Pokemon Let’s Go Pikachu & Eevee! has a new requirement for facing Gym Leaders that some fans might not be too happy about. it goes over the basics of what a gym is and how to collect gym badges. The interesting new tidbit is that in order to even enter a gym and challenge the leader, you will need to complete a specific task. This task can vary from gym to gym.
If you plan to attend this year’s EVO, we have good news to share with you. Super Smash Bros. Melee and Smash Bros. Wii U, as usual, will be there for their own tournaments. However, another Smash Bros. game will have a presence at the event. The official Nintendo Versus account has announced that a demo for Super Smash Bros. Ultimate will be at Nintendo’s booth. EVO 2018 takes place from August 3rd through 5th. Here is their tweet:
Game Freak’s Junichi Masuda has spoken briefly about the upcoming Pokémon adventure for the Nintendo Switch which is coming in 2019. Speaking to Famitsu, Masuda, said that the core 2019 title will be similar to the games that long-term Pokémon fans are familiar with that have appeared on handheld platforms like the Nintendo 3DS. Until the full interview is published online we shall have to make do with these extracts.
“As for the 2019 title, we’re working with the idea that everyone will be playing on their own Switch. It’ll have the same kind of feeling as the previous games on handheld systems.”
“There have been times where you couldn’t bring Pokemon over from previous titles – I imagine that created some bad memories. I want to try and change that, if I can.”
One recurring theme with Dragon Quest XI throughout this year has been Square Enix’s status updates on the Nintendo Switch version. Well, Square Enix’s official Dragon Quest Twitter account has been answering fan questions, and one of their replies was about Dragon Quest XI Switch. They said that “there will indeed be a Nintendo Switch version, but it is still in development and is quite a ways off”. Here’s the tweet:
Get ready for final showdown between good and evil as Sonic and Friends join forces in the action-packed climax of SEGA’s five-part animated miniseries, Sonic Mania Adventures.
In today’s episode, the fate of the Chaos Emeralds are at stake, as the decisive battle between Sonic and his evil robotic counterpart, Metal Sonic, is upon us. Sonic, Tails, Mighty and Ray must unite against their supersonic robotic nemesis in order to restore peace to Angel Island. Watch the epic conclusion in the fifth and final installment of Sonic Mania Adventures now!
Nintendo is headed to this year’s San Diego Comic-Con from July 19 to July 22 with many fun Nintendo Switch games, including the upcoming Super Smash Bros. Ultimate game, as well as a host of fun activities perfect for fans of all ages.
At the Nintendo Gaming Lounge, located in the San Diego ballroom of the Marriott Marquis & Marina adjacent to the San Diego Convention Center, attendees will be able to get hands-on time with hot Nintendo Switch games like Super Smash Bros. Ultimate, Mario Tennis Aces, FIFA 19, and Super Mario Odyssey. Fans can also get their groove on with Just Dance 2019 from Ubisoft, featuring a special dance floor. For preview night badge holders, the fun starts on July 18. Fans will even be able to get a feel of the new Poké Ball Plus controller that will be used with Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!, launching for Nintendo Switch on Nov. 16. In addition to fun games, parents and kids visiting the lounge will be able to take part in a family-friendly challenge in Donkey Kong Country: Tropical Freeze, and take memorable and shareable photos in front of a colorful backdrop inspired by Captain Toad: Treasure Tracker.
Fans who want a chance to skip the lines to play Super Smash Bros. Ultimate can tweet the Nintendo of America Twitter account (@NintendoAmerica) with the hashtag #BringMeSmash. If one of Nintendo’s roaming teams sees the tweet, they might show up with a golden ticket to allow the tweeter to skip the lines and get hands-on time with the game in the Nintendo Gaming Lounge. For fans ages 13-19, Nintendo will also host a fun 64-player Super Smash Bros. Ultimate – Arcadian Teen Tournament on Saturday, July 21*. Teens can sign up to participate at the Nintendo Gaming Lounge. Contestants will win prizes for participating and winning.
“San Diego Comic-Con is a great opportunity to welcome new fans into the Nintendo family and for some of our biggest fans to interact with Nintendo in fun and creative ways,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “This year we’re really excited to see fans play the newly announced Super Smash Bros. Ultimate. We encourage fans of all ages to bring their friends and families to experience what Nintendo has to offer this year.”
The Nintendo Gaming Lounge in the Marriott Marquis & Marina has no entry fee and is open to everyone. To celebrate San Diego Comic-Con’s Family Day on Sunday, Nintendo is offering a challenge specifically for families. In the lounge, Nintendo is hosting a family tournament** for parents and their kids to pair up and compete against other families for the fastest times on the leaderboards in Donkey Kong Country: Tropical Freeze for Nintendo Switch. The top eight on the leaderboard at the end of the tournament will receive a prize package that includes games and other Donkey Kong memorabilia. Families can sign up and compete for the tournament on-site anytime on Sunday, July 22, 10 a.m.-4 p.m. PT.
Nintendo Switch games scheduled to be playable in the Nintendo Gaming Lounge include:
- Super Smash Bros. Ultimate from Nintendo
- Mario Tennis Aces from Nintendo
- Super Mario Odyssey from Nintendo
- Mario Kart 8 Deluxe from Nintendo
- Captain Toad: Treasure Tracker from Nintendo
- Donkey Kong Country: Tropical Freeze from Nintendo
- Overcooked! 2 from Team17
- FIFA 19 from Electronic Arts
The Nintendo Gaming Lounge is located in the San Diego ballroom of the Marriott Marquis & Marina at 333 W. Harbor Drive, San Diego, CA 92101. Hours of operation are from 9:30 a.m. to 7 p.m. PT July 19-21, and 9:30 a.m. to 5 p.m. PT on July 22.
During a recent Famitsu interview about Starlink: Battle for Atlas, Ubisoft producer Matthew Rose gave some insight regarding the idea behind adding Star Fox characters to the Nintendo Switch version of the upcoming game. According to Rose, Nintendo of America president Reggie Fils-Aimé had a lot to do with the collaboration. A translation of an excerpt from the interview is as follows:
During a small-scale closed-doors demo event last year, Reggie was present and happened to see the game. Reggie was the one who noticed the possibilities the game could bring, and invited the Starlink developers to present the game to Miyamoto and the Star Fox development team. This was what led to the collaboration.
The Nintendo Entertainment System (aka the NES) is an 8-bit home video game console that was developed and manufactured by Nintendo. It was initially released in Japan as the Family Computer (aka the Famicom) on July 15, 1983, and was later released in New York City in 1985, and throughout the U.S as well as in Europe during 1986 and 1987.
The best-selling gaming console of its time, the NES helped revitalize the US video game industry following the video game crash of 1983. With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute titles for Nintendo’s platform. It was succeeded by the Super Nintendo Entertainment System.
Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom, which is short for Family Computer. Masayuki Uemura designed the system. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president Hiroshi Yamauchi rejected this and instead decided to go for a cheaper.
During the creation of the Famicom, the ColecoVision, a video game console made by Coleco to compete against Atari’s Atari 2600 Game system in The United States, was a huge influence. Takao Sawano, chief manager of the project, brought a ColecoVision home to his family, who were impressed by the systems capability to produce smooth graphics at the time, which contrasted with the flickering and slowdown commonly seen on Atari 2600 games. Uemura, head of Famicom development, stated that the ColecoVision set the bar that influenced how he would approach the creation of the Famicom.
Original plans called for the Famicom’s cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors since loose and faulty connections often plagued arcade machines. As it necessitated taking 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors in-house rather than use ones from an outside supplier.
The controllers were hard-wired to the console with no connectors for cost reasons. The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. There were concerns regarding the durability of the joystick design and that children might step on joysticks left on the floor. Famicom prototype and found that it was easy to use and caused no discomfort. Ultimately though, they installed a 15-pin expansion port on the front of the console so that an optional arcade-style joystick could be used.
The console was released on July 15, 1983 as the Family Computer, alongside three ports of Nintendo’s successful arcade games Donkey Kong, Donkey Kong Jr. and Popeye.
The Famicom was slow to gather momentum; a bad chip set caused the initial release of the system to crash. Following a product recall and a reissue with a new motherboard, the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.
Encouraged by this success, Nintendo turned its attention to the North American market, entering into negotiations with Atari to release the Famicom under Atari’s name as the Nintendo Advanced Video Gaming System. The deal was set to be finalized and signed at the Summer Consumer Electronics Show in June 1983. However, Atari discovered at that show that its competitor Coleco was illegally demonstrating its Coleco Adam computer with Nintendo’s Donkey Kong game. This violation of Atari’s exclusive license with Nintendo to publish the game for its own computer systems delayed the implementation of Nintendo’s game console marketing contract with Atari. Atari’s CEO Ray Kassar was fired the next month, so the deal went nowhere, and Nintendo decided to market its system on its own.
Nintendo unveiled the American version of its Famicom, with a new case redesigned by Lance Barr and featuring a “zero insertion force” cartridge slot. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial “NES”. Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, and following up with a full-fledged North American release in February of the following year. Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, and following up with a full-fledged North American release in February of the following year. The nationwide release was in September 1986. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.
The system’s launch represented not only a new product, but also a reframing of the severely damaged home video game market. The video game market crash of 1983 had occurred in large part due to a lack of consumer and retailer confidence in video games, which had been partially due to confusion and misrepresentation in video game marketing. Prior to the NES, the packaging of many video games presented bombastic artwork which exaggerated the graphics of the actual game. Nintendo’s marketing strategy aimed to regain consumer and retailer confidence by delivering a singular platform whose technology was not in need of exaggeration and whose qualities were clearly defined.
To differentiate Nintendo’s new home platform from the perception of a troubled and shallow video game market, the company freshened its product nomenclature and established a strict product approval and licensing policy. The overall system was referred to as an “Entertainment System” instead of a “video game system”, which was centered upon a machine called a “Control Deck” instead of a “console”, and which featured software cartridges called “Game Paks” instead of “video games”.
Unlike with the Famicom, Nintendo of America marketed the console primarily to children, instituting a strict policy of censoring profanity, sexual, religious, or political content. Nintendo of America continued their censorship policy until 1994 with the advent of the Entertainment Software Rating Board system.
The optional Robotic Operating Buddy, or R.O.B., was part of a marketing plan to portray the NES’s technology as being novel and sophisticated when compared to previous game consoles, and to portray its position as being within reach of the better established toy market. While at first, the American public exhibited limited excitement for the console itself, peripherals such as the light gun and R.O.B. attracted extensive attention.
For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in four different bundles: the Deluxe Set, the Control Deck, the Action Set and the Power Set.
- Deluxe set: retailing at US$179.99 (equivalent to $442 in 2017), included R.O.B., a light gun called the NES Zapper, two controllers, and two Game Paks: Gyromite, and Duck Hunt.
- Control Deck: two game controllers, an NES Zapper, and a dual Game Pak containing both Super Mario Bros.and Duck Hunt.
- Action Set: retailing in November 1988 for US$149.99, came with the Control Deck, two game controllers, an NES Zapper, and a dual Game Pak containing both Super Mario Bros.and Duck Hunt.
- Power Set: included the console, two game controllers, an NES Zapper, a Power Pad, and a triple Game Pak containing Super Mario Bros, Duck Hunt, and World Class Track Meet.
Two more bundle packages were later released using the original model NES console. The Challenge Set of 1992 included the console, two controllers, and a Super Mario Bros. 3 Game Pak for a retail price of US$89.99. The Basic Set, first released in 1987, was repackaged for a retail US$89.99. It included only the console and two controllers, and no longer was bundled with a cartridge. Instead, it contained a book called the Official Nintendo Player’s Guide, which contained detailed information for every NES game made up to that point.
Finally, the console was redesigned for both the North American and Japanese markets as part of the final Nintendo-released bundle package. The package included the new style NES-101 console, and one redesigned “dogbone” game controller. Released in October 1993 in North America, this final bundle retailed for US$49.99 and remained in production until the discontinuation of the NES in 1995.
By 1988, industry observers stated that the NES’s popularity had grown so quickly that the market for Nintendo cartridges was larger than that for all home computer software. Compute! reported in 1989 that Nintendo had sold seven million NES systems in 1988 alone, almost as many as the number of Commodore 64s sold in its first five years.
As the 1990s dawned, gamers predicted that competition from technologically superior systems such as the 16-bit Sega Mega Drive/Genesis would mean the immediate end of the NES’s dominance. Instead, during the first year of Nintendo’s successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin. The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted.
The final Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), while in North America, Wario’s Woods is the final licensed game. The last game to be released in Europe was The Lion King in 1995. In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. Nintendo kept producing new Famicom units in Japan until September 25, 2003, and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.
NES was released after the “video game crash” of the early 1980s, when many retailers and adults regarded electronic games as a passing fad, so many believed at first that the NES would soon fade. Before the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, but the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games and set the stage for Japanese dominance of the video game industry. With the NES, Nintendo also changed the relationship between console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped change the attitude of a public that had grown weary from poorly produced titles for earlier game systems.
The NES hardware was also very influential. Nintendo chose the name “Nintendo Entertainment System” for the US market and redesigned the system so it would not give the appearance of a child’s toy. The front-loading cartridge input allowed it to be used more easily in a TV stand with other entertainment devices, such as a videocassette recorder.
The system’s hardware limitations led to design principles that still influence the development of modern video games. Many prominent game franchises originated on the NES, including Nintendo’s own Super Mario Bros., The Legend of Zelda and Metroid, Capcom’s Mega Man franchise, Konami’s Castlevania franchise, Square’s Final Fantasy, and Enix’s Dragon Quest franchises.
On July 14, 2016, Nintendo announced the November 2016 launch of a miniature replica of the NES, titled Nintendo Entertainment System: NES Classic Edition in the United States and Nintendo Classic Mini: Nintendo Entertainment System in Europe and Australia. The console includes 30 permanently inbuilt games from the vintage NES library, including the Super Mario Bros. and The Legend of Zelda series. The system features HDMI display output and a new replica controller, which can also connect to the Wii Remote for use with Virtual Console games. It was discontinued in North America on April 13, 2017, and worldwide on April 15, 2017. However, Nintendo announced in September of 2017 that the NES Classic Mini would return to production on June 29, 2018. In 2018, Nintendo will add 20 NES games to be playable on the Nintendo Switch via its Nintendo Switch Online service. The games will feature online gaming capabilities.
It is the success of the Famicom and NES that helped revive a declining games market, perhaps saving the gaming industry as we know it today. Though a not-insignificant online contingent are asking for a new video game crash to kickstart a reset of the industry, the success of Nintendo’s 35-year-old console should serve as an exemplary standout success, not the standard.
The legacy of the Famicom is not forgotten by Nintendo. In recent years, the company has released the NES Classic Edition microconsole, packing 30 games into a miniaturized version. Plugging into HDMI outlets, it has allowed an older audience to dip their toes back into nostalgic gaming experiences while showcasing a new generation what was special for gaming at the time.
What are some of your favorite NES games? Are there any Famicom titles you wish you could try out in North America? Please, let me know in the comments!
Brawl we got all info via Super Smash Bros. DOJO, at For 3DS / Wii U we had Pic of the Day via Miiverse and for Ultimate we get every day in blog post on the official site of the latest edition in the famous fighter series. Every end of the week I’ll combine all the announcements of the Smash Bros. Ultimate Bloog site in a weekend summary.
FIGHTER #21: Marth
The week started with a fighter of the day: Marth from the Fire Emblem series. Marth made his first appearance in Super Smash Bros. Melee and has since appeared in every Smash title.
He has a huge reach for a swordsman. This comes in handy, because Marth can best be used from a distance. The tip of his sword brings the most damage, so you do well to time your attacks perfectly. Marth’s Final Smash is again Critical Hit, in which he performs a fast and extremely powerful sword stroke.
Today’s Memory: Marth
Marth’s first game was the 1990 Shadow Dragon and the Blade of Light for the Famicom. Speaking of Fire Emblem games, a new entry for the Switch, Fire Emblem: Three Houses will be released Q2 2019.
FIGHTER #6: Kirby
Tuesday again brought us a fighter of the day, namely the pink hero Kirby. Once again Kirby uses his unique copying skills to take over the standard Special Attacks from other fighters.
It is light and easy to launch, but it can recover tremendously with its hovering power. One of his new stone transformations is a treasure chest from The Legend of Zelda: Breath of the Wild.
The first entry in the Kirby series is the 1992 Kirby’s Dream Land for the Game Boy. In the game, Kirby didn’t have his copy ability. He could only inhale enemie and fly in the sky.
TODAY’S MUSIC: Mega Man 4 Medley
No character on Wednesday, but a new object and piece of music. First we got to hear the Mega Man 4 Medley. As the title suggests, this piece will consist of several tunes from the fourth part of the Mega Man series. The piece of music will probably be heard at Wily Castle.
Pokémon Alolan Raichu
The item of the day is a new Poké Ball Pokémon, namely Alolan Raichu. This Electric / Psychic type glides on its tail and hits the enemy. He moves freely through the levels, so it can be quite difficult to avoid him.
FIGHTER #46: Mega Man
This third-party character makes a second appearance in a Smash Bros. title. Mega Man was for Super Smash Bros. for Wii U / 3DS announced on the same day as the games were announced. For his normal and special moves, Mega Man uses weapons copied from bosses from the Mega Man series.
He is therefore better armed than any fighter. For his Final Smash he evokes the different incarnations of Mega Man from other games, plus Bass and Proto Man, for a very strong laser attack.
This is the 1987 ‘Mega Man’ for the Famicom. Mega Man is actually a gentle helper robot, but in order to restore peace he offers to have himself converted into a fighter robot.
FIGHTER #28: Pit
The last post this week was the fighter of the day Pit. Pit is a well-balanced fighter with a defensive trick with which he can neutralize long-distance attacks.
He also has a fantastic recovery ability, so he is a good choice for new players! His Final Smash has changed again – already for the third time in the series – and now uses the Lightning Chariot to ride on other fighters.
Kirby Star Allies Nintendo Switch news channel has revealed more details on the Kirby Star Allies update that is planned to release on July 27th. Apparently:
“If you play with Adeleine & Ribbon as Guest Stars after completing the main story, you’ll get to take on brand-new maps! Have fun painting your way through classic Kirby 64: The Crystal Shards stages specially arranged for Kirby Star Allies. There’s a very memorable map at the end which fans may remember.”
Nintendo Life posted an interview with Nintendo’s Nate Bihldorff and Bill Trinen. There, the two were asked about the plans for more Super Smash Bros. Ultimate character reveals. Bill Trinen replied, saying that “We can answer that when we get closer to December”. DLC was also discussed, but Trinen explained that they don’t decide on that until after the game is done. Here’s what Trinen said about the matter in full:
NL: Are there plans to either announce characters between now and December or is the finalized, complete roster? Can we expect to see more at a later date?
Trinen: We can answer that when we get closer to December.
NL: Will there be DLC? Are there plans to expand on the game after release?
Trinen: The thing about us, when it comes to something like DLC, we don’t really start on it until we have got the game done. So, maybe when the game comes out they will make a decision on if they will do it, or if they do what they want to do, that sort of thing.