That’s right, after two years of waiting for information on the elusive new Nintendo system, today the silence was broken! Welcome the Nintendo Switch. I have written up the key points of interest, but if you’d like to see the official trailer for yourself you can do so by clicking the logo below (Link will open to the official Nintendo reveal video in new tab):

New Things Shown:

Of interest right off the bat is, of course, the console. We are introduced to this new home console by watching a man play the new Zelda: Breath of the Wild on his television set with controller in-hand. His dog seems antsy to go outside, so the man obliges and walks to the “console” across the room where he picks up what is much like a miniature Wii U Gamepad that was resting in a dock. We are shown in this that the console can be played on the go, separate from the “dock”!

The next few clips tell us that the cartridge rumors were true: The Nintendo “NX” (Switch) will use game cartridges, not discs.

We get a good look at the detachable controllers only seconds afterwards when the system is pulled into three pieces: screen, controller half, and controller half; the screen propped up with a pop-out stand on the back of the device. The two controllers can be held separately, not needing to be joined together to be used! Think the Wii Remote and Nunchuk in how you held one in each hand, but without the wires (or motion control, presumably!)

The game being played is now Skyrim, presumably the new, updated version releasing this month.

Back home, we see a very clear shot of the new controller. Not the detachable one that is attached directly to the console, but a standard controller ala the Xbox 360 Pad, or Dualshock controller, or even Nintendo’s own “Wii U Pro Controller”. In the same clip, we see the console placed back into the home “dock”, just before Skyrim moves from the handheld straight to the big screen. The clips seem to imply a seamless transition between the handheld and home console functions of this hybrid!

Enter a new clip, where two people are playing Nintendo Switch in a van. The screen is propped up where the two of them can see it, and we can see the two removable controllers BOTH being used for a multiplayer home console experience on-the-go. The game being played is Mario Kart 8 – presumably the rumored port (which has new content, as shown by King Boo being used!).

We are now shown a (in my opinion) VERY neat feature of the Nintendo Switch: wireless connections between two (maybe more!) of the console, as four players play around two screens, with one half of the controller each.

The next clip shows us a woman playing a New Mario title, with vivid colors, and a seemingly more open world than 2013’s Super Mario 3D World. We are also shown that the full “handheld” portion of the Nintendo Switch can be used as a controller even in TV mode if you would rather use it over the classic gamepad style of controller.

And finally, the last clip shows quite possibly what I am MOST excited about: Nintendo Switch is not getting the rumored Splatoon port, but a NEW Splatoon game! Oozing more style than ever before, we are shown quick clips of new starting animations, new maps, and DIFFERENT HAIRSTYLES, GUYS! 



I don’t want to get too far ahead of myself, as we don’t know what is to be launched with the system just yet, but I must say that I am very excited for the Nintendo Switch. I greatly look forward to following the Nintendo Switch in the time up to its (once again re-affirmed) official release of March 2017.

Splatoon Blaster Tips to Blow Away the Competition!

Splatoon Blaster

Why Use the Blaster?

  The Splatoon Blaster; one of the lesser used weapons in online lobbies. Between their low fire rate, short range, and less-than-stellar ability to cover turf, it’s easy to see why many players choose other weapons. But I’m going show you why you should give the Blaster a fair shot by making it’s advantages clear. I will also tell you its disadvantages, so you can take the knowledge to battle and use it turn the tides on any pesky enemies utilizing this explosive weapon.

 First, a quick rundown of pros and cons before diving into the finer details:


  • One-shot kills(!)
  • A fun, different playstyle
  • A large damage/ink radius


  • Short range
  • Slow to shoot, slower to strafe
  • Can’t (safely) move into enemy territory alone

Looking at the list you may think that the odds are stacked, and that the cons are worse than the pros. But I can assure you, this isn’t the case! Allow me to expound on the list:

One-shot kills: For many, this is reason enough to try the Blaster.  When fired directly at an enemy in an optimal range, you are met with a unique sound, and a one-shot kill. This means that with two exceptions in the Rapid Blaster, and Rapid Blaster Deco, the Blaster can boast being one of the only two weapon classes in Splatoon that is able to kill in only one shot.

A fun, different playstyle:  In a game full of rapid-fire weapons and long-ranged sniper rifles, the Splatoon Blaster stands alone in its slow-paced shot style. The ink trail left by a Blaster is unlike any other weapon’s — rather than shooting multiple small drops to cover turf, the Blaster shoots one powerful shot in a straight line, covering everything it glides over before bursting into a circular ink patch. This line starts from your character’s feet and actually goes a relatively good distance. The first bit is important to keep in mind, as standing in enemy ink doles out damage. Being able to simply shoot in any direction and clear your feet in the process is immensely useful.

Blaster Radius
Trailing behind the true shot, a line of ink.

A large damage/ink radius: I put this last on the list for a purpose, and a good reason. The Blaster’s natural burst radius is what sets it apart from every other weapon. Why is this special, and how is it great? One main reason: safe, sneaky kills. There are many nooks and crannies in Splatoon, and they typically offer cover in the form of walls. By making use of the large explosion radius, you can kill enemies fully behind walls. This is why the Blaster’s playstyle is so different. No longer is hiding behind a wall or crate a safe choice for your enemy, as you can shoot just around the corner and take them out with ease.

Short range: Along with great power comes great responsibility. Responsibility to recognize you have to get close to use your weapon. This can be a daunting con to work around, but with time and experience you can (mostly) overcome it through superior positioning. Keep your own limits in mind and support your teammates to make sure they can cover up your disadvantage.

Slow to shoot, slower to strafe: The Splatoon Blaster has such strong shots because they’re slow. This can be overlooked with enough awareness and knowing how to pick your fights. What is more difficult to overlook is the speed at which Blasters strafe. When firing a Blaster, your speed drops to a crawl — even if you have Run Speed Up Equipment. This furthers the need to pick your fights properly and know when you would be outgunned.

Can’t (safely) move into enemy territory alone: An extension of the range and strafing dilemma. Because you can’t fire too far ahead, you also can’t cover much ground to progress in. This means relying on your teammates to really lay down cover. This point is not to say that you can never move forward, but know that if a fight breaks you won’t have as much mobility as your foe.

Splatoon Blaster Walk
Big weapons call for slow strafing!

With all of these points in mind,
here are some Blaster Tips to take your Splatoon Blaster game to the next level!

  1.   Always shoot around corners before progressing! If you hear the damage sound, shoot again and you just turned a safety check into a kill:   a great boon for your team!
  2.   Don’t fire at walls unless you are covering them to climb. Shooting a wall/object (other than an enemy player) prevents your Blaster’s         shots from exploding.
  3.   A continuation of 2, figure out the optimal range of your Blaster so that you can cover entire walls just by positioning your explosion             to go off before actually hitting the wall.
  4.   Always be moving. More than any other weapon, the Splatoon Blaster requires you to keep your opponent on their toes so that you can position your slower shots.
  5.   Hide in corners of heavily trafficked areas to surprise your enemies with a well-placed instant demise.
  6.   Lastly, don’t be afraid of short retreats, and pick your fights wisely! You have less range than nearly every other gun — backing up or going around a safe corner gives you the perfect position to turn a situation into your favor.

So what are you waiting for? Get out there and blast yourself to victory, Inkling!

Splatoon Title Art

Phoenix Wright: Ace Attorney

Phoenix Wright

On the surface, the Ace Attorney series is an odd one. You play the role of a defense attorney in a courtroom. No, there isn’t a catch. That’s it. Collect data on the case, go to court, defend your client. I had always heard that the series was great, but never went out of my way to try it. I’ve even owned the first game on cartridge for about a year. With that in mind, what better game to start an impression series off with than one I’m curious about myself?

Let me get one thing out of the way here — Phoenix Wright doesn’t have much gameplay. Not in the traditional sense, anyways. Instead, it falls more towards the category of a Point-and-Click Visual Novel. What Phoenix Wright lacks in that department, it makes up for in a charming cast (and great music!). The titular character, Phoenix Wright, is a rookie defense attorney straight out of law school. Taken under wing as apprentice by veteran attorney Mia Fey, we join him as he takes part in his first case. His client and defendant? Larry Butz, a childhood friend. Each character has his or her own traits and quirks, making for a fun group. Even the Judge and Prosecutors join in on the fun, with their own eccentric personalities.

Play is broken up between two phases: Investigation, and Trial. Between these two, you will progress in a character-driven, text-based adventure. In the Investigation portion, your objective is to gather as much information and evidence as possible for the upcoming case. This is where the point-and-click comes in, as you look for clues from screen to screen via a menu. Once you obtain enough info through your detective work and lawyer-y questioning, the game shifts over to Trial. And this is where Ace Attorney starts to shows much of its charm.

The Trial part of the game is the more Visual Novel-inspired half of Ace Attorney. As the witness’ give testimony and prosecutor their claims, you must find holes in their stories through cross-examination to prove your client Not Guilty. This is done through a menu-based interface where you present evidence to their words with the goal of a contradiction. One that puts your client in the clear. This is where you will get much of the silly banter that builds these characters into something you want to see more of.

Between the two gameplay styles, I can’t really say I ever got bored. I even laughed a time or two at the witty writing. For me, it definitely feels more like a game of shorter bursts of play rather than one or two longer sittings. Save points are even spread perfectly between shifts for such a thing (rest assured, you can save anywhere). Though in the case that you do want to play through a full Trial or two in a day, there’s no downtime, making for a near constant momentum. And there’s little to no pointless filler, with every bit of text either being relevant or a way to further a personality. The game is a tightly-knit introduction into the world of the Ace Attorney series.


Total time played for article: 3:07

The first chapter’s case is very much a tutorial, clocking in at a little over an hour total. It does teach you the ropes and help you to know the cast a little bit. But to really “get” why this series is enjoyable, the second chapter should be played. It opens up more of the game, gives you a more involved case, and introduces you to multiple recurring characters for you to grow to love. Or hate. Your choice entirely.

I will be continuing on with Phoenix Wright: Ace Attorney, and thoroughly recommend it to anyone interested in a funny character-driven Visual Novel. The game is a fun romp and can be played in full in a relatively short amount of time (~15 hours).


Phoenix Wright: Ace Attorney can be purchased digitally as part of an HD Trilogy via the Nintendo eShop ($29.99). You can also find the Trilogy on iOS ($17), but it has its fair share of issues. The same applies to the version found on WiiWare ($10). Original copies or the HD Trilogy on 3DS are suggested over the other two, even if it is a bit pricier.

Gaming Hour

There are a lot of games out there. But are they worth putting your time into? Welcome to Gaming Hour, the piece where I will play through a different game for at least an hour every week. I’ll give you impressions based off of what I played in the hour or two, and whether or not I’d suggest playing through!

“You can’t judge a game in an hour!”

Of course you can’t! These are impression pieces, not full reviews. But I can offer an opinion to help someone on the fence. Please do not take what you read here as anything more than a personalized opinion on a game or series.

Look forward to a new Gaming Hour weekly!

Newest Gaming Hour

The Wright one to start off with.


Donkey Kong Country Tropical Freeze 3DS

Donkey Kong Country Tropical Freeze 3DS

Not just another cold-hearted cash-in of a game


Platforming action at its finest, that’s what you’re going to get from Donkey Kong Country Tropical Freeze 3DS. Developed by Retro Studios (The same studio which brought us the Metroid Prime series) and Monster Games, this entry into the Donkey Kong Country series was set to be a fine title from the beginning. And what a game it is.

From the very beginning of the game, you are met with a vibrant opening movie that sets up the small story for the game. A group of ice-cold vikings have decided on a new land to settle — Donkey Kong’s island! It’s short, it’s simple. But it’s all we need. This particular scene is not being run in the game’s engine, but the same presentation is still kept in the actual game itself with lush graphics.

Beautiful minimalistic visuals such as this are employed a number of times

Everything stands out with large, colorful displays to lead you through each stage. Accompanying each stage is music from an amazing soundtrack composed by David Wise — the same man who composed the soundtracks full of classics for the original Donkey Kong Country games released on the Super Nintendo decades ago. Every track is clearly distinguishable, with memorable tunes that somehow always blend into their settings. Though there are six worlds to see and explore, each one manages to stand out, and the music is one of the large reasons.

But when I say the soundtrack is clearly distinguishable, well, that’s an understatement. I feel that the music deserves its own mention. Despite coming in at around sixty songs, there’s not a single one that I can say was disliked. Some may not be as good as others but they are all above many other games in quality. There is also a very nice sense of diversity to be had here — Upbeat, Relaxing, Multi-layered, Rock, Synth, all among other genres – which pulls the game along even further.

Exploring those worlds could not be a better experience. The iconic K O N G letters make a return from previous games to pick up, and the Puzzle Pieces from Donkey Kong Country Returns fill in for more secretive collectibles. The way these are spread out is just right to entice players into exploring the entirety of the world they have lovingly crafted.

Retro Studios truly nailed the physics for this game. They’re tight, responsive, and fair, whether you’re using the control stick or the D-Pad. Because of this, any difficulty found in this game is actually intentional — not a byproduct of poor controls. The menu in which you change the control scheme goes for a more clunky approach, however. This is a slight annoyance when it comes to water levels, where primary D-Pad users may want to switch to using the control stick for more directional freedom.

The stages in which you play through are all varied to keep things from getting stale. Some stages have you swinging from vine to vine, some running across an African Savannah, while others yet will see you swimming through the ocean. Each stage on display has great quality. While there are a few I can say weren’t quite fun (chiefly said underwater levels), they are in the minority. And not being on par with Donkey Kong Country levels isn’t a terribly bad thing, considering how high the bar is.

Water returns, both in dedicated levels and smaller sections
Water returns, both in dedicated levels and smaller sections

Along with stage variety, you also have various Kong members to liven up the adventure. Scattered along the levels are Partner Barrels that contain one of three Kongs to join you. Each of them have their own ability to keep things fresh: Diddy Kong brings his jetpack along, giving you a small bit of hover at the end of your jump; Dixie Kong allows for more aerial mobility with her hair-icopter; and Cranky Kong’s trusty cane gives you a pogo-like ability – one that even works on spikes! Each partner will change how you play in the moment depending on how you utilize these abilities.

Each level also has a Time Trial included via the game’s Time Attack mode. And when they say Time Trial they mean it – these challenges are no walk in the park. They are demanding. A single mistake can, and will, cost you. Thankfully the developers have you covered in the error department, as respawning after a death is a quick, hassle-free process. Completing a Trial with a gold medal time is extremely rewarding, as they truly demand your full attention.

The difficulty in the game is certainly higher than that of other platformer titles recently released, but is still very manageable. Enter Hard Mode. This difficulty level unlocked at the very end of the game isn’t afraid to challenge you at every corner. There are no checkpoints in site, resulting in replaying the stage if you fail… And you have one heart. Any mistake will be your last.

This is mostly a great system, but unfortunately it’s also a bit iffy. Some levels almost seem too easy, while others yet feel insurmountable. A big reason for this being that you have the ability to choose which specific Kong you take control of. A stage that mostly challenges you with spikes is going to be easier than one which challenges your reflexes, as you can just choose to use Cranky Kong in the former, annihilating any difficulty there may have been. This is a much appreciated addition either way, as it does give you something extra to do after beating the game.



Donkey Kong Country Tropical Freeze 3DS is fully deserving of your time. Between its finely-tuned gameplay, colorful visuals, and a brilliant soundtrack, there’s not much here to dislike. The replayability isn’t as high as it may be in other games, but this is often the case with platformer titles so it can’t really be attributed to this one in particular. If you’re looking for a new, quality platformer, look no further than Donkey Kong Country Tropical Freeze 3DS.

3DS Reviews

 Expect Mario's top-notch platforming, but don't think you will find any new power-ups or big changes.
Expect Mario’s top-notch platforming, but don’t think you will find any new power-ups or big changes.

3DS Previews

Smash Bros. news: Directly to you! The latest news from Nintendo’s Smash Bros-focused Direct.

New Super Mario Bros 2

New Super Mario Bros 2

New Super Mario Bros 2 begins like any other Mario game; Peach is kidnapped once more, and Mario and Luigi must save her. Short and simple, as should be expected from Mario.

The gameplay is as fluid as ever. If you die you always feel like it was your own fault, and not bad game mechanics. The downside to having such great physics however, is that nothing is actually “New” here — Whereas the original New Super Mario Bros 2 felt like like a fresh visit to 2D Mario, this just feels like they don’t know where to go with these classic type Marios anymore. This isn’t bad if you liked the previous games in the ‘New’ series, as much of it feels the same: the great physics, classic 2D Mario Platforming, and of course the great level design. What is also carried along, unfortunately to much dismay, is everything else as well (except your favorite power-ups, no one like penguins anymore). The music, the world themes (Grasslands, Desert, Swamp, etc.), and the same general layout for the stages all return. So what is new here?

Coins. Coins are truly EVERYWHERE in this game. This is to make the ultimate goal in this game possible; collecting one million coins. Your ultimate goal here is the big million. This is a nice mechanic, and it brings Coin Rush (explained in a second) along with it. This goal is great because it means the game will last you quite a while unless you grind for them non-stop. What’s not so great however is that it essentially annihilates any difficulty the game may have had. The game is challenging at times, but considering the fact that you still make a life per 100 coins you will have a lot of lives very quickly. For a bit of an example here: I died a few times in the first world just playing around, and I still ended up with about fifty lives by the time I left. To further show just how many lives you will rack up, one of the “side-goals” in the game is having 999 lives. At one time.

Thankfully, the million mark will most likely be met by using the ‘Coin Rush’ mode — which doesn’t give you lives. If it did, well it’d throw all difficulty right out of the window with the sheer amount of coins you get here. In this mode, you are a given a single life to clear three stages while grabbing as many coins as possible. Sounds reasonably easy, right? Well, that’s why they give you limited time for each of the three stages as well.

The courses chosen for you will be determined by which “Pack” you choose to use. There are three packs: The Mushroom Pack (made up of stages from Worlds 1 and 2), the Flower Pack (made up of stages from World 3 and 4), and the Star Pack (made up of stages from World 5 and 6). For the the first and second stage hitting the top of the flagpole will double your coins. The last stage in each run is always a fortress or castle, which double your coin total after beating the boss. This mode is very addictive and will have you coming back constantly in an effort to beat your highest coin amount in a single Rush.

The game has lasted me twice as long as expected just because of Coin Rush alone. That being said, the game is actually quite short and seems to rely on you enjoying Coin Rush, instead of the main game itself. There are still secret worlds and hidden exits, and the Star Coins return once again, but they just don’t seem to be enough anymore. The Star Coins seem too easy to collect, as almost every trick used here has been used before (This may just because I have played both previous games in this series though). The secret exits are still challenging to seek out, but some may end up being more annoying to find then they are worth (Especially if it leads to a 1-Up house).

The New Super Mario Bros 2 series hasn’t been “New” in quite a while, and may even seem a bit overdone now. Though in my humble opinion, the entries are still spaced apart enough to never feel too common in the multiple “series” of Mario. That said, New Super Mario Bros 2 is good fun, even if it does fall flat in the difficulty area. I would highly recommend this game if you liked the previous games and enjoy constantly speed-running — as Coin Rush is basically a glorified version of doing so. If you’re one to simply beat a game and be done with it though, I don’t believe I can recommend it very much. It is fun no doubt, but it’s weight falls on Coin Rush once all is said and done.

I give New Super Mario Bros 2 a rating of “Great.” The game is definitely good, but not amazing. It is not bad enough to just be good either. The reason for this rating is that the game can be seen as short or repetitive, one or the other, by anyone after a while. This may give the game a “love at first sight” feeling, which turns into boredom before you reach your true goal of such a feat as collecting a million coins.

(This review was written before DLC packs were introduced. They are sold for $2.50 each through the Coin Rush menu option in-game, and include three stages each.)

Super Smash Bros for 3DS/Wii U Preview


Super Smash Bros 4 Release Date has been tentatively set for Summer 2014 on the 3DS and Winter 2014 for the Wii U


Ridley? Palutena?

No Ridley? Footage was shown of a very Ridley-looking shadow flying over a new stage. Sakurai, the head Director of Smash Bros. is known for messing with people, so what this means could be anyone’s guess! New character, or relegated to stage background?

Palutena (from Kid Icarus: Uprising) was also teased. In a “Trophy Quiz” held during the Direct, a Palutena trophy was shown from behind, only to be turned around revealing “False Palutena.” This has led many to believe she will be a character due to proposed “leaks” that spread across the internet months past.

Rumored leak
Rumored leak


For Fun — For Glory

The above phrases being the name of two new modes. Anyone who played Brawl probably knows that the Online mode wasn’t up to snuff. Between the insane lag (which Sakurai even brought up, telling people to give a thought to using Wired internet for more stability!), the difficulty in even finding a match, and then how people would join your battle but not play — instead turning to “Taunt Parties” — it was almost like Online wasn’t even a thing.

Well, these two modes look to amend the last two issues on that list. The Wii U’s better internet should help the first one.

For Fun mode is a mode where all items are on, the stage is random (with an exclusion of Final Destination), and only Wins are recorded. You have nothing to lose here. Though don’t Taunt Party or sit there all round – systems have been put into place to prevent things like this which my hamper the experience of others!

For Glory mode is where you want to go for Competitive matches. Between Final Destination being the only stage allowed, all items off, and 1v1’s being possible, everything is set in place to allow the more serious players a better environment to play. Oh, and that whole Final Destination only thing? Well, only kind of. Because every stage in the same now has a “’Final Destination Form” which turns the stage into question into nothing more than a flat battlefield. This allows for a change in music, and background while still holding a viable stage to fight evenly on!

Both of these modes have a Skill Matchmaking, but it is behind the scenes. So you should only be pitted against players close to your skill level.

Also shared with both modes is Global Smash Power. This is the game’s Leaderboard, so to speak. Instead of having a flat board where someone’s #1 and below them is #2, etc., everyone instead has a Smash Power. This is a value that says how many players you are above. Instead of being #1 in a group of 100, you have a Smash Power of 99, showing that you are above 99 other players. Personally, I find this to be a cool system.


New Items!

I haven’t kept up with all of the pictures Sakurai posts daily, so some of these may have been seen in picture form already. However this is the first time we’ve seen any of them in action.

POW Block (Mario)

It appears that the Pow Block acts as a damaging spring in an area-of-effect, if that makes sense. You throw it, and wherever it hits on the ground, any enemies near will be hurled upwards.

Beetle (Zelda Skyward Sword)

You throw it forwards, and it will latch onto the first enemy it comes across, before flying them upwards. It appeared to carry them pretty high up!


“How can we put Fire Bars into this game”


“That. Is genius.”

Is the only way I can assume things went down before this item was put in. It’s literally a sword. Made out of Mario’s Fire Bars. It starts out long with a few fireballs, and loses fireballs (and thus length) per hit.

Back Shield (Kid Icarus Uprising)

It follows your back and shields any projectiles that may have hit you from behind.

Bombchu (Zelda)

Those Mouse bombs from Ocarina of Time and Majora’s Mask. Remember those? Well they’re in Smash Bros. now. You throw them, and they will travel forward, even along walls, until they expire or hit someone, resulting in an explosion.

Fairy Bottle (Zelda)

A new healing item akin to the Heart Container and Maxim Tomato, it seems.

Ore Club (Kid Icarus Uprising)

A slower, more powerful Beam Sword that can throw tornadoes if you charge it up enough.

X Bomb (Kid Icarus Uprising)

A bomb that sends out an ‘X’ (or +) shaped explosion when it blows.

Hocotate Bomb (Pikmin 2)

Olimar’s Rocket Ship from Pikmin 2 flies into the sky before crashing back onto earth. Seems a lot like the Warp Star.

Rocket Belt (Pilotwings)

A jetpack you can pick up to allow for better air mobility. So. Much. Yes.

Steel Diver (Steel Diver)

Take the Ray Gun. Now give it a slower, more powerful missile instead of green shots. You have the Steel Diver.


Assist Trophies

Skull Kid (Zelda Majora’s Mask)

The Skull Kid from Majora’s Mask appears and turns the screen dark, before flipping the entire stage in an upside-down chaos. Just speculating here, but I’m thinking he may be able to turn the world into more angles than just upside-down, as a later Pokeball Pokemon later shown does basically just that.

Mother Brain (Metroid)

Metroid’s Mother Brain charges up her beam to unleash on any unlucky enemy near her eye. Unsure of how long she lasts or how many beams may be fired. Perhaps she’ll fire off her circle shots found in Metroid games as well?

Midna (Zelda Twilight Princess)

Zelda Twilight Princess’s Midna uses her hand… hair to grab and toss enemies. It also appeared that she could teleport. Not sure on if that’s the only thing she can do or if there’s more to it.

Ashley (Warioware)

Warioware’s evil little witch girl appears and summons a puff of smoke. This shrunk down the enemy caught in the cloud. Perhaps other things may happen as well?

Dark Samus (Metroid Prime)

Dark Samus will appear to pummel your enemies. She can fire off a rapid stream of phazon shots, or summon dark energies from below your foes. What other tricks does she have up her sleeve?

Chain Chomp (Mario)

The Mario series’ very own Chain Chomp! Once summoned, the Chomp will be anchored down wherever you stood. Any enemies who dare get near will be targeted and leaped at.

Isabelle (Animal Crossing: New Leaf)

Another Animal Crossing rep in Smash! Isabelle will throw healing fruit at whoever summoned her, keeping them in tip-top shape!

Elec Man (Megaman)

Megaman isn’t the only… uh, man… here! Once summoned, Elec Man will fight against any enemies in his way. He appeared to have many electric attacks matching those of the attacks in his proper game.

Color TV-Game 15 (Uh… Pong?)


It’s Pong.

The ball being bounced back and forth will hurt and knockback anyone whom it touches.



New Pokeball Pokemon

Along with the Pokeball, this time the Mater Ball also makes an appearance as an item. This is guaranteed to give you an exceedingly rare Pokemon. It is unknown if rare Pokemon still appear in normal Pokeballs or not.


The legendary Arceus spoken of in stories from generations ago sends out pulse waves, meteor smashing any enemy touched. It was not said if it actually damages foes or not.


Remember the Starfy Assist Trophy in Brawl? It’s looking like that’s what Eevee is. This is most likely a replacement/reskin more than a full-blown new Pokemon.


It’s not Smash Bros. without a Fire-type Pokemon from the latest Pokemon games! Fennekin will spit out small fireballs that go upwards ala Ness’ PK Fire in Brawl upon impact. It is unknown if it always goes upwards, or if that is only if a target is hit.


The singing Pokemon Meloetta sends out two purple music notes that ricochet off of walls, damaging enemies it comes into contact with.


YOU CAN RIDE IT. It was not shown if Gogoat itself has any moves, but dude you can ride it. It’s like everyone has Wario’s Bike from Brawl now!


Palkia’s back from Brawl! But this time he’s not stuck on one stage. Nope, now the gravity-defying menace can haunt you anywhere. Also shown was him flipping the stage upside-down. It was also shown using the Spacial Rend attack, which acts like a vertical slash.


Kyurem fires out cold gusts of wind to his sides, freezing any enemies caught in the blow. It wasn’t shown if we’re looking at an area-of-effect here like Suicune in Melee, or long-range blasts.


Victini flies upwards and makes a star. Uh… Not sure what it really does. Going to guess it deals damage, but there’s no way to know for sure. Maybe it fires the star? Crashes it down? Spins it around, and moves around?


Keldeo uses it’s trademark attack, Sacred Sword, flinging anyone a good distance in front of it flying. Presumably damaging them quite a bit as well!


The mascot legendary from Pokemon X uses it’s signature move Geomancy, causing the floor around him to glow. Does the glow damage, or is it just charging up to attack?



No more form changes! Characters are one character only — the one you chose! This means that Samus doesn’t turn into Zero Suit Samus,  Zelda can’t become Sheik, and the returning Charizard isn’t a part of two other Pokemon. Rest assured, the other forms of these characters return! Zelda’s former transform attack not summons a Phatom from Zelda: Phantom Horglass  that lunges forward. Sheik received grenades (and a new acrobatic move) to make up for the loss. Zero Suit Samus, while not exactly losing anything in this change, also received rocket boots to make up for her previously weak power.

As for new character’s and their movesets:

Rosalina and Luma

  • Luma can be separated and attack independently, much like the Ice Climbers
  • Side Special is Star Bits, a projectile attack which originates from the Luma
  • Up Special is Launch Star, an attack which sends Rosalina upwards in a spinning motion
  • Down Special is Gravitational Pull, which is a gravity-bending aura that pulls in items, as well as disrupt projectiles
  • Final Smash is Power Star, which summons one Grand Star that fires off hundreds of smaller, damaging stars

Little Mac

  • Power on ground is extremely high
  • Can “shrug off” attacks, preventing his own attacks from being cancelled
  • In air his power is very weak, and his recovery ability is terrible
  • Has a K.O. Meter that builds up when he attacks or gets hit, once full gives a one-try OHKO move
  • Neutral Attack is a Straight Lunge
  • Side Special is Jolt Haymaker, which is a jumping lunge attack
  • Up Special is Rising Uppercut
  • Down Special is Slip Counter, a counter attack with a fancy name
  • Final Smash is Giga Mac, a monstrous beast of a Mac
  • Wireframe Mac is an alternate costume available to him that gives me the same look found in the Arcade Punch Out! title


  • Neutral Special is Pocket, which allows you to grab oncoming projectiles and pocket them for later use
  • Side Special is Lloid Rocket, which spawns a Gyroid you can fly on towards the enemies
  • Up Special is Balloon Trip, which — fittingly — gives you the ability to fly a bit, just like on Balloon Fighter
  • Down Special is Timber, a three-part attack which consists of planting a seed, watering it into a tree, before cutting it down causing massive damage and knockback to anyone it hits
  • Final Smash is Dream Home, which summons Nook and his Nooklings to build a house on your enemy

Mega Man

I am unsure what exactly makes a “strong” attack, but it is what was given in the Direct

  • Strong Down Attack is Sliding across the ground
  • Strong Up Attack is Mega Upper, a powerful uppercut
  • Dash Attack is a Top Spin
  • Front Air Attack is Flame Sword, which swings a burning sword in front of him
  • Back Air Attack is Slash Claw, a powerful swipe with claws made of metal
  • Up Air Attack is Air Shooter, which sends a strong gust of wind upwards, sending anyone above hurling into the air
  • Down Air Attack is Hard Knuckle, which fires a metallic fist downwards, Meteor Smashing anyone it comes in contact with
  • Side Special Attack is Crash Bomber, which shoots a sticky explosive forward that latches onto the first enemy it hits
  • Down Special Attack is Leaf Shield, which summons leaves that spin around you to be used as a shield, or to be hurled
  • Up Special Attack is Rush Coil, which summons your trusty sidekick, Rush, to be used as a spring
  • Grab is Super Arm, giving Mega Man super strength to hold anyone above his head
  • Neutral Smash Attack is Metal Blade, which hurls a blade across the stage
  • Side Smash is Charge Shot
  • Up Smash is Spark Shock, an electrifying attack fired above his head
  • Down Smash is Flame Blast, which sends powerful pillars of flame upwards from both sides
  • Final Smash brings all the different versions of Mega Man together to fire a giant beam

Wii Fit Trainers

  • Notice the ‘S’ there? Male Wii Fit Trainer is an alternate costume
  • Down Special is Deep Breathing, which causes the next attack to be more powerful
  • Side Smash is Sun Salutation, which fires a projectile forward
  • Up Smash Attack is Hula Hoop, which spins the Trainer spinning upwards along with Hula Hoops


  • Now has Hammer Flip, which is much like King Dedede’s Charge Hammer from Brawl
  • New Final Smash is Ultra Sword, a giant sword swung forward


  • Only throws Gordos now, no more more Waddle Dees


  • Stronger Aura attacks
  • Aura Charge system now powers up every thing Lucario does, including his Recovery move, causing difficult to control recovery moves
  • Can Mega Evolve, if this is his Final Smash was not said


  • Can only have three Pikmin at once now
  • Pikmin are plucked in fixed order, Red, Yellow, Blue, White, Purple
  • Recovery Move is Winged Pikmin, which summons Winged Pikmin to fly you to safety


  • No more Gliding Mechanic
  • Has been given more power than before
  • Power of Flight, his Recovery Move, has been changed into a directional dash attack instead of just giving you the ability to fly
  • Final Smash is now Three Sacred Treasures, which gives Pit a super-powerful suit to fight with for a short amount of time


  • Now stands upright, changing how he moves


  • Can now Roll


  • Now has a jumping lunge attack


  • Has a new jump


  • Along with being separate from Pokemon Trainer, Mega Charizard X also makes an appearance. Final Smash, perhaps?

So maybe that’s not enough for you. Maybe you just need more. Look no further than Custom Move Sets! Not many details were given other than the fact that you can change how characters moves behave. Kirby Hammer attack the freezes people? Why not. Mario shooting giant Fireballs? Sure! Donkey Kong unable to be phased while he charges his punch? Sure!

Smash Run is a new 3DS exclusive mode that was shown, which is a LOT like City Trial Mode from Kirby’s Air Ride. Up to four players explore an dungeon full of randomized enemies (some of which were shown to include Bulborbs from Pikmin, Kremlings from Donkey Kong Country, and Stalfos from Zelda, among others) for five minutes. When defeated, these enemies will drop power-ups (consisting of extra speed, higher jumps, more powerful attacks, more powerful Smash Attacks, more powerful items, or more defense) you can pick up. During these five minutes, special events may occur, such as everyone becoming faster, or a barrage of homing bullet bills appearing out of nowhere! At the end of the five minutes, the power-ups will be tallied, and you will be thrown into an event to compete against the other players you were competing against. You can even choose certain items to take along before starting!

Welp. That’s it. Well, kind of. Not really.

Greninja is a new playable character!


Its attacks weren’t shown in detail, but what I could see, he has the ability to use Water Swords, throw Water Shurikens, and pop a substitute, causing a Poke Doll to appear in his place before he sneaks behind the enemy for an attack. He’s very agile, and stays low to the ground while running.

And that’s it! For real this time. Jeez that took longer than expected. And my hands hurt from the two hours of typing. Whoops.

Who else is excited for Smash Bros. for Wii, and Smash Bros. for 3DS?!


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