Saturday, June 12, 2021

E3 2021: Preview and Predictions

 I have to admit, the E3 hype wind has been taken out of my hype sailboat. Ironically, E3 is to blame for that. It began when Nintendo left. Then Sony exited PlayStation. Now Microsoft bought out Bethesda, which means a joint press conference, which means half the time to cover double the material. When they cancelled E3 in 2020, I was kind of a little bit glad. It had gotten worse over the years (at least not as good prior to 2010), and the rise of the internet to provide instant announcements made E3 less worthwhile. The cancellation of 2020 due to the coronavirus sounded like the perfect excuse to cancel it forever. Then, like the phoenix rising out of the ashes, E3 rose from the dead, albeit in another form. The 3rd E in E3 now stands for Experience instead of Exposition, as this E3 consists fully of online digital events. Without that live aspects these press conferences, it just won't have the same flare and flavor. Still, I guess this better than no E3. Therefore, I will continue my predictions as normal, but they won't go as in-depth as previous years. A watered-down preview and predictions for a water-down E3.

Ubisoft: The main focus will be on Far Cry 6, but expect it to include Riders Republic, their BMX games and their take on the Star Wars franchise. Hopefully they can prove Disney made the right choice by taking away EA's exclusivity. And of course, it would not be a Ubisoft E3 without a musical number announcing the new setlist of the next Just Dance game.

Devolver Digital: Since battle royales and party games became the most popular over a year of quarantines and lockdowns, I suspect Fall Guys to become the main focus on the Devolver Digital press conference. Secondarily, I expect to hear about Phantom Abyss, an asychronous multiplayer take on the action/adventure archaeologist, like Uncharted, Tomb Raider or Indiana Jones. And maybe, just maybe, it will include Hotline Miami game, whether an upgraded port or an improved sequel.

Gearbox Software: The primary feature of the Gearbox Software press conference will be Tribes of Midgard, since it will come out roughly a month after their presentation. It will be their last appeal before release, so expect the full treatment, from a cinematic trailer to a preview of actual gameplay. The secondary features of the Gearbox Software showcase will be Homeworld 3. Since it does not come out until late 2022, we may only hear a premise, perhaps with a cinematic trailer. Nevertheless, it will raise excitement for the fans of the franchise.

Microsoft/Bethesda: It is hard to predict a joint press conference, considering no such thing has happened in the past (at least to my knowledge). Nevertheless, I will try to piece it together. Obviously, the biggest one has to be Halo: Infinite. The last time Microsoft displayed Halo: Infinite, it left Xbox fanboys disappointed. The fans felt like Halo: Infinite was so low quality that the game might as well been on the Xbox 360. Microsoft purposely delayed Halo: Infinite to fix this, and now Xbox needs to prove it was worth the wait. Of course, as always, Microsoft will brag about all the studios it bought, so it will give each studio a brief time spot to let the gamer world know their latest game in development. Also as expected, Microsoft will want to brag about how it works with indie developers, so expect to see yet another sizzle reel of indie games coming to Xbox. As for Bethesda, they will give more information on Deathloop and Ghostwire: Tokyo. If we're lucky, we will learn at least a bit more on the next Elder Scrolls game.

Square Enix: Square Enix's press conference will focus mostly on updates, DLC and expansion packs for already existing games. This would most definitely include Marvel's Avengers Black Panther expansion, but it would surprise me if they announce another DLC/expansion for Final Fantasy VII. Square Enix's showcase will also focus on Life is Strange, both the updated port and the improved sequel. Don't forget more development near from Platinum's Babylon's Fall. Finally, we will hear about a new game from Square Enix's Montreal studio. I hope it's a new IP with new gameplay mechanics.

Capcom: Right now, Capcom has two dominant franchises in the gaming world: Resident Evil and Monster Hunter. Since Resident Evil VIII: Village is already out, and we knew about the 2 Monster Hunters soon to come out, the majority of the press conference will be news about updates for each of them. If any new, surprising news comes out of the Capcom showcase, one of the old Resident Evil games will have a remaster (although a remaster of an old Monster Hunter game would be a pleasant surprise). If any new news comes out of the Capcom press conference, it will be on Great Ace Attorney Chronicles.

Take Two Interactive: The E3 schedule on the E3 website says that Take Two will host a panel about diversity and equality in gaming, and that's exactly what I expect. While a conversion definitely needed in the gaming world, don't expect a discussion on new or upcoming games.

Nintendo: I still can't believe this is happening. Actually, I don't believe this is happening. Either E3 had to beg Nintendo to align their annual June Digital Event with E3 or E3 had to beg Nintendo to reveal the date for the June Digital Event, so they could plan E3 around it. Either way, Nintendo will make major announcements, and I am pumped. The way I see it, Nintendo's Digital Event/E3 is as easy as 1, 2, 3, 4.: 1 Super Smash Bros. DLC, Legend of Zelda: Breath of the Wild 2, Bayonetta 3, and Metroid Prime 4. First, 1 Super Smash Bros. DLC. I could see either Impa in honor of Legend of Zelda's 35th birthday (based off her moveset from the Hyrule Warriors games) or Tails in honor of Sonic's 30th birthday. Second, Legend of Zelda: Breath of the Wild 2. As Scott the Woz said, I could see the subtitle having either "Breath" or "Wild" in the name. It will keep the open world nature, but it will have new secrets. Weapons won't break as easily, and the Master Sword will not break at all. Most importantly, it will have 8 legit dungeons. Nintendo will announce it will come out between November 2020 and March 2021. Third, Bayonetta 3. Yes, I know No More Heroes 3 could be the 3, but we learned so much about No More Heroes 3 over the years. Pretty much, Bayonetta 3 has gone silent since its original announcement. Even just a cinematic trailer with rough estimate of a date would make a big commotion. Fourth, Metroid Prime 4. Yes, I know Pikmin 4 could be the 4, but with Nintendo bringing over an enhanced port of Pikmin 3 to the Switch demonstrates the Nintendo feels comfortable with the Pikmin franchise where it is now (as seen with Mario Kart 8 Deluxe). Just like with Bayonetta 3, the only news about Metroid Prime 4 was that it had to be started all over again, and that news is a few years old. We need at least at least a cinematic trailer to see Samus in 1080p, and preferably also see some gameplay in 1080p. As for the rumored Switch Pro, while I believe it's inevitable, it will be delayed, seeing PlayStation 5's chip shortage. If it does get announced, it will have 1080p on the portable screen and output on of 4K screens.

Time to hop on board the E3 hype sailboat! I sure hope the hype winds are blowing!

Thursday, December 31, 2020

2020: The Year of Super Mario

On Christmas Morning 2018, I was surprised to find myself unwrapping a Nintendo Switch! My mentor and my best friend Louis Fritz had gifted me a Switch for Christmas, along with a small collection of games. I could not simply let such a good collection of Switch games go to waste, so I dedicated 2019 as the Year of the Switch, focusing on playing all those Switch games in that small collection. By the end of 2019, I had managed to play all but 1 of those games. That game was Super Mario Odyssey. As 2019 wound down to the end, I had a feeling I could not finish it by the end of the year. Another thought entered my mind: "What if Super Mario Odyssey became a part of a Year of the Super Mario?" I had considered a Year of Super Mario games in the past. I tended to avoid it because I had played Super Mario games in my past childhood, whereas there were so many other Nintendo franchises I had not even played a single game at all. At the same time, however, that past childhood experience with Super Mario had been all 2D Super Mario games. I neither owned Super Mario 64 when I owned a Nintendo 64, nor did I own Super Mario Sunshine when I owned a Game Cube. The first 3D Super Mario game I played was when I borrowed Super Mario Galaxy to play on my Wii, but I never finished it. I figured that a Year of the Super Mario might be more worthwhile if I focused on the 3D Super Mario games before the Super Mario games. Therefore, I declared 2020 the Year of Super Mario. I defined a Super Mario gas "a platforming game in which Mario is the main playable character," which disqualified puzzle games (no Dr. Mario, no Mario picross, etc.), racing games (none of the Mario Kart games), RPGs (no Paper Mario, no Mario&Luigi, etc.), party games (none of the Mario Party games) and sports games (no baseball, tennis, golf, Olympics, etc.). This also disqualified any platforming games in which Luigi, Toad, Peach and Yoshi are the main characters. That left 21 Super Mario games. I planned to go from least familiar to most familiar, which means I would begin with the 3D Super Mario games, because I never really played, then I would play the 2D handheld games, for I never played them, and then I would end with the rest of the 2D games that I played but never finished in childhood.


If I planned to begin the Year of Super Mario with the 3D Super Mario games, it naturally only made sense to go in order of year released, so the Year of Super Mario started with Super Mario 64. I had bought Super Mario 64 a few years back on the Wii U Virtual Console, and I even played a bit of it. I did not see a problem starting up when I left off, so I did. After collecting 80 stars and defeating Bowser over 26 1/2 hours of gameplay, I finished my first 3D Super Mario game. At first, I was taken aback by Super Mario 64. The camera angles were wonky, the controls were finicky and the gameplay seemed so foreign compared to the 2D Super Mario games (besides the jump from 2D to 3D). I even accused Super Mario 64 lovers of viewing the game with rose-colored nostalgia glasses. Looking back now, however I came to appreciate how the game did the best it could with the technology it had and how it did smoothly transition from 2D Super Mario to 3D Super, again with the technology limitations it had. Now looking back on it, I can easily say Super Mario 64 is my 2nd favorite Super Mario game.


Nintendo went from the Nintendo 64 to the Nintendo Game Cube, so I went from Super Mario 64 to Super Mario Sunshine. Since the Game Cube is near 20 years old, and since Nintendo has kept Game Cube games in the Nintendo vault, Game Cube games have gone up in price. I had to spend the same amount on Super Mario Sunshine as I would on a brand new Switch game (ironically, 8 months later, Nintendo would release Super Mario 3D All-Stars on the Switch, which would give 3 3D Super Mario games for the price of 1 brand new Switch game)! Before playing Super Mario Sunshine, I had heard of Super Mario Sunshine. First impression made me think Mario had gone environmentalist. I expected this game to be somewhat like the inverse of Splatoon or Epic Mickey. I was partially right. Indeed, there were a couple levels where the goal was to clean up the entire level. A few more levels had you cleaning up part of the level. But it was not the overwhelming theme of the game. F.L.U.D.D. was not merely to help Mario clean up Delfino Island. It helped Mario run to new speeds and jump to new heights. Therefore, some of the goals involved seeing if the players knew how to use F.L.U.D.D. This sometimes involved solving a puzzle, and at other times, involved beating a boss. I can appreciate all the ways Super Mario Sunshine uses the new mechanic. If players still did not like the new F.L.U.D.D. mechanic, Super Mario Sunshine has some old fashion 3D platforming areas. Honestly, these were my least favorite part of the game. All Mario's jumps have to be perfected, including the wall jump, backflip jump, triple jump, spin jump. Without knowing how to land them all perfectly, you die many times and get many game overs. It doesn't help there is no margin of error. Overjumping, under jumping. jumping too quickly and taking too long to jump will all kill Mario. The game must have known the difficulty of these areas, as the game provides plenty of opportunities to collect green mushrooms for extra levels, even to the point of farming extra lives. While all the extra lives provides plenty of opportunities to learn how to reach the end, it will still take much time to learn how to get to that goal. These platforming areas can easily take a half hour to a full hour to collect that 1 shine. These areas made me hate the word "secret" (all the platforming levels had "secret" somewhere in the episode title). The only thing I liked about these levels were the music for them, which was acapella bebopping of the original Super Mario theme song. These platforming areas need to be mastered, however, which leads me to the biggest complaint about this game. I liked the previous Mario game, Super Mario 64, because it allowed me to choose the 70 easier power stars to collect (or the 50 hardest power stars to avoid) in order to face off against Bowser. In Super Mario Sunshine, you need to beat Shadow Mario in each level to face off against Bowser. Shadow Mario is always the 7th shine. Unlike Super Mario 64, Super Mario Sunshine does not allow the player to go out of order. Therefore, in order to fight Shadow Mario, the player must collect the other 6 shines, which typically included 1-2 3D platforming episodes.  Despite all the hardships, I finished Super Mario Sunshine on February 11 after 24 2/3 hours of gameplay. Despite my complaints, I ultimately liked this game. When I finished this game, I actually felt like I accomplished a herculean task. No other Super Mario game would ever give me this feeling. Therefore, I could easily place Super Mario Sunshine in my top 5 Super Mario games.


After a short hiatus for my PhD residency, I moved on to Super Mario Galaxy 1 for the Nintendo Wii. Just like Super Mario 64, I had played Super Mario Galaxy 1 previously during my undergraduate years in college. At that time, my best friend was a completionist, and the completionist in him told me that beating the game involved collecting 120 stars as Mario and then the same 120 stars as Luigi. Bored with the repetitive game play and not wanting to collect 120 stars twice, I gave up when I got bored. When I picked it back up this year, after an almost 9 year hiatus (last played April 16, 2009), I resolved to collect enough stars to take on Bowser and then call its quits. I came to find out I was only a few stars away from doing just that! To make my Super Mario Galaxy 1 session last slightly longer, I decided to collect all the easier power stars. Well, 27 1/2 game play hours later (including about 15 hours played in college), I collected 92 stars and beat Bowser on March 2. Overall, I liked this game. Super Mario Galaxy 1 knew the mistakes from the past 2 3D Super Mario games, and they fixed them in Super Mario Galaxy 1. The gravity feature added fresh new level of complexity to platforming. Everything in the game felt doable and possible. Again, Super Mario Galaxy 1 easily made my top 5 Super Mario games.


Naturally, it only made sense to follow up Super Mario Galaxy 1 with Super Mario Galaxy 2. My first impressions of Super Mario Galaxy 2 was that is was more like an expansion pack than a sequel, and boy, were my first impressions right! The game just felt like more of the last game with no improvement. If anything, it felt look it took a step backwards. The linear story makes the game feel predictable. The gameplay feels recycled. The only benefit of Super Mario Galaxy 2 over Super Mario Galaxy 1 is having Yoshi and using Luigi sooner. Nevertheless, I collected 80 stars (that's 2/3 of them) and defeated Bowser, thus finishing Super Mario Galaxy 2 for the Nintendo Wii on March 28 after 18 1/3 hours of gameplay.


Between the stress-inducing Super Mario Sunshine and the lackluster Super Mario Galaxy 2, I was kind of over the 3D Super Mario games. I nostalgically missed the 2D Super Mario games. I didn't want to replay games I have already played in the past just yet, though. Therefore, I decided to jump ahead in my plan a bit to the handheld 2D Super Mario games, which I had never played before in my past. Again, it only made sense to go in order of release date, so I began with Super Mario Land 1 for the Nintendo Game Boy. I had heard it was a short game, but I was not prepared for how short it truly was. On April 4, I 100% fully completed all 12 levels in a matter of 2 gameplay hours over 4 days. I recognize the limitations of a launch title one of the first handheld systems. After all,  Kirby's Dreamland on the Game Boy would only have 5 levels (with the 5th level being a boss rush), and that game only takes about 1 1/4 hours. At the same time, however, the Game Boy would have The Legend of Zelda: Link's Awakening and Pokémon Red & Blue, and those games have hours of gameplay. And Nintendo did find ways around limitations. Since the original Game Boy does not have colors, Super Mario Land cannot have red and green mushrooms. Therefore, Nintendo used hearts to for extra lives. The Game Boy could not depict fireballs well, so Mario uses a Super Ball as a projectile. At the same time, however, Super Mario Land does not always find a way around its limitations. The playable character kind of, sort of looks like Mario, but not as well as the NES. While Super Mario does grow bigger, Super Ball Mario has no change. The player has to press B to see if Mario has the power. Nintendo could have found ways around the limitations, but they did not. Despite Nintendo submitting to the limitations of the Game Boy, I do appreciate how Nintendo took Mario in a different direction for the Mario series. No Toads, no Toadstool, no Mushroom Kingdom, no Bowser. This time, Mario saves Princess Daisy and her kingdom of Sarasaland from Tantanga. I like this different direction. Saving princesses doesn't have to be a quest for true love. Saving princesses could be a job. Maybe Mario could a plumber regularly, but when it comes time to save a princess, he become a princess saver. Overall, Super Mario Land is too limited, in the game's graphics, gameplay and game length. Honestly, I have to say that Super Mario Land 1 was my least favorite game this year.


Despite my disappointment with Super Mario Land 1, I moved on to its direct sequel Super Mario Land 2: 6 Golden Coins. On April 11, I Beat Wario, thus completing Super Mario Land 2: 6 Golden Coins for the Nintendo Game Boy (via the 3DS Virtual Console)! And when I say I completed it, I actually mean I completed it. I got through every level, including the bonus levels (I will admit I had to use a wiki to find them, but that's the only time I used a wiki!). I even maxed out my lives at 99 lives and my coins at 999 coins (I will confess used restore points, but I only used them moderately. I only restored at the beginning of levels.). And I did it all in 5 1/2 hours. Super Mario Land 2 hugely improves from Super Mario Land 1 graphically. Mario actually looks like Mario. As a matter of fact, Mario looks like the Mario from Super Mario World on the Super Nintendo. No wonder why some people said back in the day that Super Mario World could have been on the NES. After all, Nintendo somehow got SNES graphics on the Game Boy (somewhat). Nintendo did a better job working around graphical limitations this time. When Mario collects a fire flower (which actually look like the fire flowers in Super Mario World), Mario gains a feather in Mario's cap to signify Mario has fire power.  When Mario collects a carrot, Mario gains bunny ears (they look like wings to me) to signify he can fly. Of course, Super Mario Land 2 kept hearts for extra lives, as the Game Boy still had no way to distinguish red mushrooms for Super Mario from green mushrooms for extra lives, but that is understandable, and the symbolism makes sense. Super Mario Land 2 hugely improves from Super Mario Land 1 in gameplay. Super Mario Land 2 has 6 worlds and a total of 29 levels, much more than Super Mario 1, which had 4 world and 12 total levels. Nevertheless, it still falls short of Super Mario Bros. 1, which had 8 worlds and 32 total levels. If 8 world and 32 levels is possible on the NES, it should be on the Game Boy. What sets Super Mario Land 2 apart from other Super Mario games (at least in comparison to previous games) is that Super Mario Land 2 has a somewhat open world concept. The player can choose what order to complete the worlds. Knowing that the player has the option to go to whatever world, Nintendo kept the difficulty fairly easy for each of the worlds. Indeed, difficulty increases as the player progresses throughout the world, but no more than the other world. The hardest level is the final level, but that makes sense because the only way to unlock is to beat the other worlds, truly making it the last level. [SPOILER ALERT!] The final boss battle is worth appreciating. Not only is the player fighting a bad version of himself (Wario is pretty much and portmantua of "Bad Mario" in Japanese), but he truly fills the mantra, as he takes on the powers of fire and flight, just like Mario did in the game [/END SPOILERS]  As for story, it is hard to say if it is better or worse than Mario Land 1. It is different, and that alone makes it better than other Super Mario games. No saving Princess Peach Toadstool from Bowser. In fact, neither Bowser no Princess Toadstool even make an appearance. Not even a Toad makes an appearance. In Super Mario Land 2, Mario simply seeks to regain his castle from Wario, who took it from him when he was away saving Daisy in Sarasaland. Wario has locked Mario out of the castle by scattered the 6 golden coins, and now Mario must fetch them to open up the doors to the castles. Like I said, it simply works, and it's much better than the overused typical plot, which involves saving Princess Peach from Bowser. While a huge improvement from its prequel, Super Mario Land 2: 6 Golden Coins still ends up ranked on the bottom half of my favorite Super Mario games.


While in the past Nintendo fans had to wait 13 1/2 years after Super Mario Land 2: 6 Golden Coins to play another 2D Super Mario game on handheld, I started playing New Super Mario Bros 1 the day after finishing Super Mario Land 2. 2 weeks later on April 25, I finished the game in 11 gameplay hours. New Super Mario Bros. must have been a breath of fresh air for those who never cared for 3D Super Mario and kept replaying the 2D Super Mario games of the NES, SNES and Game Boy. This game legitimately feels like those 2D Super Mario games. I can't comment too much of the graphics because graphics meant for the DS does not transition well to the Wii U, but it does look it does surpass the graphics of the Game Boy and SNES. The map on the bottom of the screen help the player realize how much progress they made. The touch screen can also save a power up, which the player can use when in danger. The touch screen is neither overused nor underused, which is good. New Super Mario Bros. also retains the feel of the original 2D Super Mario games by mainly focusing on the traditional Super Mario power-ups of mushrooms, fire flowers and stars. Yes, they do have the mega mushroom, as advertised on the box art, but besides getting on the first level, I only got it 1 more time. You would think that the advertised power-up would get more attention, but no, it does not. They also added a blue shell to make shell Mario, but I didn't find the power-up worth it. Only for 1 star coin did it come in handy. The tiny mushroom allows Mario to get into small spaces and jump high, lofty jumps, but beside that, it adds no other benefit. In fact, it does not allow Mario to kill enemies by jumping on them! This brings the player's focus on the mushrooms, fire flowers and stars, which the traditional Super Mario player will not mind. If simply reaching the end of the stage becomes too easy and too boring for the player, the player can challenge himself or herself by collecting star coins. Each level has 3 star coins. Star coins are easy to find, a challenge to collect. Seeing the coin star is one thing; getting to that star is another. It adds another layer of difficulty if the player chooses to do so. [SPOILER ALERT!] While I liked the unique mini-bosses in some of the castles, even the giant goomba, I got tired of the repetition of Bowser Jr. in the towers. For the first half of the towers, Mario simply has to stomp on Bowser Jr. three times. The second half adds more complexity. Mario can't jump on his spiked shell, but when Bowser Jr. throws green koopa shells, it becomes apparent Mario must send them back to defeat koopa. On a similar note, I think Nintendo spoiled the surprise by introducing Dry Bowser too soon. I think Dry Bowser should have been the final boss, like a second form of Bowser. Instead Bowser dies as he mostly does in 2D Super Mario games. All the player has to do is get Mario to the end of the stage, and Bowser dies. That or fling fire balls, like I did. [/END SPOILERS]. Overall, I enjoyed New Super Mario Bros. It felt like a classic Super Mario game, while looking like a modern Super Mario game.


It only made sense to play the sequel, New Super Mario Bros. 2, next. After  9 2/3 gameplay hours over a span of 9 days (that's averaging 1 hour 4 minutes a day), I beat the Koopalings and then defeated Bowser, thus finishing New Super Mаrio Bros. 2 for the Nintendo 3DS! In my playthrough, I collected 154 star coins (that's 70% of them!), 24,441 coins and 167 lives (I had 175 lives at once). In the process, I earned a high score of 5,802,890. The gimmick mechanic meant to attract the gamer here is coins. For full completion (which I did not do), the player has to collect a grand total of 9,999,999 coins, 1 short of 10 million. Therefore, coins come aplenty in New Super Mario Bros. 2. If the levels themselves do not provide enough coins (which they do), the game provides plenty of power-ups that make coins, like the Gold Block and the Gold Flower. Many reviews have complained that emphasis on coin collecting should have changed the number of coins needed to earn an extra life. Clearly Nintendo did consider this, as the life counter can go up to 1,110 lives (another part of completion). Therefore, collecting lives becomes as much part of the game as collecting coins. Furthermore, I would even add that other Super Mario games (the 3D games mainly) have lowered the coins needed for an extra life down to 50, so Nintendo could have raised it or lowered in for New Super Mario Bros. 2, yet they decided not to do it, which I think means they felt comfortable keeping it at 100 coins. Besides, Kirby: Star Allies is guilty of the same thing (I had over 100 lives by the time I reached the final boss), yet it does not receive as much flack. Since the gameplay mechanic of New Super Mario Bros. 2 focuses on coin collecting, this changes the dynamic of level design. The new emphasis is now exploring the level, not reaching the end of the level. Therefore, reaching the end of the level is quite easy, so easy that the New Super Mario Bros. 2 subgame is a competition on how quickly the player can get Mario to the end of 3 random levels. While I think this works well for the 3D Super Mario games, it does not work as well for 2D Super Mario games. The main goal of a 2D Super Mario game should be reaching the end of the level, and collecting should merely be extra challenges. I would have liked more challenge in reaching the end of the level, not just in collecting. On top of that New Super Mario Bros. 2 has only 6 main worlds and 3 bonus worlds. While I do appreciate Nintendo named the bonus worlds after classic Mario items instead of numbering them like the main worlds, on the surface, it seems like New Super Mario Bros. 2 only has 6 worlds, which makes it kind of short. With the levels easy to get through, along side only 6 worlds, New Super Mario Bros. 2 feels like it lacks content. I had to consult a walkthrough to find all the hidden levels, just so I had more content to play. One of the biggest complaints I had about New Super Mario Bros 1. is the tower boss was always Bowser Jr., who only changes up his pattern halfway through the game. In New Super Mario Bros. 2., the new tower boss is Reznor, brought back from Super Mario World for the first time. I appreciate that Nintendo went back in its history and picked up a rarely used character to make a miniboss. I also appreciate that Reznor ramps in difficulty at each tower. My problem with Reznor is that the game gives plenty of time to defeat him, so overall, even with ramping up difficulty, he never becomes hard. For castle of each world, New Super Mario Bros. 2 resorts back to the Koopalings. Many reviews complain about the Koopalings as overused, but again, I will assert that it sure beats facing off against Bowser Jr. multiple times. [SPOILER ALERT!] In New Super Mario Bros 1., defeating Bowser could be as simple as throwing numerous fire balls at him. In New Super Mario Bros. 2, Bowser comes in 2 phases. The first phase is the classic phase, so classic it dates back to Super Mario Bros. 1 on the NES. Either get to the end of the bridge or throw many fireballs at Bowser, and Bowser dies. To add complexity, Bowser has a second phase. Bowser grows giant in the background, and Mario has to platform upward to jump on a giant switch to kill Bowser. While I get developers do this to make platforming beat the final boss in a platforming game, the game's animations never make it clear why jumping on the switch defeats Bowser. Bowser just falls, Peach's cage breaks open, Mario and Peach reunite, and credits roll. I still think that that a platforming game can have a challenging final boss fight without changing up the mechanics too much, yet does not resort to platforming [/END SPOILERS]. Despite the complaints about the coin gimmick and bringing back the Koppalings, New Super Mario Bros. 2 improved from New Super Mario Bros. 1.


After playing 4 2D Super Mario games back-to-back, I was ready to return to the 3D Mario games. Since I was on the 3DS, I figured I might as well stay on the 3DS with Super Mario Land 3D. After 7 1/2 gameplay hours over a 6-day span, I beat Bowser and saved Princess Peach, thus finishing Super Mario Land 3D for the Nintendo 3DS? I put a question mark in regard to "finishing" because after beating Bowser in the final level of world 8, it unlocks the special worlds, 8 more worlds. Whereas the 8 normal worlds ended with saving Peach, the 8 special worlds end with saving Luigi. In one regard, saving the princess is only half the game, and saving Luigi is the other half of the game. In another regard, saving Peach in the normal worlds is the main game and saving Luigi is the extra game. If I have done my research correctly, reaching the final level of the final world requires almost full completion (full completion to that point). At the beginning of the year, I said I finish all the Super Mario games, not complete them. I didn't complete Super Mario Galaxy to unlock Super Luigi Galaxy. I didn't play through star world in New Super Mario Bros. 2, which is an extra world unlocked after defeating Bowser and collecting 90 star coins. Therefore, I decided that I would playe what gamers call a "Main+" run of Super Mario 3D Land: I would fully complete the normal worlds, and I would get as far as possible in the extra worlds. I put in another 5 1/2 hours into Super Mario Land 3D. In total, I have spent the last 2 weeks playing Super Mario 3D Land for a grand total of 13 hours. I got through three-quarters of the special worlds, but then I hit a wall in Special World 7. I could not finish any of the levels. Therefore, I called it quits then and there. The additional gameplay did not go in vain, however. I proceeded to fully complete all normal world, collecting all the star medals (not counting gold flags toward "completion"). I also collected additional star medals in the special worlds, bringing my grand total up to 230 star medals, which is roughly four-fifths of them. I have heard it say of Super Mario 3D Land, "The real game begins after you beat Bowser." I hate to say it, but it's true. There's a reason completed three-quarters of the normal worlds on the first try. The game does not get difficult until the special worlds. The hardest it gets in the normal worlds is Bowser's castle, but even that I would call intense but not difficult. I hate to say that because a good game should not be that way. True, a game should not be so hard that it cannot be finished, but that does not mean the game should be a cakewalk to the finish line. A game should steadily rank up in difficulty. It is almost like the game is saying, "The normal worlds are the fake worlds. The special worlds are the real worlds." The contrast between the two worlds also makes it feel like two different games. Normal worlds offer plenty of opportunities to gain lives. At one point, I had as many as 55 lives, and because of this, I did not get first game over until special world 3, a quarter way through the special worlds. Special worlds rarely hand out extra lives. Most likely, the player will only collect extra lives from 100 coins, which appear seldom. Normal world provide plenty of chances to collect power ups. Special worlds made it hard to find much needed power ups. The player will find themselves constantly going back to item houses after a game over to stock up on items. Such a contrast makes it hard to transition from normal worlds to special worlds, which, again, makes the player unprepared for the hard "real game" after playing an easy "fake game." Besides these complaints, Super Mario 3D Land was an overall enjoyable game. Although very linear, checkpoints that require star medals will make a player go back and explore to find more star medals, but as I stated before, the ease to find and reach the star medals will usually keep the gamer at least 10 ahead of the minimum requirement. All the favorite power-ups return, including Tanooki Mario. Boomerang Mario is like an improve fire Mario, as the boomerang can collect coins and star medals. The game also utilizes the 3D feature of the 3DS to create some interesting puzzles, yet it provides alternative ways to solve the puzzles if playing on a 2DS. Despite my complaints of the game being both too easy and too hard at the same time, this game definitely belongs in my top 10 favorite Super Mario games, and it almost fell within the top 5.


After Super Mario 3D Land, it only made sense to follow it up with its spiritual successor of Super Mario 3D World on the Wii U. This time, I invited my wife Carrie to help me out by playing alongside me as Luigi. Originally, we finished the main game on May 30 after 11 1/2 gameplay hours. We had so much fun, however, that we went back to collect all the green stars and stamps in all the main worlds, as well as getting the golden flag. By doing so, we started unlocking the extra worlds. Then we completed the extra worlds of mushroom world, flower world and star world, which includes the green stars, stamps and gold flags. When all was said and done, we fully completed all worlds but crown world, the final world, with the 2 hardest levels in the whole game. Super Mario 3D World was very similar to Super Mario 3D Land, so similar I would say it's almost a tie over which one is my favorite. The tiebreaker, however, favors Super Mario 3D Land. Since Super Mario 3D Land has actual 3D built into the 3DS, it better utilizes the 3D aspect. Sometimes Super Mario 3D World can't decide whether it wants to be a 2D game or a 3D game. Nevertheless, Super Mario 3D World makes a great option for a multiplayer 3D Super Mario game, which is traditionally reserved for 2D games.


While playing Super Mario 3D World with Carrie, I simultaneously played Super Mario Maker 1 on the Wii U. I spent 12 1/2 gameplay hours over 11 days playing Super Mario Maker 1, with the last day on May 31. During that time, I cleared the 10 Mario Challenge, and I cleared the 100 Mario Challenge on easy and normal. I attempted to clear 100 Mario Challenge on expert a few times, but at best, I could get it halfway done before losing all 100 lives. After those few attempts, I called it quits. The names of 10 Mario challenge and 100 Mario challenge I found a bit deceiving. Indeed, the names do fit, as the 10 Mario Challenge gives the player 10 lives and the 100 Mario Challenge gives the player 100 lives. The numbers of lives, however, do not fit the challenge. The 10 Mario challenge almost fits, giving 10 lives for 8 levels. In regard to the 100 Mario challenge, however, 100 lives does not fit the 8 levels on easy and the 16 levels on normal or expert, especially when the player can earn up to 3 lives per levels. The 10 Mario challenge should involve 10 levels to beat 10 levels, and the 100 Mario challenge should involve 100 lives to beat 100 levels. I know I should not be talking. 100 lives could not get me beyond 8 levels on expert. But I had way too many lives for easy and normal, especially easy, when so many easy levels were "auto runners" (don't touch anything, and it will play out itself). That or have all 4 difficulties in the 100 Mario Challenge. The only problem with that, thought, is that I would hate to get stuck on an expert level too difficult to progress. That's the problem with random levels based off completion percentage. Some levels are hard to beat because there are troll levels (will kill you randomly by not starting right away or picking a wrong door/pipe), while others are hard to beat because they require precision jumping with no margin for error. That's the disadvantage of random player-made levels instead of creator-made levels, like the 10 Mario Challenge. As for the maker part, I did not really play it, except for the tutorial part. because I am not the creative type. From what I did play in the tutorial, the controls made good sense. I liked using the gamepad and stylus to design the level. It truly utilized have two screens at once.


Once again, it only made sense to follow up with the sequel. On June 1, I began playing Super Mario Maker 2 on the Switch. This time, Nintendo decided to include a story mode in this Super Mario Maker game. The story consists of doing "jobs" to rebuild Peach's castle. It took me 84 jobs (that's 2/3 of them!) to rebuild Peach's castle. After that, I attempted the endless challenge a few times to see how far I could get. At my best, on normal, I could clear 13 courses, and on hard, I could clear 2 courses. After I few tries, I called it quits after 10 gameplay hours over the span of a week. Overall, I'm glad Nintendo decided to give Super Mario Maker 2 a story, which Super Mario Maker 1 did not. While I wish Nintendo would have fleshed out the idea more, but again I realize that having a story mode is better than not having a story mode. Ultimately, the story mode serves, in a way, as a tutorial. It shows the player the new features and what the player can create with those new features. In order to do so, all "jobs" come from the actual developers, not content creators. I'm glad Nintendo did not choose to create its story mode around developer-made courses/levels, not randomly selected creator content. The player no longer has to fear getting stuck on levels which involve precision jumps or attacks from all enemies at all sides. My favorite feature in story mode is that, if the players get stuck and dies a couple or few times on the "job," the player can edit the course/level (to some extent) to make it easier. While it technically does not count as truly completing the job (a Luigi flag goes in place of the Mario flag), it teaches the gamer how to create levels just as much as play them. If you got ahold of Super Mario Maker 2 just to play and not to make, like I did, once you complete the story mode, not much left remains. Super Mario Maker did not bring back 10 Mario Challenge or 100 Mario Challenge from Super Mario Maker 1, which I wish they would have. Yes, they have endless challenge, but each difficulty only gives the gamer 5 lives. Easy is too easy, between the auto-play levels and the just-run levels, so endless challenge on easy goes on infinitely. Normal difficulty comes down to a coin flip whether it falls on the easy or hard end of difficulty, and there's absolutely no way to tell. Expert and Super Expert are some of the hardest and most frustrating difficulties, so much so that the player may die all 5 times on the first level. Ninji runs are only fun if you enjoy speed runs. And Yamayura's Dojo is just a tutorial for creators. Otherwise, you'll randomly be looking for levels. This is why I wish Story Mode was more fleshed out, and this is why I wish they would have brought back 10 & 100 Mario Challenge. Then again, with the last update allowing content creators to create whole worlds instead of just courses/levels, Super Mario Maker 2 becomes an infinite amount of Super Mario games! Super Mario Maker 2 is definitely an improved sequel over Super Mario Maker 1.


While on the Switch, it made the most sense to me to play the other big Super Mario hit on the Switch: Super Mario Odyssey. At first, I was taken aback by the short length of the game. I beat Bowser for the final time after a mere 10 hours of gameplay. This gameplay length fails in comparison to all the other 3D Super Mario games, which on average took about 18-28 hours. The short playtime may have to do with the bare minimum needed to complete the game. Super Mario Odyssey only required 120 moons out of a possible 999 moon. That's only about 1/8! Compare that to the other 3D Super Mario games, which most requires at least half of the collectable for the final showdown against Bowser. Besides this complaint, my only other complaint is the new minibosses the Broodals, these rabbit/hare-like creatures, which Bowser hired to stand between Mario and his wedding with Peach. Each Broodal has its own fighting mechanic, so fighting each one is different. The only probably is that there is only 4 of them. That means the player has to fight each one twice. The second match is supposed to be harder, but it only comes off as slightly harder. While I appreciate that Nintendo did not resort to the Koopalings again, I wish they would have made more Broodals, or at least have them paired up for some interesting combinations. Besides those 2 complaints, I have no other complaints for the game. Cappy, Mario's cap come to life, brings new gameplay to the Super Mario franchise, in both terms of jumping and power ups. While Super Mario Odyssey has some of the stereotypical kingdoms (oh look, another desert, snow and water world), the new worlds display the creativity behind the Nintendo developers. Super Mario Odyssey has open world exploration similar to Legend of Zelda: Breath of the Wild, and it works for it. Overall, Super Mario Odyssey returned to what made Super Mario 64 so great without any of gimmicks of past 3D Super Mario games, like a water backpack in Super Mario Sunshine or gravity in Super Mario Galaxy 1 & 2. No wonder this is my favorite Super Mario game!


Next I played Super Mario Run for mobile phones. Hey, it has Super Mario in its name, and it fits the definition of a Super Mario game, so I had to play it! I played the iOS version on my iPhone 6s+. By the time I beat Bowser on June 20, I  collected 90 of 120 pink coins (that's 3/4 of them!), collecting all the pink coins on 3 levels. On those 3 levels, I collected 3 purple coins (that's 2.5% of them). And I did it all in a matter of 1 1/4 gameplay hours over 6 days. understand Nintendo wanted the player to play the game in portrait/vertical mode, with only 1 hand, but in order to do so, Mario has to automatically run, hence the title Super Mario Run. Jumping comes down to tapping the screen, with longer presses resulting in bigger jumps. It's harder to line up jumps with a constantly moving Mario. Because this is the only control, the only power up Mario can have is the super mushroom and the invincibility star. I missed having the fire flower. Again, I get why Nintendo chose the portrait/vertical mode and 1 hand control, but I would have preferred a horizontal/landscape mode, with a virtual d-pad on the left side of the touchscreen and 2 virtual buttons on the right side of the touchscreen for the standard Mario controls. Yes, I know that would have made it a traditional Super Mario game, but it would have been nice to have a Super Mario game to take on the go without having to take a Nintendo handheld with you. There are other modes beside Tour mode (the main "story" mode), but they are just more of the Tour mode. Rally mode has the gamer race asynchronous with other players, aiming for high scores, on the same levels as tour mode. Rally 10 Mode has the gamer attempt to collect 3 rainbow coins/medallions on 10 courses in a row. While some of these courses are original, many of them are simply shortened version of the tour mode levels. Altogether, it feels like player plays the same levels over and over again. 24 levels does not feel like enough. Perhaps if there was over 32 levels, the repetition would not be that bad. Surprisingly, it did not fall down to my least favorite Super Mario game, but it definitely fell into the bottom 3.


Nearing the halfway point of the year and already finishing 2/3 of the Super Mario games, I figured I could spare the time to go back to the game I finished during childhood and refinish them again to see how long it would take me to do it now. I decided to refinish the first Super Mario game I ever finished: Super Mario World. On June 27, I beat the Koopalings and the defeated Bowser, thus finishing Super Mario World for the Super Nintendo (via the Wii U Virtual Console)! In my playthrough, I exited through 62 of 96 exits (that's a little under 2/3 of them). In the process, I had up to 26 lives at one point. I did not get a game over until the Valley of Bowser. While playing on the Wii U Virtual Console would allow me to use restore points, I only used restore points as a backup save when I finished playing for the day...well, up to the Valley of Bowser. At that point, since I was virtually almost done, I used restore points at the end of every level to prevent a game over, just so I could see my final high score. My final high score was over 1.5 million! And I did it all in 8 3/4 gameplay hours over the span of a week. I'm glad I did replay because it allowed me to fairly evaluate the game with adult eyes, hopefully not blinded my nostalgia glasses. I will admit that I may have softened up playing later Super Mario games, but playing Super Mario World now, I'm surprised I finished it as a child. This game is not as forgiving as I remember it to me. Enemy turns quicker. Mario's hit box is bigger. If Mario gets hit when Fire Mario or Cape Mario, Mario goes back to small Mario, not Super Mario. Indeed, I did rack up plenty of lives, but perhaps Nintendo allowed gamers to collect so many lives because they knew how easy it was to lose a life. Again, perhaps Super Mario World is right where it should be with difficulty, and the more recent Super Mario games just became easier, but then again, I did not feel this amount of difficulty on Legend of Zelda: Link to the Past, another game on the Super Nintendo. The single overworld map looks impressive, although it makes the game look smaller. I like the idea of multiple exits to a level, branching off to different levels, especially secret levels. Using red instead of yellow helps the player know what levels to look for an alternative exits. I would have preferred, though, if something happened to tell the player that he or she found all the exits. I know the Super Nintendo did not have the technology of today, but levels on Super Mario Bros 3. get marked with a M for Mario or L for Luigi once finished. Perhaps Super Mario World could have a red/green flag for finishing the level and a gold flag for exiting out of all the exits, or at least have the dot change color, even to black or white. This would make keeping track of progress a whole lot easier. I'm glad I decided to replay this game. Without my rose-colored nostalgia glasses on, I realize this game wasn't as great as I thought it was, especially in comparison to other entries in the series. It now definitely ranks on the bottom half of my Super Mario games.


Now crossing over the halfway point of the year, the only 4 Super Mario games that remained were the 4 on the NES. I did this on purpose because NES games are famous (infamous?) for their hard difficulty. I figured I would start with Super Mario Bros. 2 USA because, if you know its backstory, it should in theory be the easiest of the 4 NES Super Mario games. In 9 3/4 gameplay hours over a span of 11 days, I beat Wart, thus completing the game. I truly consider it complete because I played through every level without using warps. Because I played Super Mario Bros. 2 via Super Mario All Stars on the Wii, I had no restore points or rewind to help me. I did discover however, that if I save when I have numerous extra lives, if I run out of lives, I merely have to reset the game on the Wii, and it will start me at the beginning of the world with all my extra lives, instead of starting at the beginning of the world with just 5 lives. By doing so, at one point I racked up 27 lives. Boy did I need them! Quite often I would burn through 15 lives to get through a world. While the constant dying did frustrate me, it felt more like trial-and-error, which made the eventual succeeding feel even better. Just like with Super Mario Sunshine, finishing this game made me feel like I "got good" and accomplished something. Yes, it upset me when I lost my last life, got game over and had to start from the beginning of the world (no matter how many lives I had), but I found myself easily catching up to where I left off because I had mastered the previous areas. Therefore, I would not say this game is hard, but I would say it is challenging. Once you get over the challenge, you'll find yourself cruising through the levels.


After completing Super Mario 2 (USA), on August 15, I completed Super Mario Bros. 3! Now to be fair, Carrie and I completed this game earlier in April, but near the end, we used the restore points and rewind feature of Switch Online to get through world 8 and Bowser's castle. I wanted to see if I could get through Super Mario Bros. 3 on my own without any restore points or rewind. Therefore, I played the Super Mario All-Stars version on the Wii. By golly, I did it again. For Worlds 1-7, I legitimately beat all the worlds and all the levels according to original game design. During those first 7 worlds, I conserved all my items, especially the P-Wings. For World 8, I used the saved P-Wings to fly over the only 2 levels and the hardest air ship to make sure I got to the fortress with plenty of lives, so I could save a good checkpoint. Using the rest of my saved items, I marched into Bowser's castle and defeated him. And I did it all in 9 3/4 hours.


With 2 games left and avoiding possible the hardest one in the entire series, I played another game that I played and finished as a child: Super Mario Bros 1. This time I resolved to 100% fully complete the game. I played through all 32 levels. I even did a "no secrets" run, meaning I did not use any secret warp pipes, especially if the warp pipes shortened the level. Now if I had to redo a level, I would use a secret warp pipe because I knew I could clear the level, but I would not use them unless I knew I could clear the level. I actually got through the first 3 worlds without getting a game over. Yes, I did not get a game over until 4-1. In the process, I ended up with a high score of 228,250. I did not use the save lives exploit until I got to world 8, where I legitimately got stuck, but I only had to rack up 12 lives to defeat Bowser. And I did it all in a matter of 8 2/3 gameplay hours over 20 days. There's a reason why this game is considered a classic. The first world, especially the first level, does an excellent job providing a tutorial on how to play the game, without holding the player's hand too much. Sure, it might make the first world, especially the first level, easy, but finishing that first world makes the player feel like he or she has everything he or she needs to know to finish the game. If World 1 feels too easy, then World 8 might feel too hard. It definitely has the NES difficulty. I remember as a child getting stuck on 8-1 a few times. The player really has to master the controls and the abilities to get through that world. As much as this game deserves the title Classic, I'm glad Nintendo did not stop improving there. Themes to worlds, more power-ups (in both quantity and quality) and bonus levels (whole bonus levels, not just bonus areas within a level) were definitely missed. If Nintendo would have just kept repeating Super Mario Bros 1, the franchise would have become stale (as a matter of fact, I would theorize that some gamers hate the New Super Mario Bros games because the feel like it is just more of the classic Super Mario Bros). Don't get me wrong. I do not hate this game, nor would I even say I dislike it. I do like, if not love, this game. I'm just glad that Nintendo pushed the series further and continued to improvise.


That left the original Super Mario Bros. 2 (Japan) or Super Mario Bros.: The Lost Levels (USA). I knew the game was famous (infamous?) for its difficulty, Therefore, I used all the resources I had at hand. I played the Super Mario All-Stars version on Switch Online so I could have restore points and rewind at my fingertips. Boy, did I need them, and I used them liberally. Thanks to them, however, I could fully complete the game. I played every level in every world (Worlds 1-9 & A-D), and again, I did not use warp pipes.I racked up a total of 13 lives and high score of 856,000. And I did  it all in a matter of 3 1/2 hours game play hours in a span of the week of September 6-12.

2/3 the way through 2020, and I had already played and finished all 21 Super Mario games. With about a third of the year remaining, I figured I had enough time to go back and complete the near complete games. The first one was Super Mario Galaxy 1. For that game, I collected all 120 stars and beat Bowser a second time as Mario. So for Super Mario Galaxy 1, I completed the game as Mario, but I did not fully complete the game because that would involve completing it as Luigi, and this is the Year of Super Mario, not the Year of Luigi. From there I moved on to New Super Mario Bros. 1 on the Nintendo DS. This one I did 100% fully, earning those 3 beautiful stars on my profile. And I completed all these game by the end of October.


Also during October, Nintendo released Super Mario 35, a Super Mario battle royale to celebrate the 35th birthday of Mario. While there isn't a way to finish or complete Super Mario 35, with the help of my wife Carrie, we unlocked and cleared every level, collected over 100,000 coins, knocked out 150 other players and reached over level 150. I have finished in 1st place 13 times, and she finished in 1st place 2 times, for a total of 15 1st place finishes. This may be a hot take, but I feel like Super Mario Bros. 35 is what the original Super Mario Bros. 1 should have been. In Super Mario Bros. 1, there is no need to beat enemies, and many speedrunners have demonstrated this by avoiding enemies altogether. Super Mario Bros. 35 encourages defeating enemies in order to increase the time. While collecting 100 coins in Super Mario Bros. 1 can give the player an extra life, besides that, they have no need. In Super Mario Bros. 35, players can spend 20 coins to randomly get a helpful item in need. This encourages players to collect coins, which in the original games, players can do without collecting any coins. While I think that fan made Super Mario Battle Royale is better than Super Mario Bros. 35, I appreciate Nintendo made their own battle royale which does not favor speedrunners. Even speedrunners need to slow down to collect coins, collect items and beat enemies. I hope the popularity of the game will encourage Nintendo to keep the game active past its March expiration date.

And with Super Mario 35, thus concluded my Year of the Super Mario. In my Year of Super Mario, I played 19 of 21 Super Mario games (20 of 22, if you include Super Mario 35). I decided not play (or rather, replay) New Super Mario Bros. Wii and New Super Mario Bros. U because I played them in the recent past, and I came near completing them the first time playing them. In my Year of Super Mario, I spent a total of 243 hours 7 minutes on Super Mario games. That's averaging 11 hours 34 minutes per Super Mario game. While you can call me a Super Mario fanboy, I'm not sure you can call me a Mario fanboy just yet. I will have play some other Mario games to deserve that title, not just Super Mario platforming games ;)

Tuesday, December 31, 2019

2019: The Year of the Switch

On Christmas Morning 2018, I was surprised to find myself unwrapping a Nintendo Switch! My mentor and my best friend Louis Fritz had gifted me a Switch for Christmas, so I could complete my Year of the Kirby by playing the last remaining Kirby game Kirby Star Allies, exclusively on the Nintendo Switch. I spent the last 6 days of the year playing Kirby Star Allies, so I could finish it by the end of the year. Now with the Year of the Kirby done, I considered my gaming focus for the upcoming 2019. I could not simply let a good Switch go to waste, collecting dust, just because I wanted to play 1 Kirby game. Therefore, I declared 2019 would be the Year of the Switch! For my goal, I aimed to play and finish as many Switch games as possible. For my qualifications for these Switch games, they had to be console exclusives (only on the Switch), and they had to utilize the Switch's hardware capabilities to its maximum capacity. 365 days and 300 hours later (that's averaging 49 minutes and 20 seconds a day! Pretty good for a Ph.D. candidate!), I played 12 Switch games. Of those 12 Switch games,  8 games I finished, and 4 I did not finish. Of those 4 games I did not finish, half of them technically cannot be finished because they do not have a finish line. Here are the 12 Switch games I played for my year of the Switch. First, I will present the 8 games I did finish, in order of finishing them. Next, I will present 2 Switch that could be finished but I did not finish. Then, I will present the 2 Switch games I did not finish because I cannot finish them.

Games I Finished

Here are the 8 games I played and finished, in order that they were finished.

Mario Kart 8 Deluxe

I did not begin the Year of the Switch with Mario Kart 8 Deluxe. I actually started the Year of the Switch with Super Smash Bros. Ultimate, the Switch game I was most excited to play. Whenever I got bored, frustrated, stuck or tired with Super Smash Bros., however, I would turn to Mario Kart 8 Deluxe. As the game's subtitle hints, Mario Kart 8 Deluxe is really just an enhanced port of Mario Kart 8 on the Wii U. On the Wii U, I had already triple-star gold on all 50cc and 100cc grand prix cups, and I had gold on all 1500cc and 150cc mirror grand prix cups. Therefore, my goal was to repeat the same results on the Switch port. In a matter of about 10 gameplay hours, I had once again triple-star gold all 50cc and 100cc grand prix cups, and I had gold on all 150cc and 150cc mirror grand prix cups.

I swear Nintendo made Mario Kart 8 Deluxe easier than Mario Kart 8. It took me 70 hours of playing Mario Kart 8 on the Wii U to get triple-star gold on 50cc &100cc and gold on 150cc and Mirror, but I only spent 10 hours on Mario Kart 8 Deluxe on the Switch to get to the same place. I can think of a couple factors that may explain this. For starters, on the Wii U, I played every single cup on every single cc, whereas on the Switch I started at 100cc (since difficulties stack). I also played much more multiplayer on the Wii U, both local multiplayer and online multiplayer. That still doesn't excuse 60 hours. Remember on the Wii U I only downloaded 1 DLC pack, not both of them, meaning on the Switch it took less time to do more. I have to go back to the difficulty. I pretty much earned triple-star gold (which is 1st place on all 4 grand prix races) in my 1st attempt with most Grand Prix Cups. The only one that gave me issues was special cup and lightning cup. Then on 150cc and Mirror, I once again finished with a gold trophy on the first attempt most of them. Again, the only issues was special cup on Mirror (go figure). Either I'm getting good, or they tone down the difficulty on Mario Kart 8 Deluxe. I'm thinking the latter.

Outside the grand prix cups, I did not play the Switch game as much as I played the Wii U version. Besides the inclusion of the Wii U DLC characters and courses, the biggest and most welcome improvement was the multiplayer battle. In the original Wii U version, battle merely consisted of putting half the racers going one way, the other half of the racers going the opposite directions, and racers through items at each other in passing. In the Switch version, battles happen on courses meant for karts to freely roam, allowing more action to happen. The multiplayer mode also has a lot more options, from the classic balloon popping battle to a new cops-and-robbers battle. The variety allows for every multiplayer game to become a new experience. For the Wii U, I marked Mario Kart 8 as my favorite Wii U game. I'm not sure I would say that Mario Kart 8 Deluxe is my favorite Switch game, but I am awestruck at how Nintendo took an already great game and made it better. I really do hope Nintendo makes a Mario Kart 9 (which many, including myself, hope it is a "Super Kart Bros," or a Super Smash Bros. version of Mario Kart) uniquely for the Switch, for it can only get better.

Super Smash Bros. Ultimate

On New Year's Day 2019, I began playing Super Smash Bros. Ultimate on the Nintendo Switch. After playing it for the entire first half of 2019, I have accomplished the following-
-ON WORLD OF LIGHT ADVENTURE MODE, 100% completed on easy, clearing all the spaces, awakening all the fighters (this is how I unlocked all the fighters), reaching all the endings (including the true ending), fulling upgrading my skill tree, and I did all in a matter of 39 hours. On top of that, I also 100% completed all the Adventure Mode challenges.
-ON CLASSIC MODE, I cleared classic mode with every fighter (including DLC), with every fighter finishing with at least a minimum of a 7.0 intensity (compared to the 6.0 intensity on Super Smash Bros. 3DS). Rosalina & Luma was the only fighter I could finish on the maximum intensity of 9.9, making Rosalina & Luma my high score. On top of that, I also 100% completed all the Classic Mode challenges.
-ON ALL-STAR MOB SMASH, I defeated at least 25 characters (that's a third of them) with every single fighter (including DLC). My individual high score was 53 defeats (over two-thirds of them!) with Kirby, and my total high score with all fighters was 2,330 defeats.
-ON CENTURY MOB SMASH, I defeated all 100 Miis with half of the fighters, and with the other half of the fighters, I defeated at least 90 Miis. My individual high score was with Dark Pit, who defeated all 100 Miis in a matter of 2 1/3 minutes. My total high score was 7,457 Miis defeated. This is a huge improvement from Super Smash Bros. Wii U, where I could only defeat all the Miis with 10 fighters, and the rest of the fighters could only defeated half the Miis.
-ON HOME RUN CHALLENGE, each and every fighter launched the sandbag of a minimum 50 kilometers
-ON CHALLENGES, I 100% completed Adventure Mode Challenges, Spirit Board Challenges, Spirit Challenges, Classic Mode Challenges, Games & More Challenges, Online Challenges and Other Challenges. The only one I did not 100% complete was the Smash Challenges, but I did get a lot of them. Altogether, I achieved 116 of 124 challenges. That's over 90%!

Anyone who still says that Super Smash Bros. Ultimate is merely an enhanced port of Super Smash Bros. fo(u)r Wii U/3DS is an ignorant fool. Super Smash Bros. Ultimate has so much more to offer. As the reveal itself said, "Everyone is here!" Not since Melee has the entire cast of the prior games returned for the sequel game. As if 75 fighters weren't enough, DLC has offered even more characters from throughout video game history. And yet even with new fighters, the game stays fairly balanced. While somebody may point out that not all the stages return like the characters do, Super Smash Bros. Ultimate comes with over 100 stages, not even counting the DLC stages! On top of the over 100 unique stages, each stage comes with "battlefield form" (stationary platforms) and an omega form (no platforms), which could be considered over 300 stages. The combinations of fighters and stages are almost endless, which are made even more endless with the option to switch out stages in the middle of the Smash. Furthermore, to add even more combinations, Super Smash Bros. Ultimate allows players to customize the rules. The addition I appreciate the most (and I imagine most fighting gamers do) is that Sakuri has now added stamina battles, in which the fighters have hit points, and they lose a stock if their HP hits 0. This allows Super Smash Bros. Ultimate to feel like a tradition fighting game, if the player chooses so. Between the combinations of fights and the combinations of stages, as well as the combinations of rules, the possibilities seem truly endless!

As seen above, Super Smash Bros. has plenty for the single player to do. If anybody notices Events mode missing, then look towards Adventure mode. Adventure mode really is a misnomer. World of Light is more like a bunch of events tied together with a overworld hub map. The only story in World of Light is in the opening cutscene and the closing cutscene. While better than its absence in Super Smash Bros. fo(u)r 3DS/Wii U (and technically the original Super Smash Bros.), I personally prefer the story Adventure mode in Brawl, or even the Adventure mode in Melee, in which fighters would play on other characters' worlds. The changes in Classic mode was enough to make Classic mode new and fresh, yet it kept enough to make it look and feel like a Classic mode. All-Star mode has transformed into a mob smash, alongside century smash. Sometimes, I wish they would have kept All-Star mode the same because All-Star mode does not feel the same as a mob smash. At other times, I like the change to mob smash because it make All-Star mode the most challenging it has ever been in any Super Smash Bros game. While the All-Star mode has become harder, the century smash feels easier, lacking the challenge. Home Run Challenge did not come with the original game, but it came with a DLC update, a much desired DLC update. Spirit Board mode allows players to continue the challenge that Adventure mode's World of Light provided. Super Smash Bros. Ultimate truly deserves its subtitle of Ultimate. If Sakuri stays behind his word that this may be the last Super Smash Bros. game, I wouldn't mind if Nintendo simply ported Super Smash Bros. Ultimate to every future system. This game could almost be called Super Smash Bros. Perfect.

Splatoon 2

After playing Super Smash Bros. Ultimate for the entire first half of 2019 (with some Mario Kart 8 sprinkled in there), I decided my next game would be Splatoon 2. After Super Smash Bros. Ultimate, this was the game I was next most excited to play. I had played Splatoon 1 at the tail end of the Wii U's life, so I never got to participate in any of the Splatfest. I decided I would play the story mode, and if it went well, I would then look into the Octo Expansion. After about 10 hours of gameplay over 13 days, I beat DJ Octavio, rescued Callie and saved the Great Zapfish, thus finishing the story mode of Splatoon 2! I had now finished the story modes of both Splatoon games! This story mode took me about 10 hours to finish, compared to the 7 5/6 hours of the first Splatoon. Splatoon 2 has the exact same number of missions as Splatoon 1, so it's not any longer (as a matter of fact, I still consider it short, just like I considered Splatoon 1 short). The difference is that Splatoon 2 is more difficult. Splatoon 1 didn't get hard until the final boss. Splatoon 2 ramped up in difficulty around the halfway point of the missions. No longer could I get through the mission on the first try. I actually had to learn the mechanics and perfect them. (Ironically, I thought the final boss of Splatoon 2 was easier than the final boss of Splatoon 1.) The improvement I appreciate the most was that the story mode incorporated all the weapons of the game. Not only did it all developers to get more creative with missions and stages, but it allowed the player to gain experience with each weapon, so the player knows all the weapons before trying the multiplayer. 

Overall, I greatly enjoyed Splatoon 2, so much that I downloaded the Octo Expansion pack. July 2019 became the month of Splatoon 2 because I spent the rest of the month on the Octo Expansion pack. By the end of the month, I cleared all 80 stations, passed all 7 phases and beat Commander Tartar, thus finishing the Splatoon 2 Octo Expansion on the Nintendo Switch! Play close attention to my wording. While I cleared all 80 stations, I only passed 70 stations. The other 10 I had to hack because they were just too hard (half of which were on line J, the hardest line). Speaking of difficulty, I said that the Splatoon 2 improved on Splatoon 1 because the story mode became difficult halfway through the story, contrasting with Splatoon 1, which didn't become difficult until the final boss. If the story wasn't difficult fast enough, the Octo Expansion is for you. Once you pass the line A stations, it gets difficult. Not that I have any problem with difficulty, but what I did have a problem with was that the Octo Expansion required the Octoling to pay in-game currency to play each station, which become a bummer. If the Octoling short on payment, the Octoling has to play lower difficulty stages over and over again to farm in-game currency. If the Octoling runs out of currency, sure, the Octoling can go into debt, and [SPOILER ALERT!], clearing all 80 stations will reward you with enough funds to wipe out the debt tenfold, [/SPOILER] but it all seems unnecessary. If the developers really wanted to do this in-game currency pay to play model, they should have followed what Harmonix did for Rock Band Blitz (after the update): low cost and high reward. Personally, I would have designed the Octo Expansion pack this way-

-Each station costs as much as line. Line A stations cost 100, Line B Stations cost 200, Line C Stations cost 300, etc. This means the most expensive station is Line J at 1000. Sure, you can still combine the two costs when stations overlap (for example, F11/J08 would cost 1600 for the 600 Line F fee and 1000 Line J fee), but none of this 2000 and 3000 fees.
-I like rewarding players more in-game currency for making the station harder on them by using different weapons, but simply adding 200 more for the reward doesn't cut it. Easy difficulty should be double the cost price, intermediate difficulty should be triple the cost price, and the most advance difficulty should quadruple the reward price.
-Quit shifting the amount of lives! I hate having to pay 500 currency for 5 lives on one station, 500 for 3 lives on another and 500 for 1 life on another! Be like story mode and give 3 lives every time. Also, just like story mode, give players back a lost life if they reached a checkpoint. Nothing was more frustrating than reaching a final checkpoint for the first time with only 1 life. It leaves absolutely no room for trial and error.
-I really like how there was multiplayer map stations (like the tower defense game), but there wasn't enough of that. Most stations were harder versions of story mode levels, which wasn't bad within itself, but it was quite repetitive. Balance the two out. I would have loved to see at least one clam challenge station and at least one Turf War Station (beside [SPOILER ALERT!] the final boss battle[/SPOILER])

Not only did I play all the single player modes offered by Splatoon 2, I got to participate in the last Splatfest. By the time I purchased Splatoon 1 for the Wii U, Splatfest were already a thing of the past, and this year, I spent so much time on Super Smash Bros. Ultimate, I thought I would miss this one as well. I'm not sure if the future holds a Splatoon 3 or any future Splatfest, but at least I can I participated in 1 Splatfest. As for the last Splatfest, I joined Team Order instead of Team Chaos because my God creates order out of the chaos. Unfortunately, Team Chao ran the board, winning in popular vote, solo battles and team battles, thus claiming the final Splatfest championship. Nonetheless, I'm glad I got to experience a Splatfest. 

ARMS

On August 1, I started playing ARMS. At this time, I started doing more research into the Switch games I chose because I really wanted to make sure I played game that truly utilized the Switch's hardware. Through my research, I learned a few fun facts about ARMS. First, ARMS was originally developed for the Nintendo Wii U, but when the developers found out about Nintendo's Project NX (which would become the Nintendo Switch), which would have detachable motion controllers (which would become the joycons), the developers decided NX would be a better fit for their game, so they programmed for it instead. Second, this game was originally planned as a Mario Boxing game, as part of the Mario sports games series. As planning and development progressed, developers threw around the idea of introducing other Nintendo characters as fighters, just like Mario Kart 8 did, adding Legend of Zelda characters and Animal Crossing characters. Upon further thinking about it, however, the developers realized that a game with Nintendo characters fighting one another sounded too close to Super Smash Bros., so the idea was scrapped for original characters (developers also considered Punch Out characters, but developers realized that Punch Out characters would upset long time fans of Punch Out and confuse new fans of ARMS, so that was scrapped, too.). Third, since the game focused on the extension of the arms to insane lengths, all fighters' designs started with their arms (go figure), and the rest of the body was designed to fit with the design of the arms.

August 2019 became the month of ARMS. After playing ARMS for the whole month of August, I fought with every fighter on both Grand Prix and 1-on-100, thus finishing ARMS on the Nintendo Switch. For the Grand Prix, I won all 10 fights with each fighter on a difficulty of 2 (with the exception of Master Mummy, who I cleared with a difficulty of 4). For 1-on-100, I at least beat 67 with each fighter, even clearing all 100 with 2 of the fighters (Byte & Bark and Springtron). For the Get Arms minigame, I have record of 270 on the short timer, 1870 on the medium timer and 4340 on the longer timer. In the process, I earned 76 badges. And I did it all in a matter of about 15 gameplay hours. Also, may the record reflect I did it all with the motion controls (except the badges that required using buttons), giving me quite the arm workout (hence the title, I guess). I did all the Grand Prix fights on a difficulty of 2 because that was the sweet spot for me. A difficulty of 1 was too easy, and a difficulty of 3 was too hard. The only reason I got Master Mummy up to a 4 was because Master Mummy has the strongest throw, and his ability allows him to heal when blocking. I'm glad I did get him to a difficulty of 4 because you need to be on at least a difficulty of 4 to unlock the "true ending" with the extra fight, the credits and the epilogue card to show the fighter has reached his dream goal, not just simply winning the championship. I only got to see that once because of Master Mummy. Trust me, I tried with other characters, only to get nowhere. Part of the inability to finish only a difficulty of 4 was the motion controls. Indeed, it is a step up from boxing in Wii Sports, but it is a long way from Creed, the PSVR video game. Sometimes the game feels like it accurately know the motion of your arm, and at other times you're wildly flailing your arms. The other part of the inability to advance everyone to a 4 difficulty was the minigames in between meets. During rounds 3 and 6 of the Grand Prix, you play either volleyball, basketball or break the targets. Basketball is easy, considering all the player has to do is grab the other player, and the computer takes care of the rest. Break the targets can become easy or hard, depending on the fighter and the arms chosen. Volleyball is hard. Developers, I know you were trying to throw variety in the game besides boxing matches, but this game was made for boxing, not any other sport. The Grand Prix should have been just fights, not any other sport. Save the other sports for an extra mode.

Just like Splatoon, I congratulate Nintendo for attempting new IPs instead of recycling old IPs. Although ARMS did not have the same success as Splatoon, I hope it does not discourage Nintendo from trying new IPs. Despite my frustrations, I overall enjoyed the game, especially for how it utilized the hardware. It will definitely end up as one of my favorite games for the Switch.

Snipperclips (Plus)

If July 2019 was the month of Splatoon 2, and August 2019 was the month of ARMS, September 2019 was the month of Snipperclips (Plus). After playing Snipperclips for the entire month of September, I solved all 75 puzzles, thus finishing Snipperclips (Plus)! This is one of those games that proves photo-realistic graphics do no make a game good. All the themes - noisy notebook, retro reboot, silly science, cosmic comics & toybox tools - all fit the crafty aesthetic. I also appreciated how they remixed the theme song with each change in theme by changing up the instruments. It really tied in well. All the puzzles were straightforward on the goal, so much so that a description was not provided or needed. Solutions were neither too easy nor too hard. Personally, I only needed help on 3 of the 75 puzzles. That's only 4% of them. Between the sensible goal and the sensible solution, I would say this game is meant for kids, but I mean that in a good way. Anyone could pick it up, play it and win, even the illiterate. Even the controls help with that easy playability, but then again, it also hurts. Movement is of course the joystick, and the actions are only 3 buttons (a 4th button is added to switch for solo players). With the exception of jump, however, none of the buttons have a logical place. If the player is too focused on the actual puzzle itself, the player can easily press the wrong button, forcing him or her to start all over again. Speaking of solo players, this game was clearly meant for 2 players, each playing on 1 joycon. If playing solo, you'll constantly have to switch pieces. It's not that playing solo is harder, but it is longer. It's just easier to grab a friend and have them help you. I would have liked to see solo puzzles on top of multiplayer puzzles. Beside a confusing button layout and lack of solo puzzles, my only other complaint is that the loading screens seemed kind of long for a simple puzzle game. All in all, Snipperclips takes full advantage of the Switch's hardware capabilities. It works perfectly as a multiplayer game on the go. For the person who loves puzzle gaming, I would recommend this game for the Switch.

Cadence of Hyrule

Continuing the pattern of game of the month, October 2019 was the month of Cadence of Hyrule. Despite not really utilizing the hardware capabilities of the Switch (although the game was exclusive to the Switch), I chose to play Cadence of Hyrule because, despite not bein an official Legend of Zelda on the timeline, Cadence of Hyrule was nonetheless a Zelda spin-off game, like Link's Crossbow Training and Hyrule Warriors. Therefore, I just had to play it to stay up-to-date with the Zelda games. After playing Cadence of Hyrule for the full month of October, I beat Octavio and defeated Ganon, thus finishing Cadence of Hyrule on the Nintendo Switch! During my playthrough, I explored the entire overworld map, collected enough heart pieces for 15 total hearts, and accomplished 6 achievements. And I did it all in a matter of 9 3/5 hours. And yes, I played the whole game without turning off the beat.

Despite not being a "canonical" Legend of Zelda game, it felt like a Legend of Zelda game. The aesthetic reminded me of Legend of Zelda: A Link to the Past. The exploration of overworld reminded me of the original Legend of Zelda because I had to legitimately explore every corner of the map to find all the dungeons and all the secrets, without any guidance of hints. Both of those features would make a Zelda fanboy gleefully happy. My only complaint is that the "champions" (what this game call bosses) might have been too easy. I beat all 4 champions, Octavio and Ganon on the first try, and sometimes, I didn't know how besides, "Here's a sword; go around and hit stuff." Yes, I get they don't want to make the champions too tough or too puzzle-y because that would add another layer of complication on top of staying on the beat, but a boss or a champion should be something more a monster who has above average HP/stamina. While staying in beat helped greatly, being off the beat didn't hinder the gameplay to the point of being unplayable. Still, if I want to play a rhythm game, I would lean away from the action/adventure genre and lean more towards the simulation genre, like Guitar Hero and Rock Band.

Super Kirby Clash

Since I played Hyrule of Candance to keep with the Legend of Zelda games, I had to play Super Kirby Clash to keep up with the Kirby games from last year. After 30 hours gameplay time over 3 months real time, I beat the True Final Battle, thus finishing Super Kirby Clash on the Nintendo Switch! This is the 32nd Kirby game I have played and finished. During those 30 hours of gameplay time, I have earned 102 medals: 80 platinum medals, 17 gold medals, 4 silver medals and 1 bronze medal. I also accomplished 509 of 900 hero missions. I also got up to level 63. Most importantly, I didn't spend a single cent on this "free-to-play" (more like "free-to-start") game! I made sure I collected my daily bonuses every day, and it was enough to advance me and power me up to the true final battle and win the true final battle.

Super Kirby Clash deserves the "super" part of its title. If you think Kirby Clash Deluxe took the Kirby Clash minigame further, wait until you see Super Kirby Clash! More quests, more missions, more levels. Missions have gone from 256 to 900, and level max out, no longer at 50, but at 100. The rarity of Kirby's weapons and armor goes up to 15, and each weapon and armor has both a deluxe version and super version (of course). I think Kirby Clash Deluxe got enough complaints about the gem apples (in-game currency, which can be bought with out-of-game currency), for it felt easier to earn gem apples in this game. Not only do more hero missions mean more opportunities to earn gem apples, Nintendo provides many other ways to earn gem apples, from passwords to newsletters to even Tetris 99 event! I will admit that knowing what I was doing helped conserve gem apples. I also heard that, if you spend real money on gem apples, you get more out of it thank Kirby Clash Deluxe. Although Super Kirby Clash improved on Kirby Clash Deluxe, I would still recommend just playing the Kirby Clash minigame to get the idea. If you really love it, go for Super Kirby Clash over Kirby Clash Deluxe.

Super Mario Party

Lastly, I collected all 5 gems and declared the Superstar, thus finishing Super Mario party on the Nintendo Switch! I got the Gem of Tenacity by playing all 4 boards in Mario Party mode, I got the Gem of Love by playing all 4 boards in the Partner Party mode, I got the Gem of Courage by playing through every route in River Survival mode, I got the Gem of Spirit by finishing the Sound Stage mode on hard difficulty, and I got the Gem of Passion by completing all 80 minigames on Challenge Road mode. And I did it all in about 15 hours.

This might be my favorite Mario Party game. Nintendo finally returned Mario Party to its classic form. The main mode involved traversing a multi-route board, collecting coins to trade in for a star, and collecting stars to win the game. No more shared carts. Everyone can go their own path. Although they redid how the points system works (for example, 10 coins buys a star, not 20 coins), it all seems to work out in the end. If you enjoyed a group aspect of the 2 previous 2 Mario games, and you would like a more routes in your boards, partner party might be the game mode for you. The player is paired up with a partner, they share dice rolls and they can roam the board freely. Besides the 2 main modes of Mario Party and Partner Party, if you like the minigames but don't like the boards, there are plenty of other options. River Survival has a team of 4 traversing down a rapids river, racing to meet the finish line before time runs out, extending their time with 4-player co-op minigames. Sound stage is a series of fun rhythm based motion games. Challenge Road challenges players not only to win the minigames, but also to reach certain goals, sometimes even asking for perfection. Speaking of minigames, Super Mario Party manages to balance motion control minigames and button pressing minigames perfectly, something the previous few Mario Party games struggled to do. I didn't get to play in Toad's Rec Room because I don't know someone else locally with a Switch and Super Mario Party, but from what I've seen, it looks like mad fun.

Super Mario Party starts the player out with 16 characters, then has the player unlock another 4 characters, for a grand total of 20 characters. The most stand out character would have to be Bowser because this is first game in which Bowser is a playable character (not counting Mario Party 10 because he was still an enemy character). In this Mario Party game, players choose their character right after the home screen, unlike previous Mario Party games, in which character selection happened after mode selection. New to this version of Mario Party is that all the characters comes with special dice, which can either give you coins instead of spaces or gives a different balances of spaces moved. Now character selection is not just merely choosing a favorite character, but it now involves choosing based off their dice. Furthermore, the board game modes can give the player the option to call other characters as allies. When the player calls upon these allies, they get their dice, giving them more dice options. This gives the game a layer of complexity without overdoing it on dice, like Mario Party 4 did.

Of course, Super Mario Party's biggest weakness is the small amount of game boards. Both Mario Party and Partner Party have only 4 game boards. In all honesty, though the past few Mario Party games have suffered from this, and only the Nintendo 64 and GameCube Mario Party games escape it. Besides this glaring weakness, I can easily declare Super Mario Party my favorite Mario Party.

Games I Could Not Finish

I present to you the 2 games I could not finish, in order I first played them-

Mario Tennis Aces

Mario Tennis Aces was the first game I played with my Switch. Opening it on Christmas morning with my wife, we wanted to face in a tennis match. Upon booting up the game, however, I was thrown into the game's story mode, cutscenes and all. I had to wait for the game to give me back control to back all the way out to the main menu to start a multiplayer match. Listen, Mario Tennis Aces, I appreciate you thought about the gamers who play solo, so much so you thought up a single player campaign for them. But ultimately, however, most people get Mario Tennis Aces (or any Mario Tennis game, for that matter) for the casual multiplayer. Here is one of the few times that an opening title card leading into the main menu would suffice.

As for the story mode, Nintendo really did an excellent job forming a story. Their story did not merely consist of a tennis tournament. Each level or stage did not merely consist of beating a character in a tennis match. Each level and stage tested the player's skills. At times, these tests can be challenging. Sometimes it's not clear what the objective is. Other times the game pretty much asks for perfection, allowing little to no room to mess up. Between the unclear objectives and the desire for perfection, I got stuck constantly, and that's why I never finished the game. Despite the well thought out story campaign, I sometimes wished it was simply a tennis tournament.

Even if this game merely had free play, the game provides plenty of combinations in its variety. The game came with 16 playable characters, and then it added 14 more in updates, for a grand total of 30 playable characters. Each character has his own flair of how he plays, so choosing a character (and an opponent if playing against a computer) means more than just looks. Players can unlock up to 10 courts. Some of the courts come with additional hazards, which add another layer of complexity. Even if a single player merely played free play with computer players, the combinations would seem nearly endless.

My biggest criticism of the game is they pushed motion controls off to the side, quite literally. They do offer motion controls, but it's another mode, separate from the rest of the game. Furthermore, the motion control version of the game is very vanilla. It is your basic tennis with basic rules. No zone speed, no zone shots, no special shots. Even editing the rules has its limitations. It's quite a shame they did push this mode off to the side because it really is an improved Wii Sports Tennis. No longer can a player just waggle the controller and hit the ball. The player must carefully time his or her swing to not swing too early or too late. The player also has to be conscience of the angle of the controller because it will affect the which way the ball would go. With such great improvements in motion control, the expectation would be that Nintendo would want to show this off to everybody. Nope. It's a function off the side, but only if you want. Honestly, if the game would have allowed motion controls throughout the entire game, I might have been more invested in finishing the single player campaign.

Ring Fit Adventure

I may have chosen the wrong game for my Year of the Switch...

I had played Ring Fit Adventure for the entire month of November, on average playing every other day. I had finished 10 worlds and have gotten through half of the 11th world. My character went up to level 90. And there was no end in sight. I started doing some research on the internet. I found somebody supposedly quoting Nintendo, saying that there were over 20 worlds and over 100 levels, which, if spent a half an hour working out every day, would take several months to finish. Not looking good, but I wanted something more concrete. After Googling several different phrases with Boolean filters, I finally found someone who finished Ring Fit Adventure on YouTube. Now, to be fair, the YouTuber was playing at a 7 out of 30 difficulty (for a frame of reference, I played at 10 out of 30), and he was playing on silent mode (no jogging). But thanks to him, I found out Ring Fit Adventure has 23 worlds! I'm roughly halfway through! Furthermore, by the time he reached the end, his character reached level 211! I'm not even halfway there! As November came to a close, with other Switch games closer to the finish line,  Ring Fit Adventure to headed to the backlog.

Whoever said that Ring Fit Adventure is not a real RPG is an ignorant fool. It has everything expected for an RPG. Your character gains experience points and levels up. Every time your character levels up, the character gains attack points, defense points, experience points, and, later on in the game, skill points. Those skill points can be used to unlock extra skills on a skill tree. Players can learn new exercises/attacks, and the skill tree can unlock more slots for exercises/attacks. After world 2, enemies have weaknesses to certain exercises/attacks based on their color. Players can use ingredients collected from levels to create smoothies, which restore health and give stat boosts it battle. If players have not collected enough ingredients in levels, they can buy some for the town's general store. Also at the general store, players can buy outfits that boost stats. Heck, there's even side quests that unlock clothing, smoothies, smoothie recipes, or just extra money. Everything I mentioned are all elements of RPGs, and they can be found in Ring Fit Adventure. I don't know what the RPG fanboys were expecting to get a more "fleshed out" RPG. A complicatedly connected fetch quest? The ability to roam freely upon each world to interact with every NPC? Heck, I don't think they can't criticize Ring Fit Adventure as being too short for a RPG. Yes, it was only 8 or 9 worlds, I would consider it a watered-down RPG, but not 23 worlds.

Just like many other reviewers have criticized, it's weird that the ring can talk, but Drageux cannot. This doesn't mean I don't want the Ring to talk. In fact, I love the ring talking. He reminds me of Goku with his happy-go-lucky personality. I just wish they would have voiced Drageux. As a personal complaint, I thought the attack animations were weird. I get they were to show what muscle the player was working out, but I think the color coded would have sufficed. Did I really need to see a foot stretch for leg attacks and a flabby gut turn into six-pack abs to attack the foe? Again, I would have preferred if the ring shot color-coded energy beams instead. Maybe use those animations for a few selected attacks, like the range attacks. But don't let poor choices in animations fool you. Overall, the game has beautiful graphics with its cel-shading. Nobody usually expects a fitness game to look beautiful, but this one does.

Games I Cannot Finish

These are the 2 games I cannot finish, in order they were first played.

Tetris 99

With the hype of the  battle royale genre, you might expect more developers and publishers to attempt their own battle royale game, either by starting a new franchise or inserting battle royale into an old franchise. You would not expect for a puzzle game to enter the genre. Yet here we have Tetris 99, a battle royale version of Tetris. If you find any kind of competitive multiplayer Tetris crazy, you'll find Tetris 99 hectic. No longer do you simply face down 1 opponent. No, now you face down 98 opponents. You can choose the exact opponents to send your garbage lines to, or you can let the computer choose, based off who just sent you garbage lines, who is closer to being knocked out, who has more knock out themselves, or whoever the computer randomly chooses. At first, it will seem to hard to catch up, but once you get the hang of it, you'll get addicted. You will find yourself looking forward to the Flight of the Bumblebee because it means you're in the top 10.

Tetris 99 must've feared players would leave after the hype died down, so they added more features to keep the hype going. They added a team battle, where players are shoved into 4 teams: red fire, yellow lightning, blue water and green leaf. Not only do players strive to be the top player, the strive to be the top team. They added Tetris Invictus, where only the top Tetris players can square off against other top Tetris players. They added daily challenge goals, which can range from finishing in a certain spot, to clearing a certain amount of lines to knocking out a certain amount of opponents. Complete a goal, earn a ticket. 15 tickets can unlock a newly decorated Tetris format. Did I mention all these additions were free? They also included paid DLC. For $10, Tetris 99 players can download the single player modes everyone is familiar with, like marathon. Furthermore, Tetris 99 will have events with special themes for decoration. Score at least 100 points during those events, and you can keep the themes permanently! These events also have me keep coming back to the game. I have invested over 20 hours in the game, and I have reached over level 30 (which is just a rank) during that time period. Tetris 99 had that good, old-fashion Tetris addiction. If you like Tetris, you'll love Tetris 99. You have no excuse, as the download is free.

1-2-Switch!

I have to say, Nintendo, you really dropped the ball on this. Recently, you've been good with your demo games. Wii Sports, Wii Play, Wii Sports Resort, Wii Play Motion and Nintendo Land may not be deep and immersive, but they all are fun and challenging games within them. I expected something similar from a 1-2-Switch, a launch title. I was very disappointed. Indeed, all 24 minigames demonstrate the Switch's hardware capabilities. True, it was one of the better uses of full motion video in a game. Yes, the game allows players to face each other without looking at the screen. But that's all I have for compliments! Why is there no single player mode? You could have at least allowed a computer player to take over in place of a second player. Why is there no challenge to get a high score of a win? You should have done like those Wii demo games mentioned above and given players a way to earn medals. All these games could have been part of a Mario Party game or a Wario Ware game, in which they would have contributed to an overall game. Instead, you play this game once, and you're done. The craziest part about this whole thing is that 1-2-Switch is not packed in with the system. You have to pay a full $50 for this. Heck, even used copies never go cheaper than $40. I had to get this game for historical reasons because it is a launch title. Besides that, I see no reason to get this game.

There are so many other games I wanted to play on the Switch, from Yu-Gi-Oh: Legacy of the Duelist to Dragonball Z Xenoverse 2 to Beat Sports. Perhaps next year. Or maybe next year is time for something new... ;)