted in the release of a live-action Bowsette themed porn parody (NSFW) with more than 720,000 views.

Bowsette. Good. Moving on.

The Bible Belt represented well in the showings, with Mississippi, South Carolina and Arkansas spending the most time looking at porn. Kansas spent the least. Phones got the most use as porn distribution devices and iOS and Android nearly tied in terms of platform popularity.

Windows traffic fell considerably this year, while Chrome OS became decidedly more popular in 2018. Chrome was popular when it came to browsers used, while the PlayStation was the biggest deliverer of flicks to the console user.

Porn is a the canary in the tech coal mine, and where it goes the rest of tech follows. All of these data points, taken together, paint a fascinating picture of a world on the cusp of a fairly unique shift from desktop to mobile and from HD to 4K video. Further, given that these sites are delivering so much data on a daily basis, it’s clear that all of us are sneaking a peek now and again… even if we refuse to admit it.

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Super Smash Bros. Ultimate is good, clean, butt-kicking fun

After a few days with the game, I’m no expert. Hell, I’m not even entirely sure I’m confident enough to take on all comers. I am, however, most definitely hooked. This scrappy little gaming upstart just might have a future ahead of it, after all.

I admit that I’ve not played a Smash Bros. title in…well, it’s been a while, aside from the little bit of game time I’ve had with Ultimate in various demos since the game was unveiled at E3 earlier this year. If you find yourself in a similar boat, the title plays like a fun bit of chaos out of the box.

Try to remember just how much Nintendo managed to pack into previous installments. Now multiply that by a few orders of magnitude, and you should begin to approximate how much is packed into a single screen for Ultimate. I recommend playing the first couple of rounds alone in the comfort of your own home, where no one can make fun of you.

After a few times knocked into the abyss, however, this will come back to you. The button scheme, the combos, how to rebound after some adorable Pokémon hurls you over the side like a mustachioed rag doll.

Of course, one of the series’ hallmarks has always been its ability to appeal to the button mashers as much as the hardcore gaming crowd. That holds with Ultimate. You can still inflict a fair bit of damage on the opposing side with some ham-handed controller slamming. Heck, with enough finesse, you might even trick them into believing you’ve got some clue about what you’re doing.

Once you’ve mastered the basics, be prepared to be overwhelmed. One of the fundamental keys to Nintendo’s prolonged success is maintaining the basic building blocks of IP, while upping the ante with each subsequent interaction. Like Zelda Breath of Wild and Super Mario Galaxy, Nintendo’s done its best to make the title as expansive as possible. Of course, that plays out quite different with a fighting game than an open-ended sandbox title.

Here that means a ridiculous 74 characters at launch (including downloadable content). The list includes all characters from past versions, with several new additions. The series has always played into that old fanfic favorite of getting all of your favorite characters in one place to beat the ever-living snot out each. With Ultimate, the selection spans a broad array of popular franchises, including Mario, Zelda, Street Fighter, Metroid, Sonic, Mega Man, Pokémon and Donkey Kong.

The list goes on and on and on, but here’s a pretty handy guide, including in which installment a given character was introduced.

Ultimate also features modes galore. The basic, however, is the most familiar. Simply stated, you choose a stage and a fighter and do whatever you can to knock your opponent off the platform. The more times you connect, the more damage you do — and the more likely you are to deplete their life force with every subsequent toss.

The stages (100 in all) themselves are as diverse as the fighters, each playing out like a love letter to Nintendo’s past. And there are some pretty deep cuts, from the Living Room in Nintendogs to a level of the 1984 primary colored Pac-Man arcade title, Pac-Land (I could’ve sworn I was the last person alive who had any recollection of that game).

The levels are as dynamic as the fighters. That ranges from the simple speeding freight in Zelda’s Spirit Train, to, in many cases, having the ground seismically shift beneath your feet. The touches are clever in many cases, including Dream Land GB (Game Boy) and Flat Zone X (Game & Watch), which maintain the monochrome screens of their predecessors and allow you to play in — and in some cases around — the old-school console. The developers appear to have had every bit as fun designing the levels as players will have playing them.

Add to that a huge arsenal of items, from Pokeballs to Nintendogs who temporarily block the action, and you’ve got a lot jam-packed into a single frame. Sure, one of the Switch’s best features is the ability to play on the go, but you’re really going to want to experience this thing plugged into a bigger screen.

Between stages, you’ll find yourself pitted against a new challenger. Defeat them in a quick one-on-one, and they’ll be added to your roster. Lose, and they’ll come around for another challenge later on.

A few days in, and I’ve barely even begun to scratch the service on this thing. Devin’s getting ready to do a much deeper dive on the title, including the half-dozen different modes, featuring things like Spirits, collectable characters that add attack and defense bonuses to your fighters.

Sure, things don’t always turn out well when nerds get exactly what they want, but Super Smash Bros. Ultimate is fan service in the best possible sense of the term. The title offers longtime Nintendo devotees exactly what they’re looking for — and then some.

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Nintendo Switch forecasted to outsell the PS4 in 2019

The Switch has been a monster hit for Nintendo by nearly every measure. The convertible console is precisely the success the company needed after a few years in the wilderness following the Wii U flop and smartphone foot-dragging.

Strategy Analytics predicts more good things for the platform, predicting that Nintendo will surpass Sony in console sales next year. The margins are admittedly pretty thin, with Nintendo selling 17.3 million Switches to Sony’s 17.1 million PS4/PS4 Pro (Microsoft’s in a distant third here at an even 10 million), but if it holds, it will be an impressive feat nonetheless. 

That number would put Nintendo ahead of the pack for the first time in 10 years, back in the Wii/PS3/Xbox 360 days. The company’s gearing up to release one of the console’s biggest titles yet, with the new Super Smash Bros. due out next week, and rumors have been swirling around update hardware for 2019, which would be pretty standard fare for Nintendo.

While those sales would propel the company to the front of the pack, Sony’s still got a much larger overall user base, accounting for around half of consoles currently in use — an impressive 84 percent of which are PS4s.

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Super Smash Bros. Ultimate gets new characters and a social video platform

Super Smash Bros. Ultimate isn’t out until December 7, but Nintendo’s been doing an admirable job milking the fighting game for announcements since it was unveiled back at E3. The company held another Nintendo Direct this morning, to offer up a few more morsels with about a month to go before launch.

The biggest piece of news here is the launch of Smash World. The platform continues the gaming giant’s recent pivots toward mobile with a video posting service available through the Switch app.

Details are still pretty thin, with the promise of more to be “revealed in the future,” but Nintendo says it will allow players a place to “post and watch videos, as well as other fun features.” Essentially, it’s a way to dip a toe into the smartphone market without going all-in by way of a Smash Bros. mobile game.

Piranha Plant takes root in Super #SmashBrosUltimate! This fighter will be available as a bonus for players who purchase the game between 11/1 & 1/31. This fighter will arrive around February 2019, & look forward to a new #amiibo figure on 2/15 as well!https://t.co/0Jwx7QMtml pic.twitter.com/imjzxuXhZk

Nintendo Versus (@NintendoVS) November 1, 2018

The other big reveal are two additions to the massive 74 starting characters available at launch. Street Fighter’s Ken will be joining sparring buddy, Ryu, along with Pokemon, Incineroar. Oh, and for good measure, Nintendo’s also tossing in the familiar Mario baddie, Piranha Plant via download code for those who order early.

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Chat app Line’s games business raises $110M for growth opportunities

Messaging app firm Line has given up majority control of its Line Games business after it raised outside financing to expand its collection of titles and go after global opportunities.

The Line Games business was formed earlier this year when Line merged its existing gaming division from NextFloor, the Korea-based game publisher that it acquired in 2017. Now the business has taken on capital from Anchor Equity Partners, which has provided 125 billion KRW ($110 million) in financing via its Lungo Entertainment entity, according to a disclosure from Line.

A Line spokesperson clarified that the deal will see Anchor acquire 144,743 newly created shares to take a 27.55 percent stake in Line Games. That increase means Line Corp’s own shareholding is diluted from 57.6 percent to a minority 41.73 percent stake.

Korea-based Anchor is best known for a number of deals in its homeland, including investments in e-commerce giant Ticket Monster, Korean chat giant Kakao’s Podotree content business and fashion retail group E-Land.

Line operates its eponymous chat app, which is the most popular messaging platform in Japan, Thailand and Taiwan, and also significantly used in Indonesia, but gaming is a major source of income. This year to date, Line has made 28.5 billion JPY ($250 million) from its content division, which is primarily virtual goods and in-app purchases from its social games. That division accounts for 19 percent of Line’s total revenue, and it is a figure that is only better by its advertising unit, which has grossed 79.3 billion JPY, or $700 million, in 2018 to date.

The games business is currently focused on Japan, Korea, Thailand and Taiwan, but it said that the new capital will go toward finding new IP for future titles and identifying games with global potential. It is also open to more strategic deals to broaden its focus.

While Line has always been big on games, Line Games isn’t just building for its own service. The company said earlier this year that it plans to focus on non-mobile platforms, which will include the Nintendo Switch among others consoles.

That comes from the addition of NextFloor, which is best known for titles like Dragon Flight and Destiny Child. Dragon Flight has racked up 14 million users since its 2012 launch; at its peak it saw $1 million in daily revenue. Destiny Child, a newer release in 2016, topped the charts in Korea and has been popular in Japan, North America and beyond.

Line went public in 2016 via a dual U.S.-Japan IPO that raised more than $1 billion.

Note: The original version of this article was updated to clarify that Lungo Entertainment is buying newly issued shares.

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Nintendo’s ‘souped-up’ NES Zelda loads you with gear for an easier adventure

Nintendo has set a strange new precedent with the release of Legend of Zelda SP on the Switch: it’s essentially the original NES game but with Link starts loaded up with good gear and cash. In a way it’s no different from a cheat code, but the way it’s executed feels like a missed opportunity.

The game itself (SP stands for “special”) is described by Nintendo in the menu as a “souped up version” of the original: “Living the life of luxury!” It’s a separate entry in the menu with all the other NES games you get as part of the company’s subscription service.

You’re given the white sword, big shield, blue ring and power bracelet, plus 255 rupees to replace that shield when a Like-like eats it. Basically they’ve given you all the stuff you can find on the overworld (including max bombs and keys), but no items you’d get from inside a dungeon. You also have six hearts, and traveling around a little bit I determined these were awarded by raiding nearby hidden areas, not simply assigned. Secret passages are already revealed, and so on.

Because it skips the title screen and save game selection it seems like someone must have essentially played through the game to this point (or more likely edited the values in game RAM) and then walked to the classic starting point and made a save state that automatically loads when you start or reset the game. This means the only way to save is to use the Switch’s built-in save states, not the rather inconvenient save method the game used.

It’s plain enough that this will be a less frustrating way to explore this famously difficult game, but it seems untrue to Zelda’s roots. I understand perhaps gifting the player some of the impossible to find things like a heart hidden inside a random block here or there. Getting some bombs to start is great too, and maybe even the rings (warping is helpful, and the game is pretty punishing, so damage reduction is nice). But the white sword?

For one thing, a player experiencing the game this way misses out on one of the most iconic moments in all gaming — “It’s dangerous to go alone. Take this!” Then the ritual lifting of the wooden sword. And then setting out into the world to die again and again.

And for me, the white sword was always sort of a rite of passage in the game — your first big step toward becoming powerful. You earned it by finding those extra heart containers, perhaps after asking in vain after it before you were ready. Once you have it, you’re cutting through enemies like butter.

To make it the default sword and to skip these steps seems like it causes the player to miss out on what makes Zelda Zelda.

To be fair, it’s not the only version of the game you can play — the original is available, too. But it seems like a missed opportunity. Why not just have a save game you can load with this stuff, so you can continue playing as normal? Why not have the option baked into the launch of the original Zelda — have a couple secret save states ready with differing levels of items?

Nintendo has the opportunity to introduce a new generation to classic NES games here, having provided a rather bare-bones experience with the NES Classic Edition. Why not enhance them? Include the manual, god mode, developer commentary? This is the legacy the company has been stewarding for decades, and what better than to give it the respect it deserves?

I’m probably overthinking it. But this Zelda SP just seems like a rushed job when players would appreciate something like it, just not so heavy-handed. It’s not that these games are inviolable, but that if they’re going to be fiddled with, we’d like to see it done properly.

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