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Let me preface this by saying: I realize that I’m not necessarily the target user for the original Nintendo Switch. First: I don’t own a TV, and haven’t since high school. Second: I travel all the time for this damn job.
The combination of these things have made the device’s convertible form factor a bit of a nuisance. It’s big and heavy and the Joy-Cons semi-frequently slip off during game play. And while I’ve occasionally considered playing it in convertible mode, with the kickstand up, controllers detached as the console sits on, say, an airplane tray table, the capability ultimately isn’t worth the trade-offs.
It seems odd that “built-in controllers” is listed as a feature on a gaming console, but, then, I suppose it kind of is.

That’s all a lot of words to say that I was excited when the rumors around the Switch Lite first dropped. That enthusiasm carried over to a recent hands-on with the device. And now, here we are. Honestly, the Switch Lite is pretty much what I’d hoped for.
The Lite is noticeably smaller and lighter than the standard model, even without having both models handy, but here’s a shot from our hands-on for reference:

Of course, the form factor is still considerably larger than a majority of smartphones, which, at the end of the day are the Lite’s true competitor when it comes to mobile gaming. But Nintendo’s put a focus on first-party hardware, and the value of that proposition has played out remarkably well during the Switch’s nearly three-year life. Nintendo’s line has always been about making software for the hardware, and that certainly follows with the Switch line. It’s hard to imagine most of these first-party games successfully making the jump to mobile intact.
Nintendo certainly did right by the color scheme. As I wrote in the hands-on, the hardest question for me wouldn’t be whether or not to purchase a Switch Lite, but which color to get. Nintendo made the choice easy, sending a turquoise number in for review. The gray and yellow are also quite nice in different ways, but I was already leaning in that direction.

The portability’s the thing here, but shrinking the device down comes with some compromises. In addition to the loss of dockable TV versatility, the screen has been shrunk down from 6.2 to 5.5 inches (the resolution is the same admittedly unremarkable 720p). This is mostly noticeable in places like the menu, where the font has become more difficult for my aging eyes to read (the menu UI, admittedly, could still use some work). Longtime Switch players will notice the difference during gameplay, as well, but you’ll adjust soon enough — especially if you’ve grown accustomed to playing games on your phone.
The battery, too, is smaller, down to 3579mAh from 4310mAh, per FCC filings. Even so, the company is claiming three to seven hours of battery, compared to the original Switch’s 2.5 to 6.5. That slight upgrade appears to have been accomplished through a combination of a less power hungry (smaller) display and a more power efficient processor. The newer version of the classic Switch, meanwhile, sports a 4.5 to nine-hour battery. Given that a truncated life was the first gen’s biggest complaint, I’d have hoped that the company would have made battery progress on both sides — but you can’t win them all, I guess.

The headphone jack stayed put for the Lite. So, too, did the microSD and game card slots. Physical media isn’t quite dead in the gaming word just yet. The kickstand is gone because, well, there’s really no point without the detachable Joy-Cons. The other key physical difference is the addition of an omnidirectional D Pad, replacing the less-useful four arrows. I’ve honestly grown fairly accustomed to using the left stick for basically everything. Still, the arrival of the Lite’s D Pad is timed nicely with the addition of NES and Super NES titles to the Switch Online library. The button’s usefulness on standard Switch titles is a lot more limited, however. The pad also felt a bit softer than I was anticipating — something that takes some getting used to.
The Switch’s real killer app, however, is price: $200 feels just about right for the console. That’s down $100 from the standard Switch. Couple that with the surprisingly affordable $4 a month (or $20 a year) for Switch Online and you’ve got a pretty killer deal for a platform in its third year of life.
Forced to choose between the two models today, I’d almost certainly go for the Lite. Though I would grit my teeth a bit at the idea of sacrificing a couple of hours of battery life in the process. Of course, not everyone is me (thankfully). Most of you, for instance, are normal, well-adjusted people with television sets in their homes, and moving to the Lite means sacrificing the Switch’s namesake and most innovative feature.
As someone who spends much of his life on subway cars and planes, this is the Switch I (and others, I’m sure) have been waiting for.
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Nintendo Switch Online, the subscription-based online services component of Nintendo’s Switch console, will get SNES games starting on September 5 — yes, that’s right, the first games are available to play tomorrow. There are 20 games available initially, with more planned in the future.
Alongside the new software, there’s also the new SNES system wireless controller for Switch, which charges via USB-C and retails for $29.99 directly from Nintendo.
The launch lineup for the SNES portion of Nintendo Switch Online looks pretty promising, and includes highlight favorites like Star Fox, Breath of Fire, F-ZERO, Super Mario World and Super Metroid (you can see the full list below).
We got a strong indication that this was happening earlier this month, thanks to an FCC filing that detailed the SNES controller hardware. Nintendo likewise released an NES controller alongside its launch of the Nintendo Online Service when it debuted last year.
The best part about this surprise drop is that it’s available basically right now — check your Nintendo Online app on your Switch tomorrow to begin playing these nostalgic gaming classics.
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Quarterly sales for the Switch remained brisk for Nintendo’s most recent quarterly earnings. The number made a jump from 1.88 to 2.13 million units year over year. Modest, sure, but still solid for a console that’s getting slightly long in the tooth — especially given the fact that we’ve been aware new versions are on the way.
Two were confirmed earlier this month, addressing concerns with the product. There’s the Switch Lite, a $200 version of the console ($100 less than the standard price) that swaps convertibility for portability, and a unit with longer battery life. The arrival of both will almost certainly boost sales as the company heads into the holiday season.
With the new quarter factored in, Switch sales are now at 36.9 million for the life of the product. Nintendo, meanwhile, expects total unit sales to hit 18 million for the full year. In spite of positive numbers on the console front, operating profit dropped ~10% year over year for the quarter.
The 3DS, meanwhile, while still alive, has unsurprisingly begun a death rattle, slowing to 200,000 for the quarter. Still, it was a respectable life, with more than 75 million sold over the life of Nintendo’s previous portable. Farewell, 3DS, it was a good run.
Mobile numbers saw a nice 10% bump for the quarter, and Nintendo’s got plenty of solid titles lined up for the back half of the year, so likely most aren’t too concerned by some lackluster financials this time out.
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Drawing inspiration from games of yore but with dog and cat protagonists that signal light adventures rather than grim, dark ones, Gato Roboto and Dig Dog are easy to recommend to anyone looking to waste a couple hours this weekend. Not only that, but the latter was developed in a fascinating and inspiring way.
Both games share a 1-bit aesthetic that goes back many years but most recently was popularized by the inimitable Downwell and recently used to wonderful effect in both Return of the Obra Dinn and Minit. This is a limitation that frees the developer from certain concerns while also challenging them to present the player with all the information they need with only two colors, or in Dig Dog’s case a couple more (but not a lot).
In the latter game, you play as a dog, digging for bones among a series of procedurally generated landscapes populated by enemies and hazards. Dig Dug is the obvious callback in the name, but gameplay is more bouncy and spontaneous rather than the slower, strategic digging of the arcade classic.
On every stage you’re tasked with collecting a bone that’s somewhere near the bottom, while avoiding various types of enemies and traps or, if you so choose, destroying them and occasionally yielding coins. These coins can be traded with a merchant who appears on some stages, offering various gameplay perks like a longer dash or higher jump.
The simple controls let you jump, dig, and do a midair dash that kills enemies — that’s pretty much it. The rest is down to moment-to-moment choices: dig around that enemy or go through them? If I go this way will I trap myself in this hole? Is it worth attacking that bat nest for a coin or will it be too hard to get out alive?
Collected bones contribute towards unlocking new stages with different, more dangerous enemies and devious traps. It gives a sense of progression even when you only get a bone or two, as does your dog rocketing back upwards in a brief but satisfying zoomies celebration every time. So even when you die, and you will die a lot, you feel like you’re working towards something.
It’s a great time-waster and you won’t exhaust its challenges for hours of gameplay; it’s also very easy to pick up and play a few stages of, since a whole life might last less than a minute. At $4 it’s an easy one to recommend.
Interestingly, Dig Dog was developed by its creator with only minimal use of his hands. A repetitive stress condition made it painful and inadvisable for him to code using the keyboard, so he uses a voice-based coding system instead. If I had been told I couldn’t type any more, I’d probably just take up a new career, so I admire Rusty Moyher for his tenacity. He made a video about the process here, if you’re curious:
Gato Roboto, for Switch and PC, is a much more complicated game, though not nearly so much as its inspirations, the NES classics Metroid and Blaster Master. In Gato Roboto, as in those games, you explore a large world filled with monsters and tunnels, fighting bosses and outfitting yourself with new abilities, which in turn let you explore the world further.
This one isn’t as big and open as recent popular “metroidvanias” like Hollow Knight or Ori and the Blind Forest — it’s really much more like a linear action-adventure game in the style of metroidvanias.
The idea is that you’ve crash-landed on a planet after tracking a mysterious signal, but the spaceman aboard the ship is trapped — you play his cat, Kiki, who must explore the planet in his stead.
At first (or shall I say fur-st) you really are just a cat, but you’re soon equipped with a power suit that lets you jump and shoot like any other action game. However, you frequently have to jump out of it to get into a smaller tunnel or enter water, in which the suit can’t operate (and the cat only barely). In this respect it’s a bit like Blaster Master, in which your pilot could dismount and explore caves in top-down fashion — an innovation that made the game one of my favorites for the system. (If you haven’t played the Switch remake, Blaster Master Zero, I implore you to.)
Gato Roboto isn’t as taxing or complex as its predecessors, but it’s not really meant to be. It’s a non-stop romp where you always have a goal or an obstacle to overcome. The 1-bit graphics are so well executed that I stopped noticing them after a minute or two — the pixel art is very clear and only rarely does the lack of color cause any confusion whatever.
Like Dig Dog and Downwell before it, you can pick up color schemes to change the palette, a purely aesthetic choice but a fun collectible (some are quite horrid). The occasional secret and branching path keeps your brain working a little bit, but not too much.
The game is friendly and forgiving, but I will say that the bosses present rather serious difficulty spikes, and you may, as I did, find yourself dying over and over to them because they’re a hundred times more dangerous than ordinary enemies or environmental hazards. Fortunately the game is (kitty) littered with save points and, for the most part, the bosses are not overlong encounters. I still raged pretty hard on a couple of them.
It’s twice the price of Dig Dog, a whopping $8. I can safely say it’s worth the price of two coffees. Don’t hesitate.
These pleasant distractions should while away a few hours, and to me they represent a healthy gaming culture that can look back on its past and find inspiration, then choose to make something new and old at the same time.
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Nostalgia for the NES is high following the success of Nintendo’s classic mini consoles and the launch of its Switch Online service, which just got a couple more great additions to its selection of 8-bit games: Kirby’s Adventure and the immortally weird Super Mario Bros 2.
Kirby had just made his debut on the Game Boy, but the NES follow-up really improved things. Better controls, better graphics, still hard as hell.
Super Mario Bros 2 is remembered as a curiosity, but it deserves more than that. Sure, it’s just an asset swap for Doki Doki Panic, but that doesn’t matter. It’s a fantastic game and you should take this opportunity to play it all the way through.
As long as you’re here, I feel I should also plug the games added a couple weeks back that probably didn’t get the love they deserved, then or 30 years ago.
Blaster Master is one of my favorite games of all time and massively underplayed. It’s an early “Metroidvania,” as we call such things these days, with amazing controls both in the side-scrolling and top-down portions, and a huge, crazy world to explore. This is an absolute classic and anyone who loves the NES should play it — or, if you find the original a bit clumsy, try the recent remake, which was both faithful and added some serious upgrades.
Zelda 2 also got added two weeks ago, and while it definitely has its problems, it’s actually a really compelling game and worthy of the name. But cast aside your associations and just play it as if it’s an old gem — use a walkthrough or VGmaps to help, though, because this game is a real bastard.
So far the selections for NSO have been quite good, and they play well. The service is still extremely barebones even for its paltry asking price, but at least you can’t complain (too much anyway) about the selection of free NES titles. With a few more trickling in every month, the library will soon be quite formidable and I might even start using it instead of my hacked SNES Classic. Especially with the rumor (and near certainty) that SNES games are soon to join their 8-bit cousins.
Nintendo is definitely going through some growing pains with its online service, but I feel that in a year it’ll be up to snuff. They tend to approach everything by first establishing essentials, and then adding bit by bit. No doubt we’ll hear more at GDC and E3 later this year.
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Remember when the rumor mill suggested that Nintendo was already working on a sequel to the Switch? Nintendo President Shuntaro Furukawa shut that down pretty quickly, saying that no successor was in the works.
Now the rumor mill has shifted gears: Rather than a whole new generation, the whispers suggest Nintendo is tinkering with a cheaper, more portable variation of the original.
The rumor stems from a report by Nikkei (Japan’s predominant financial newspaper), later translated by NintendoEverything. According to their translation, Nintendo “has informed multiple suppliers and game development companies that they intend to release them as early as 2019.”
While the Switch is already kinda-sorta portable, it’s also kinda-sorta not. In its handheld mode, it comes in at around 9.4 x 4 inches — the majority of which is made up of a big, oh-so-scratchable and fully exposed screen. Taking it on the road without some sort of hardshell case (which would further bulk things up) is pretty daunting — and then there’s the dock, which you’d need if you want to hook it up to a TV and get the system running at its full potential. You can definitely take it outside of the house, but it’s not quite as portable as, say, a DS.
Nintendo is no stranger to releasing new variations of existing consoles. Game Boy evolved into Game Boy Color. Game Boy Advance picked up a folding form factor and a backlight and became the Game Boy Advance SP. Two years later, they flattened it back out and released the itty-bitty Game Boy Micro. They released the 3DS with its 3D screen, then dropped the 3D for the 2DS, then brought the 3D back and made it huge for the 3DS XL, then completed the chain by dropping the 3D again and making it big with the 2DS XL.
But what would a smaller Switch look like? It’s tough to imagine a Switch with a smaller screen that would still let you pop the Joy-Con controllers on/off; perhaps the controls on a smaller version would be built-in and locked in place, but maintain wireless compatibility with Joy-Cons for multiplayer/motion-sensitive games? Maybe something with some sort of built-in screen cover or protection? Oh, and please, oh please, let there be a better kickstand.
As ArsTechnica points out, there’s also probably some room to be shed in rethinking the Switch’s dock. A smaller Switch would presumably need a different dock anyway — so why not make the dock itself more portable, too? DIY’ers and enthusiasts have been building their own micro docks for years now… and as someone who packs his Switch (dock and all) into a suitcase a dozen times a year, I certainly wouldn’t mind a smaller set.
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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 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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Nintendo’s been known to upgrade consoles with some regularity. It’s an easy way to keep audiences engaged over the long life of a system. Released in March 2017, the Switch certainly seems due for an update.
Sure, the hybrid console has been a runaway success for Nintendo, but after a year and a half and a sales plateau, some revamped hardware could be exactly the shot in the arm the device needs. According to a new report from The Wall Street Journal citing suppliers and other anonymous sources, Nintendo has a new version of the console in the works for later next year.
Details are still pretty thin — apparently Nintendo itself hasn’t figured out precisely what such an update would entail. A new screen is understandably pretty high up on the wish of upgrades to the console. After all, the current display was something of an afterthought for a console primarily designed to be plugged into a home entertainment system.
Price is still an important factor here, however. As such, a high-end OLED is probably out of the question. That said, there are still plenty of affordable options that can be pilfered from the smartphone space.
Timing-wise, the new Switch is expected to arrive “as soon as summer.” Nintendo, naturally, isn’t commenting.
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The news that Nintendo would be adding NES games to the Switch as part of its paid online service had a mixed reception, but the company has completely made up for this controversial decision by releasing wireless NES controllers with which to play those games. At $60 they’re a bit steep, but come on. You know you’re going to buy them eventually. Probably next week.
The controllers were revealed during the latest Nintendo Direct video news dump, alongside a host of other nostalgia bombs, like a new Animal Crossing and about a million Final Fantasy ports. But first the details of those sweet, sweet controllers.
They’re definitely NES-style down to the buttons, meaning they aren’t going to replace your existing Switch Joy-Cons. So why do they cost so much? Because Nintendo. At least they’re wireless and they charge up by slotting onto the Switch’s sides like Joy-Cons. And they do have shoulder buttons, though, for some reason.
You’ll be able to pre-order a two-pack starting on the 18th for $60, which also happens to be the launch date for Nintendo Switch Online. Yeah, it’s time to fork out for that online play Nintendo has generously given away for so long.
Fortunately, as you may remember from previous announcements, the cost is pretty low; $20 per year, and it gets you online game access and a growing library of NES classics. Ten of those games were confirmed before, but 10 more were added to the list today.
So at launch you’ll be able to play:
The service will also enable cloud backups of saves and possible special deals down the line. It sounds like it’s basically a must-have, although plenty of people are angry that their virtual console games have been essentially stolen back from them. At least we have the NES and SNES Classic Editions.
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