Its would be more expensive to include an adequate cooling system for the smaller Lite if it was running on docked clocks for 1080p output. Introducing 720p docked would require a new profile that devs would have to adapt to, since currently its either 720p portable or 1080p docked and they can make assumptions for each situation. (Like, expecting touch screen input, scaling the UI differently, even Astral Chain switches AA based on mode.)* Although I wonder whether Nintendo even wants what 720p docked would do for their brand.
So yeah I'll agree that no-one asked for undockability as a feature, but plenty would choose the trade-off if offered.
*
Yes you can pick 720p and 480p for docked output, but that just downscales from a 1080p render, the games have no idea about the resolution change and keep pushing at higher clocks.)
Did SNES TMNT IV have different levels based on the difficulty? I know some Konami games did this, like the secret final boss in Contra III.
Anyways I thought it was still pretty challenging to beat on hard mode.
Not that I remember, but I just remember the game being like "cool you beat me, but try to beat me on hard" and then when you beat it on hard you load into the sewers and play against the other player in an underground dojo turtle fight supervised by splinter until you turn it off or reset.
I know the arcade version had a few different levels though
Did SNES TMNT IV have different levels based on the difficulty? I know some Konami games did this, like the secret final boss in Contra III.
Anyways I thought it was still pretty challenging to beat on hard mode.
TMNT IV had the same levels on every difficulty. I didn’t care it was easy - I just enjoyed playing it.
Speaking of Contra 3, my greatest gaming moment was beating that secret final boss with no continues. I’ve never been that “in the zone” ever since. I think I blew all my gaming power in one go.
TLDW: it's good, but someone needs to make a proper case for it.
They sold me the moment that they showed that the sticks weren't exactly identical to the ones Nintendo is currently using in the Joycons and presumably the Switch Lite. Everything else is gravy.
Did SNES TMNT IV have different levels based on the difficulty? I know some Konami games did this, like the secret final boss in Contra III.
Anyways I thought it was still pretty challenging to beat on hard mode.
TMNT IV had the same levels on every difficulty. I didn’t care it was easy - I just enjoyed playing it.
Speaking of Contra 3, my greatest gaming moment was beating that secret final boss with no continues. I’ve never been that “in the zone” ever since. I think I blew all my gaming power in one go.
A buddy and I got so good at Contra III, that sometimes when we were bored, we’d look at each other, and say “1-2-3?” And then we would go beat the game on all 3 levels of difficulty one after the other. I still believe it was impossible to be better at that game than we were. We could have done it with our eyes closed.
EDIT to ad this free to start Kirby game is not terrible. Too bad it’s Kirby, my least favourite Nintendo franchise. Would totally play a Nintendo designed game like this with a different style.
Oh man that hori joycon controller looks awesome. It looks like basically cutting the pro controller in half and using it instead of joy cons...which...is on paper pretty incredible.
As someone with huge hands, the cramp of using the joycons (either detached in docked or portable) is a pretty significant issue! If Nintendo released a Switch XL I would be first in line, as the 3DS XL was what actually allowed me to play it at all.
But that hori pad would be a good replacement. I skimmed through the video, but it isn't super clear if you can use them wirelessly? Or if they need to be attached. I like to use my Switch while I'm on the treadmill and if I could have one of these in each hand like the joycons, that'd be all the better.
It doesn't look like the two halves attach in any way to make a single controller, which would have probably been an engineering nightmare anyway, but I'm curious if they're the right size to fit in cases that already exist for the pro controller (or xb1/360 controllers that have almost identical profiles).
Looking it up, it sounds like they don't work wirelessly, and only work attached in handheld mode. That's a bummer, but I guess understandable.
Maybe someday we will get a pro-like controller that splits for handheld mode, but works wirelessly.
I can't link the Kickstarter, but I came across a group selling wireless, wall-plug docks for the Switch. Basically it looks like a AC adaptor with the input/outputs to plug your Switch into any TV. They've WAY passed their goal and it looks promising, although a bit pricey at $60 (which is still less than a normal dock I guess).
Look up for Genki: Covert Dock if you're interested. The KS ends in 24 hours, so don't wait.
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I was just thinking more about Ring Fit Adventure (which sounds like a worse name every time I hear it) and I really hope there's an option to buy the controller parts with a digital download code rather than a cart - it's definitely something I could see myself playing for half an hour or so before I play something else, and I'm getting less and less enthused about swapping carts for short play sessions like that.
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TMNT on the NES is good, and I find its difficulty to be overstated. I can't beat Castlevania I or III, but put TMNT in front of me, and I'm getting within spitting distance of the Technodrome at worst.
TMNT II was good, and I miss my copy. III is an overlooked gem, surpassing everything about its predecessor while remaining on 8bit hardware, and was sadly (but not unjustifiably) overshadowed by Turtles in Time.
TMNT IV is hard as hell... if you want an ending, that is. Always hated it when games -- usually Konami-- pulled the rug out from under you like that. Worse is that beating it on Easy, they made it sound like you'd get something for beating it on Normal. Oh so wrong.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
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I look at the Lite as a secondary Switch. As in, you could buy it as well as a backup when someone is hogging the regular one.
And you can't use RingFit with it. There's no way you'd be able to see the small screen as you're hopping around making suggestive ring-based movements.
TLDW: it's good, but someone needs to make a proper case for it.
They sold me the moment that they showed that the sticks weren't exactly identical to the ones Nintendo is currently using in the Joycons and presumably the Switch Lite. Everything else is gravy.
The thumbnail for this vid makes it look like a Gamegear for some reason. Which these controllers resemble a lot on their own anyway.
Man, I didn't find it that hard. I wonder if I should go back and replay TMNT4 again. I remember at least for two summers, my cousin and I spent like days playing that game from beginning to end over and over.
I remember seeing the WW magazine ads and going ooh ahh. The only one I played was WW3 and omg. That game is impossible without a guide. Was Ironsword better?
I think part of the comments about TMNT1 being hard is that there are parts so badly designed that you literally can't get through them without being damaged. If you're an expert at the game, you just sort of adjust for that, but if you're bad at it, it definitely made for some problems.
I recall finding it hard but played so much that I could usually get to the Technodrome, but I don't think I ever beat Shredder.
Look if there's something all the TMNT games should delete is that stupid Shredder deMutant gun. Like why the hell have a one hit kill move in a place where you're often down to a few lives is beyond shitty.
Ironsword is pretty good, or at least that's what nostalgia's telling me. I remember when you hit a boss, the entire screen would pulsate through psychadelic colors.
I remember seeing the WW magazine ads and going ooh ahh. The only one I played was WW3 and omg. That game is impossible without a guide. Was Ironsword better?
Yes, not as convoluted a map to navigate. No real needing to hunt for just the right window to squeeze your ass in to find the next power up/outfit and the bosses weren't as frustrating.
It's no masterpiece, but it was an enjoyable action platformer with some twists and a good soundtrack.
No matter where you go...there you are. ~ Buckaroo Banzai
GameXplain did a video on Link's Awakening where they give some details on what is changed/added in the game.
There's been some concern that the game wouldn't be worth $60 for being as "small" as it is, a lil' Game Boy game. They say there are some extras here and things that could increase your play time.
I don't consider these things spoilers myself, but I know some people would, and want to go in totally blind. So I will put it behind spoiler tags.
- The original game only had 14 hearts total: 3 at the start, 8 from dungeons, and 12 heart pieces that netted you 3 more. The remake has 20 hearts max, adding an additional 24 heart pieces to find. They may have also added more secret seashells.
- The minigames are a bit fleshed out. The trendy game has more to collect, including multiple heart pieces as well as figurines to collect. Apparently they are monsters from the game, particularly the cameo ones like goombas?
- There is a hero mode. Hearts will not drop at all, nor can you find apples (a new healing addition to this remake). You HAVE to visit fairy fountains, or have a fairy in a bottle, or collect a big heart for a refill. If past precedent is anything to go by, you might possibly take more damage from enemies too? Not sure. Maybe they thought no healing was a big enough challenge. And...I am going to take this as an anti-confirm on a Master Quest with remixed content. I guess they could still surprise us, though.
- Also there were no bottles in the original game, and there are now. More new things to find and use.
- There are more warp points this time, and you can choose from a menu instead of needing to warp repeatedly to whatever the next warp point is.
- Little QOL changes like the game remembers puzzles you have solved...if you have to light a torch to open a door in a dungeon, in the original you would have to do it every time you enter the room, now the puzzle stays solved.
So what's the best handle/grip thingie for the handheld Switch?
I cannot swear this is the best in existence, but a friend bought this one, and I held it in my hands and said "ooh this is nice," and I bought it for myself, and now I hold it in my own hands and I say "ooh yeah this is still nice."
So what's the best handle/grip thingie for the handheld Switch?
I cannot swear this is the best in existence, but a friend bought this one, and I held it in my hands and said "ooh this is nice," and I bought it for myself, and now I hold it in my own hands and I say "ooh yeah this is still nice."
That seems cool and all, but it's also one large piece. I assumed most grips for the Switch attached to the JoyCons themselves so you could still slip them in and out when you needed them and the JoyCons would just become easier to hold and use.
So what's the best handle/grip thingie for the handheld Switch?
I cannot swear this is the best in existence, but a friend bought this one, and I held it in my hands and said "ooh this is nice," and I bought it for myself, and now I hold it in my own hands and I say "ooh yeah this is still nice."
That seems cool and all, but it's also one large piece. I assumed most grips for the Switch attached to the JoyCons themselves so you could still slip them in and out when you needed them and the JoyCons would just become easier to hold and use.
Yeah, I think part of the purpose is also being a protective shell, shock absorber in case you drop it. It definitely adds stability and feels more like you're holding a Wii U game pad.
So what's the best handle/grip thingie for the handheld Switch?
I cannot swear this is the best in existence, but a friend bought this one, and I held it in my hands and said "ooh this is nice," and I bought it for myself, and now I hold it in my own hands and I say "ooh yeah this is still nice."
That seems cool and all, but it's also one large piece. I assumed most grips for the Switch attached to the JoyCons themselves so you could still slip them in and out when you needed them and the JoyCons would just become easier to hold and use.
Yeah, I think part of the purpose is also being a protective shell, shock absorber in case you drop it. It definitely adds stability and feels more like you're holding a Wii U game pad.
I’m happy with the Switch, but the Wii U game pad was a delight to hold. Wouldn’t have minded a bit more weight to reduce the feeling of flimsiness, but it was extremely comfortable.
They all seem to span the back of the Switch one way or another. The only one I've seen attaching directly to the joy-con was someone's home printed stuff. Or just use those Hori mega-cons which are already shaped like a big grip.
So what's the best handle/grip thingie for the handheld Switch?
I've used the Skull & Co grip and Satisfye's, and for my money Satisfye's is the way to go. The earlier version had some issues with scuffing the backplate, the new revision looks like it fixes that.
So I had pre-ordered the Daemon X Machina Hori Joycon controller, but today's release date and...no shipment date set from Amazon. And now they're listed as unavailable. Speaking to a rep, they said it simply hadn't arrived at the fulfillment center, but I'm not holding my breath. Wouldn't be the first time Amazon has screwed something like this up, and probably won't be the last.
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So yeah I'll agree that no-one asked for undockability as a feature, but plenty would choose the trade-off if offered.
*
https://youtu.be/YDcl6Zwx1Ck
TLDW: it's good, but someone needs to make a proper case for it.
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To be fair, the game doesn’t look half bad. But I won’t use that ring accessory. I have too much dignity for that.
Anyways I thought it was still pretty challenging to beat on hard mode.
Not that I remember, but I just remember the game being like "cool you beat me, but try to beat me on hard" and then when you beat it on hard you load into the sewers and play against the other player in an underground dojo turtle fight supervised by splinter until you turn it off or reset.
I know the arcade version had a few different levels though
TMNT IV had the same levels on every difficulty. I didn’t care it was easy - I just enjoyed playing it.
Speaking of Contra 3, my greatest gaming moment was beating that secret final boss with no continues. I’ve never been that “in the zone” ever since. I think I blew all my gaming power in one go.
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They sold me the moment that they showed that the sticks weren't exactly identical to the ones Nintendo is currently using in the Joycons and presumably the Switch Lite. Everything else is gravy.
A buddy and I got so good at Contra III, that sometimes when we were bored, we’d look at each other, and say “1-2-3?” And then we would go beat the game on all 3 levels of difficulty one after the other. I still believe it was impossible to be better at that game than we were. We could have done it with our eyes closed.
EDIT to ad this free to start Kirby game is not terrible. Too bad it’s Kirby, my least favourite Nintendo franchise. Would totally play a Nintendo designed game like this with a different style.
Switch - SW-3699-5063-5018
As someone with huge hands, the cramp of using the joycons (either detached in docked or portable) is a pretty significant issue! If Nintendo released a Switch XL I would be first in line, as the 3DS XL was what actually allowed me to play it at all.
But that hori pad would be a good replacement. I skimmed through the video, but it isn't super clear if you can use them wirelessly? Or if they need to be attached. I like to use my Switch while I'm on the treadmill and if I could have one of these in each hand like the joycons, that'd be all the better.
It doesn't look like the two halves attach in any way to make a single controller, which would have probably been an engineering nightmare anyway, but I'm curious if they're the right size to fit in cases that already exist for the pro controller (or xb1/360 controllers that have almost identical profiles).
Looking it up, it sounds like they don't work wirelessly, and only work attached in handheld mode. That's a bummer, but I guess understandable.
Maybe someday we will get a pro-like controller that splits for handheld mode, but works wirelessly.
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Look up for Genki: Covert Dock if you're interested. The KS ends in 24 hours, so don't wait.
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Because the Switch isn't portable enough yet and they are making a mad dash towards Iwata's vision of uniting handheld and home console.
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PSN / Xbox / NNID: Fodder185
TMNT II was good, and I miss my copy. III is an overlooked gem, surpassing everything about its predecessor while remaining on 8bit hardware, and was sadly (but not unjustifiably) overshadowed by Turtles in Time.
TMNT IV is hard as hell... if you want an ending, that is. Always hated it when games -- usually Konami-- pulled the rug out from under you like that. Worse is that beating it on Easy, they made it sound like you'd get something for beating it on Normal. Oh so wrong.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
And you can't use RingFit with it. There's no way you'd be able to see the small screen as you're hopping around making suggestive ring-based movements.
The thumbnail for this vid makes it look like a Gamegear for some reason. Which these controllers resemble a lot on their own anyway.
Ironsword (with Fabio on the box) was alright, 3 is the one that made me motion sick and I thought sucked.
Original is still the best IMO. Those early forest levels were awesome to fly around in.
~ Buckaroo Banzai
I recall finding it hard but played so much that I could usually get to the Technodrome, but I don't think I ever beat Shredder.
There was something about those games that caused motion sickness.
Yes, not as convoluted a map to navigate. No real needing to hunt for just the right window to squeeze your ass in to find the next power up/outfit and the bosses weren't as frustrating.
It's no masterpiece, but it was an enjoyable action platformer with some twists and a good soundtrack.
~ Buckaroo Banzai
There's been some concern that the game wouldn't be worth $60 for being as "small" as it is, a lil' Game Boy game. They say there are some extras here and things that could increase your play time.
I don't consider these things spoilers myself, but I know some people would, and want to go in totally blind. So I will put it behind spoiler tags.
- The minigames are a bit fleshed out. The trendy game has more to collect, including multiple heart pieces as well as figurines to collect. Apparently they are monsters from the game, particularly the cameo ones like goombas?
- There is a hero mode. Hearts will not drop at all, nor can you find apples (a new healing addition to this remake). You HAVE to visit fairy fountains, or have a fairy in a bottle, or collect a big heart for a refill. If past precedent is anything to go by, you might possibly take more damage from enemies too? Not sure. Maybe they thought no healing was a big enough challenge. And...I am going to take this as an anti-confirm on a Master Quest with remixed content. I guess they could still surprise us, though.
- Also there were no bottles in the original game, and there are now. More new things to find and use.
- There are more warp points this time, and you can choose from a menu instead of needing to warp repeatedly to whatever the next warp point is.
- Little QOL changes like the game remembers puzzles you have solved...if you have to light a torch to open a door in a dungeon, in the original you would have to do it every time you enter the room, now the puzzle stays solved.
Information came from this video:
https://www.youtube.com/watch?v=WJWlYA-ATMw
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I cannot swear this is the best in existence, but a friend bought this one, and I held it in my hands and said "ooh this is nice," and I bought it for myself, and now I hold it in my own hands and I say "ooh yeah this is still nice."
https://www.amazon.com/gp/product/B07C63NZPP/
That seems cool and all, but it's also one large piece. I assumed most grips for the Switch attached to the JoyCons themselves so you could still slip them in and out when you needed them and the JoyCons would just become easier to hold and use.
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Yeah, I think part of the purpose is also being a protective shell, shock absorber in case you drop it. It definitely adds stability and feels more like you're holding a Wii U game pad.
I’m happy with the Switch, but the Wii U game pad was a delight to hold. Wouldn’t have minded a bit more weight to reduce the feeling of flimsiness, but it was extremely comfortable.
I've used the Skull & Co grip and Satisfye's, and for my money Satisfye's is the way to go. The earlier version had some issues with scuffing the backplate, the new revision looks like it fixes that.