By Michael Lowell

February 22, 2011

Nintendo and Their 3DS Dilemma: Part One

Part One: A New, Smarter Competitor
Part Two: Convenience, Casual Gaming, and Domination

We have new video game devices on the horizon.  It’s time to make a big deal out of them.  That’s what gamers do.  The Nintendo 3DS is one nice piece of hardware.  There’s no new video game consoles to hold over audiences, so a portable Nintendo Wii with “glasses-free stereoscopic imaging” sounds pretty cool.  But enough talk about whether children under the age of six should be using a device with three-dimensional output.  Have you looked at the announced game library?  Nintendo always brings their development moxy to Nintendo hardware.  It’s those third-party developers that always disappoint.  They ain’t disappointing.  There’s some serious star power going into this device.  Street Fighter, Resident Evil, Star Fox, The Legend of Zelda, Splinter Cell, Dead or Alive.  This is all announced and confirmed.  There’s been a massive market for portable video games over the last two decades.  This may be the first time that major developers appeared confident and willing to peddle their wares in that portable gaming market.

Immediately, two thoughts clawed into my mind.  The first?  “Man, that’s an impressive list of franchises to stash on a portable video game device.  Nintendo must have done an incredible job assuring these companies that the anti-piracy measures in the Nintendo 3DS can take a punch right in the jaw.  None of these companies want to hitch a ride on the development debacles that plagued the Nintendo DS and the Sony PSP.”  Then there was a second thought.  “Woah, woah, woah.  Hold on here.  Since when did Nintendo decide that the hardcore gamer was so important?”

“What u mean Mikey Lowell?  Nintendo always makes great products!”  Nintendo is the most intensely and fiercely stubborn of all successful companies in the short history of the video game industry.  It’s not even debatable.  Even post-eighties Activision is looking for new ways to fuck over consumers.  Look at the consumer perception of Nintendo home hardware.  The Nintendo Entertainment System is a beloved part of eighties culture, so beloved that awful graphics design teams can dress their “indie games” in low-quality pixel art and market the product as “retro”.  The Super Nintendo wages bloodsport with the PlayStation 2 in the battle for “Best System Ever”.  The Nintendo 64 would be fondly remembered if Sony didn’t bludgeon Nintendo in a back alley for most of the late nineties.  The Nintendo GameCube is considered to be “kiddie crap”.  And then the Nintendo Wii won a massive audience by appealing to a new generation of children and their parents.  Every single Nintendo device played off of the same marketing tropes: “Your kids will love it!”, “Look at our revolutionary input device!”, and “Don’t worry about the lack of developer support!  All you need is Mario and Link!”  Nintendo’s highs and lows have all been created by pressing the same red button.  Nintendo’s products don’t change; only the culture and cultural climate that responds to their products.

So why now?  Why does Nintendo change their strategy?  Why does Nintendo use a portable gaming device to court the hardcore gamer?  Why does Nintendo tout third-party brand recognition as the cornerstone of a glasses-free stereoscopic portable gaming device?  I mean, damn.  Stereoscopic televisions still cost thousands of dollars.  The Nintendo 3DS is an introduction to that world.  And it doesn’t require glasses!  I’m not big on this whole “three dimensions” thing, but doesn’t that technology come with its own checkbook?

Well apparently, I’m that guy who descends from the mountain to share impending horror stories of the game industry.  I got one for you: Nintendo is staring face-to-face with a cold-blooded axe murderer.  His name is Steve Jobs.  Nintendo is changing their soiled pants by the hour and Nintendo is terrified of what Apple has brought to the market.

Weren’t expecting that one, were you?  Go back about twenty years.  Go back to 1991 and tell people that Nintendo and their Game Boy will face their greatest threat from Apple Computers.  Just make sure you have medical support on hand so people don’t die from laughter.  The company that engineered the Bandai Pippin and spent most of the nineties failing the basics of competent mouse design is now in position to usurp the Nintendo portable game market.  They didn’t even need to create a dedicated video game device to do it.

This story is a little bit complicated, so bear with me here.  The traditional narrative for competing with Nintendo was a matter of marketing and age demographics.  Sega and Sony are the two companies that figured it out.  Those companies indirectly competed with Nintendo.  Sega and Sony targeted adult audiences.  Sega and Sony peddled “more mature” video games.  While Nintendo was lauding the kid-friendly world of Mario, Sonic was “TEH BLAST PROCESSINGS” and “RADICAL SPEED” and “GENESIS DOES WHAT NINTENDON’T”.  While Nintendo was scrubbing the blood from their home version of Mortal Kombat, Sega Genesis developers were giving Congress more excuses to crack down on the video game industry.  While Nintendo was convincing moms to buy their children a Nintendo GameCube, Sony was creating the video game controller equivalent of the Rosetta Stone.  And with that DualShock 2 controller, its seven analog sticks and its fourteen shoulder buttons, the Sony PlayStation courted an audience looking to graduate towards more complex gaming experiences.

Sega and Sony understood what was the only rule for going to war with Nintendo: You do not go to war with Nintendo.  You are not going to out-kid Nintendo.  It’s not doable.  Well, technology has been transforming pretty rapidly over the last couple of years.  You remember that scene from Metal Gear Solid 4 where Liquid Snake incapacitates soldiers by interfering with the nanomachines in their bodies, where people are frothing at the mouth and throwing up?  That’s what would happen to society if the internet went down for a day.  Industrial society has demonstrated they cannot live without the internet.  During this time, Apple got pretty good at this “take existing concepts and polish the hell out of them” thing.  One of those devices is called the iPhone.  Thanks to the internet, this cellular phone can do everything except make a decent phone call.  You can play portable video games on this thing.  The consumer only needs to slide through a couple of windows to browse and purchase from tens of thousands of games.  Thanks to the iPhone and the now-gigantic market for smartphones, a second rule has emerged: Be more convenient than Nintendo.  Be more “pick-up-and-play” than Nintendo.  Apple has done it.

The iPhone has sold 50 million units so far, a number that is growing exponentially. Android phones are selling even faster. Yes, the 3DS can do gaming better–the graphics appeared to be roughly on par with the Wii. But as the famous saying goes, there is a limit to the number of electronic devices a person wants to carry in their pocket, and that limit is one.

- “Cracked” Senior Editor David Wong, More Proof the Video Game Industry is Out of Ideas (E3 2010); June 16, 2010*

“But Mikey, Nintendo will always have an audience!”  You’re right.  Market share isn’t the biggest issue.  Just like the Nintendo Wii does not “compete” with the PlayStation 3 or the Xbox 360, the Nintendo DS does not “compete” with the iPhone.  Nintendo’s problem goes beyond market share: Apple allows anybody to make a video game for their iPhone.  Anyone.  The game that knocked Angry Birds off the top of the iOS sales charts was created by a fourteen-year-old.* It’s a game where you roll a red rubber ball through a series of non-descript, physics-based levels.  Fuck that kid.* When fourteen-year-olds are making the best-selling games on your device, you have a quality control issue.  Sure, Apple has a content enforcement policy.  It has been so effective that a number of programmers have outright stolen content from other games on the Apple Store to package with their own.* In other words, there is no such thing as quality control in the mobile gaming market.  The free market acts as the quality control method.  That is, “I am not paying for your game unless you meet a pricing threshold.”  For thousands of games on the IPhone store, that pricing threshold stands at one dollar.

The consumer will now have to make a decision.  Parents have already purchased a cell phone for their children.  Adults have already purchased a cell phone.  Modern society has declared the cell phone a necessity.  The “Game Boy” is now secondary.  So which scenario is somebody more likely to take up?  “I’ll pay a couple of dollars to buy some games for the phone I already own?”  Or “Let’s go spend two-hundred-and-fifty dollars on a Nintendo 3DS and then pay forty dollars for each game?”  Which of those scenarios is more convenient to the casual consumer?  When consumers overwhelmingly choose the cheap and disposable games for their mobile phone, they will (if they have not already done so) destroy the price threshold for casual consumers and their portable video games.  And destroying that price threshold will then destroy the ability for Nintendo portable game devices to hold any dominance of the market.

“I actually think one of the biggest risks today in our gaming industry are these inexpensive games that are, candidly, disposable from a consumer standpoint,” Nintendo of America [President] Reggie Fils-Aime told Game Trailer TV host Geoff Keighley in the Spike TV series’ latest episode. File-Aime was on the show to promote the Nintendo 3DS, Nintendo’s next portable gaming machine, which launches next month in America.

Fils-Aime wouldn’t call $1 iPhone staple Angry Birds disposable. He called that one “under-priced.” But, he said, these cheap games create a “mentality for the consumer that a piece of gaming content should only be $2.” He said that 3DS launch-window submarine game Steel Diver, on the other hand, is a “full-fledged” game that will be worth its $40 or so asking price.*

Kotaku, Nintendo Frowns on (Most) Cheap iPhone Games, February 4, 2010*

So maybe the iPhone doesn’t directly compete with the Nintendo DS.  But the games are targeted towards similar audiences.  Remove Mario and Pokémon from the top-selling games on the Nintendo DS, and you’re left with a world of brain trainers and language-training software and fashion designers and pet shops.* And all of those casual consumers are asking: “Why should I pay thirty dollars for Nintendogs when somebody on the Apple store can give me the same game (albeit lower-quality) for a fraction of that price?”  It’s the exact same situation that caused the Video Game Crash of 1983.  Atari failed to fathom that they would need a way to “lock people out” of their Atari VCS.  When everybody with a budget decided they wanted to make a video game, there was nothing Atari could do about it.  Those developers and their terrible games devalued the market for the products that Atari and Activision were publishing.  Nintendo is very, very familiar with the lessons of the 1983 crash.  They designed the Nintendo Entertainment System to prevent it from happening again.  That’s what the lockout technology was for.  That’s what their draconian third-party development agreements were for.  Nintendo was playing dictator to make sure the quality of Nintendo products could justify a fixed price point, where every game hit the shelf for forty or fifty dollars and consumers wouldn’t question it.  And thus, Nintendo and other companies could sustain their business model.


Ad published in the Pennsylvania newspaper “Altoona Mirror”, May 16, 1984.

Now don’t you dare claim I’m protecting Nintendo’s bottom line.  Fixed price points have their own issues and they don’t always favor the consumer.  The growing world of used video games is an adverse reaction to the current sixty-dollar fixed price point for software on video game consoles, itself an adverse reaction to the monster budgets currently used in console game development.  That particular price point exists so megapublishers can masturbate to their explod-a-thons.  And obviously, the portable video game market is not going to “crash” like the video game market did in 1983, where the market shrunk by 95 percent from 1982 to 1985.  When video games crashed in 1983, that “reassured people” that video games were simply a fad or a novelty.  In 2011, too many people play video games way too passionately.  People are not going to wake up, decide that Angry Birds is not worthy of their palate, and stop playing video games.  It’s different now.  The rapid saturation of the portable video game market would simply devalue the “price point” of a portable video game and send the portable gaming market into an indefinite period of mediocrity.  “Why bother spending money to develop good portable video games if it’s not worth the money?  Why spend the money when we can make more money and assume less risk by going cheaper?”  That’s a scenario with tons of precedent in the entertainment medium.

Prior to the rise of television, animated cartoon shorts were packaged as part of a day at the movies.  It was the only distribution method for those cartoons.  As television made its move during the late fifties, those beautifully-animated, incredibly-well-written six-minute long cartoons couldn’t fill the programming schedules.  Television networks needed programming to full schedules.  The result was a series of animators that were perfectly willing to create cheap cartoons and television networks that were willing to broadcast them.  The animation in these shows proved so piss-poor (even the well-written ones such as Rocky and Bullwinkle) that they were derided as “illustrated radio”.  Didn’t matter.  Networks needed programming.  William Hanna and Joseph Barbera managed to Zynga the operation, building and dominating the next three decades of American animation by cutting costs and making as many disposable cartoons as possible.  In response, Disney and Warner Brothers stopped investing money in their animation departments.  (Let’s not forget that Disney animator Don Bluth became so frustrated with the state of the Disney animation department that he jettisoned for the video game market and directed the animation for Dragon’s Lair.)  Why bother?  Why make a good product and split hairs when Hanna-Barbera has a stranglehold on the market with a cheap product?  (Yeah, I’m calling out your love for Scooby-Doo.  Deal with it.)  Disney and Warner Brothers only began re-investing in animation during the late eighties and early nineties when they discovered their cartoons could be licensed with toy lines, cereals, video games, and flame throwers.  That is, the companies once again had the financial incentive to create well-animated and well-written cartoons.  (Then fittingly, Nintendo’s own Pokémon pretty much ruined that, but that’s another story for another day.)

You can find this scenario repeated ad nauseum throughout this last decade.  The continued dissemination of satellite and cable television has diminished the ability or the incentive for major television networks to fund traditional programming.  Actors cost too much money, writers cost too much money.  We now have a television market where networks lock a dozen ordinary people in a room or stuff them on an island and tell them to eat bugs or take shit from Donald Trump.  Look at the internet.  The idea that anybody can supply their opinion on a topic has destroyed print journalism.  Audiences are being left with a dangerously unfiltered internet where political polar opposites find creative ways to invoke Hitler and self-proclaimed cynics write their own narrative explaining how an entertainment medium works.

That saturation is now going to impact the portable video game market.  That distribution model does not favor Nintendo.  Apple and the other various smartphone creators now control the first move.  And the longer mothers are buying their kid a cell phone at the age of eight and nine, the more control that Apple and company earn with that first move.  Nintendo spent years neglecting the internet.  Nintendo spent all this time chugging along and telling the public that “they just make really good video games”.  They will lose their monopoly on the portable video game market because of it and the company knows they can do nothing to change that.

In order to win, Nintendo needs to find a way to keep the portable gaming price point stable.  They are going to try and do it with brute force.  That is why your Nintendo 3DS features what gamers would call an “A-list lineup”.  The chief goal of the Nintendo 3DS is to remind the public why you pay money for a Nintendo handheld gaming device.  It’s not about great video games.  It’s about psychology.  They are going to fight the public perception of what a video game should be worth with “premium portable video games”.  It’s going to sound like this: “Hey there, mobile gamers.  This is Nintendo.  Your smartphone may be able to play video games.  That’s nice.  But can it play Resident Evil?  Metal Gear Solid?  Dead or Alive?  We’re not talking about those watered-down point-and-touch rail shooters.  We’re not talking half-functional versions of established console games.  We’re talking about the real thing.  We’re talking about a portable video game device with the same graphics output as a current-generation video game console.  So if you ever decide that you’re bored with Ninja Farm or Zombie Birds, we have something much, much better for you.”

Slight problem with that: The entire history of portable video games, the market that Nintendo crafted and littered with the bodies of its competitors, says that cannot work.  The only thing that Nintendo has going for them is “B-b-b-b-b-but we’re Nintendo!”  I’ll have more on that soon.

Continue to Part Two: Convenience, Casual Gaming, and Domination

Return to the main page.

33 Responses to “Nintendo and Their 3DS Dilemma: Part One”

  1. This reminds me of something you wrote on your blog a while back:

    “The last time the video game industry built a sizable base of casual gamers, they called the aftermath the Video Game Crash of 1983.
    The last time a video game console built a sizable base of casual gamers? It appears _Nintendo_ is about to write that chapter.”

    [Frank Oz voice]
    No, there is another.
    [/Frank Oz voice]

    Comment by PIES on February 22, 2011 at 11:24 pm



  2. Yup. This is where stuff gets very interesting. I really don’t know which way it’s going to go but the facts say it’s not in Nintendo’s favor. But of course, when was the last time “facts” dictated the success of a Nintendo or Apple product? The irresistible force is about to meet the immovable object.

    Comment by Mike Lowell on February 22, 2011 at 11:46 pm



  3. Why do 6 year old kids need cell phones for? Also I’m buying the NGP, deal with it.

    Comment by Q-veta on February 23, 2011 at 3:55 am



  4. Their parents need to keep in constant communication with them. It’s the future of the sad truth. I amended the age bracket to “eight and nine”. Figure that protects me from “WAT KID GET’S A CELL FOAM AT AGE SIX!?1?”

    http://blog.thesource4ym.com/archive/2009/11/12/media-use.aspx

    And it makes me so angry that you will enjoy a video game device. People who enjoy video games are a peeve of mine. “RARRRRGH!!1″, etc.

    Comment by Mike Lowell on February 23, 2011 at 4:15 am



  5. So you’re gonna jump ship and only play portable games on the iPhone? I heard that ball game is really good!

    Comment by Q-veta on February 23, 2011 at 8:54 am



  6. “The chief goal of the Nintendo 3DS is to remind the public why you pay money for a Nintendo handheld gaming device.”

    That statement reminds me of SONY’s attack on cell phone gaming in a series of ads. They had the kid Marcus say “That isn’t for playing games! That’s for calling your girl friend and texting your grandma!” There is also a Youtube series called “Marcus don’t play that” where he rants about a crappy cell phone games.

    On another note, this is also a good argument for abandoning physical media for portable devices and releasing cheaper, digital-only games.

    They could even write it off as a “green initiative” or something. Like “go paperless,” only it’s “go cartridgeless.”

    Comment by iamKelly on February 23, 2011 at 2:32 pm



  7. @Q-Veta: It’s the mobile game sensation that’s sweeping the nation!

    @iamKelly: Yup. Nintendo has never really been a company for strong-arming consumers, though. They’re usually quite subliminal about how they try to convince the public something is good for them. Sony has easily been at its most aggravating when they’ve been condescending to the public (typically because they’re doing it to defend company failings), and it’s not hard to understand why the Marcus commercials bombed and even the Kevin Butler persona couldn’t save them.

    I did find it amusing that the PSP Go failed because it didn’t allow for the use of physical media but one of the chief complaints made by Nintendo DS and Sony PSP software pirates is that their format (whether an R3 card or the PSP hard drive) made the system more convenient to them. That said, UMDs are an absolutely dreadful format. Let’s not pretend elsewise. They would be complete fools to continue with the UMD format. That said, Sony wants the NGP to be a portable Playstation 3, so they’re probably coming back in some capacity.

    The “green initiative” thing is always a suggestion, though I have no idea how much the model has been beaten into the ground. I remember my college doing something similar and the student base used to mock the college because everybody knew it was about saving money and not going green.

    Comment by Mike Lowell on February 23, 2011 at 3:37 pm



  8. Nintendo may end up publishing their games on the PC. I wouldn’t shed a tear if that happened; at least I would be able to buy my games much cheaper on release.

    Comment by TB on February 23, 2011 at 6:28 pm



  9. [...] This post was mentioned on Twitter by Øyvind Holmstad, KW. KW said: Nintendo and their 3DS dilemma: http://is.gd/mBkn7d [...]

    Pingback by Tweets that mention The Ghetto » Nintendo and Their 3DS Dilemma: Part One -- Topsy.com on February 23, 2011 at 7:28 pm



  10. I’m a sucker for pretty packaging, and it’s honestly the only reason I cling to physical media. Yes, that is bullshit, but it’s true. I just bought Prinny 2 on UMD, even though my better judgement told me to just download it. Despite my nerdiness I can still be kind of a neanderthal.

    Of course, I also have my copy of God of War: Chains of Olympus signed by the voice of Kratos, and my Disgaea games are going to be signed by my favorite character from that series next month… Another reason I like my pretty packaging ^_^;;

    PSPgo failed because no one was going to replace their UMD collection so that they could play their games on a device that cost $250 (and not even have access to the full library of games). Without a UMD drive, the PSPgo should have been considered a budget model, or at least priced comparatively with other models.

    Comment by iamKelly on February 23, 2011 at 7:53 pm



  11. You didn’t mention the iPad at all? Don’t you think it’s a great platform for great portable games?

    You get Angry Birds in HD!

    Comment by Q-veta on February 23, 2011 at 7:53 pm



  12. Oh, on the personalities, I love me some Kevin Butler.

    But yeah, I liked Marcus but only because he supported my thoughts on the matter. To the general public, probably not the best idea.

    Of course, now Sony is apparently making a PSP phone or something like that?

    Comment by iamKelly on February 23, 2011 at 7:57 pm



  13. iamKelly: Well, who is going to “upgrade” to a newer model of the same device? Unless it’s a hardware issue, like buying an XBox Slim to get away from the horrors of 2006 Microsoft hardware.

    The UMD format is still dreadful. Gotta find something better. I love box and packaging as much as everyone. That format needs to go away as soon as possible, though.

    As far as the phone goes, I dunno. I’m kinda interested in it. Depends on what kind of games they have for the device and what other things it can do. And of course, price is important.

    Q-Veta: The iPad is an incredible device and I felt it would be disrespectful to make it one of numerous devices named instead of the focus of an article. The iPad is that good. It has a touch screen!

    Comment by Mike Lowell on February 24, 2011 at 1:38 am



  14. Nintendo doesn’t need to worry. In time, all those ADD tools and their mobile games will be extinct. They’ll be hit by cars or fall off cliffs while staring at small glowing rectangles. Or die metaphorically doing the same thing. Or something.

    Seriously, good article. I wouldn’t write off the “bbbbut we’re Nintendo” appeal just yet – it still is a guarantee of quality, meanwhile searching the app store for a good game is essentially roulette. Also, I think the novelty of the 3D hardware will reel people in. It certainly hooked me.

    Comment by spyfoxguy on February 24, 2011 at 5:03 am



  15. At some point you need to do a full dissection of the crash of 1983. I know the gist of it, but to hear a fully detailed, well informed take would be great.

    Comment by fREW Schmidt on February 24, 2011 at 5:10 am



  16. ^ Agreed

    Comment by iamKelly on February 24, 2011 at 1:48 pm



  17. Best upgrade to a hand held ever was the DSi XL. I finally had a reason to break out my old JNKO Jeans. Finally, those oversized pockets had a legitimate purpose!

    Comment by iamKelly on February 24, 2011 at 1:54 pm



  18. @spyfoxguy: Unfortunately, I’m not quite sure whether the casual consumer is keen to realize that the overwhelming majority of games in the mobile phone store are crap. Not until they get burned enough times. As far as the three-dimensional tech is concerned, is it any different than the PlayStation 3? I tried a demo display for the PlayStation 3 and felt sick after about a minute. That’s obviously an issue for someone like me. o.o

    @fREW Schmidt: That…is actually a very good idea. If I’m going to do it, I need to do some more reading. That’s something I would definitely be interested in trying to tackle. Sans Wikipedia and a handful of books on the topic, I don’t think anyone with a reputation has really given it a shot. If they have, I stand corrected and would enjoy reading any additional accounts.

    @iamKelly: What’s the selling point other than the screen? Anything? Sounds like a decent device if you can make room for it.

    Comment by Mike Lowell on February 24, 2011 at 3:19 pm



  19. The selling point…. is that it compliments my JNCO Jeans perfectly! Unneccesarily huge pockets for an unnecessarily huge portable device! :p

    Dood, my DS Lite was stolen last summer. I recently replaced it… with another DS Lite. Nintendo wasn’t even able to sell me on DSi, much less the DSi XL.

    Ah, when I was young and rebelious I loved me some JNCO Jeans…………

    Comment by iamKelly on February 24, 2011 at 7:08 pm



  20. I remember this one time when games sold because they were fun.

    Comment by Kintak on February 24, 2011 at 9:06 pm



  21. Dood, that was the 90s.

    Comment by iamKelly on February 24, 2011 at 9:56 pm



  22. If Nintendo continues to offer handheld games of superior depth and quality to cell phone games, there will always be a significant market for that, even if it’s not the mass-market.

    You could say the same thing about any market. Cars, wine, clothes, food, whatever. You have the cheap, low-quality stuff at one end, but there will always be room at the top for people willing to pay more for higher quality, and companies can be quite profitable serving that market. Ironically enough , no one knows that fact better than Apple.

    Comment by Matt on February 25, 2011 at 12:31 am



  23. @iamKelly: JNCO Jeans are an incredible product. Never before have jeans been so baggy and gangster.

    @Kintak: Marketing is a crazy creature, isn’t it?

    @Matt: While it won’t answer your question exactly as you’ve presented it, the second part of the entry will go into detail explaining why Nintendo has a tough road ahead of them. Though I’m refraining from any judgment of how successful the Nintendo 3DS will be. It seems way too difficult to judge it.

    Comment by Mike Lowell on February 25, 2011 at 3:08 pm



  24. Another great read. I was actually wanting to tackle this subject, but I think
    you wrote it better than I ever could.

    I’ve become quite disappointed with Nintendo this past year, what with Other: M, Mario Galaxy 2, the launch games for 3DS, and the actual price of the 3DS. When Nintendo pursued the Blue Ocean Strategy, it worked out exponentially for them, and I loved it. Sure some hated Wii Sports and those “casual” games, but I got a pretty good kick out of them. Now all it seems like they want to do is whatever they feel like, and adding unnecessary story in some of their games…

    Comment by Toadofsky on February 26, 2011 at 3:44 am



  25. I understand how Other M was disappointing (it was awful) but how was SMG2? It pretty much improved on its predecessor in every way.

    Comment by Q-veta on February 26, 2011 at 4:41 am



  26. @ Q-Veta:

    3D Mario to me just doesn’t compare to 2D Mario, especially after playing NSMB Wii. Galaxy 2 is a visually spectacular game, don’t get me wrong. But it’s just so rigidly structured. In 2D Mario, you can beat a stage in any way or form. In 3D Mario, you have to abide by what the developers give you, which there’s no choice. You either use the item they put there or you don’t progress. Miyamoto’s hostile attitude to 2D Mario is also irritating to me.

    Look, I’m a bit of an oddball with games, so just take my opinion with a grain of salt.

    Comment by Toadofsky on February 26, 2011 at 5:02 am



  27. NSMB Wii was good but not spectacular. I’m well aware you can fly over pretty much all of the game in something like Super Mario World but that’s not necessarily a good thing. I don’t know how you can play NSMB Wii differently, there just seemed to be one way to get through each level. Same with SMG 2 (which is my favorite platformer ever, or maybe it’s Jet Set Radio. I don’t know what genre that game is.) It feels like 2D Mario in 3D. Super Mario 64 did not feel like 2D Mario in 3D at all. The only flaw I can think of is that maybe it’s too easy but then again all Mario games are very easy or at least the ones I played (SM64, SMB1, SMB3, SMW, SMG 1 and 2).

    I actually like the fact that I can’t fly over entire stages. It makes me appreciate the level design that much more.

    Comment by Q-veta on February 26, 2011 at 9:34 am



  28. @ Q-Veta:

    I see your point, but what I’m trying to point out is that player freedom is a bit hampered. I don’t like that. I know a lot of retro games are “rose tinted” affairs, but @ least in a decent majority you were given choice in how to beat creatures/stages. Games today have undeniably been able to do it to some extent. But the only strong area has been in narrative. And very few games have been good in that department, to me @ least.

    Comment by Toadofsky on February 26, 2011 at 10:57 am



  29. Q-Veta: I have never beat SMB 1. At least not the original NES version. I always get to final bowser without as little Mario, in which case you’re just screwed.

    Comment by iamKelly on February 26, 2011 at 3:34 pm



  30. The 3DS has just been hacked. SPRED TEH WURD (about the bird).

    http://r4idsn.com/

    It’s just the DS part of the 3DS though, so 3DS games still have yet to be hacked. So much for unhackable technology, I suppose.

    Comment by Truhan on February 26, 2011 at 11:01 pm



  31. @ Truhan:

    Ha. Ha. Ha.

    Comment by Toadofsky on February 26, 2011 at 11:16 pm



  32. So much ignorance in one article. This really is the ghetto.

    Comment by someone on March 16, 2011 at 2:04 pm



  33. Do you have a reason to go with that or should this be the last I ever hear from you?

    Comment by Mike Lowell on March 16, 2011 at 5:10 pm



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