Category Archives: Switch

Cave Story – An Indie Classic Taken Too Far

“Classic.” That’s a word that’s thrown around a lot these days. Even here on our own site! But as far as indie games go, Cave Story is most certainly a classic. It was released to the public for free in December 2004, and was developed in its entirety by just one person. That’s about as “indie” as indie gets. You could say Cave Story set the standard for indie games, and you’d be absolutely correct. This game’s got a big history, and we’re going to take a look at all of it today. Though I’ve played four or five different versions of Cave Story, we’ll be specifically reviewing the Nintendo Switch version, Cave Story+.

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Setting up and using Amiibo Powersaves for Super Smash Bros.

Super Smash Bros. 4’s amiibo metagame had a lot of problems at first. Unlike the current Super Smash Bros. Ultimate environment, there was at first no way to use Smash 4 amiibo online. They couldn’t even be used in online rooms against friends! That is, until Datel came around and released a quite revolutionary device called Amiibo Powersaves. For today’s guide, we’re going to take a look on setting up and using Amiibo Powersaves!

Though today’s guide will be targeting Amiibo Powersaves usage for Super Smash Bros. Ultimate, we’ll be talking about its functions for Smash 4 as well. So if you’re having trouble setting up Powersaves or need to know how to use them, you’ve come to the right place! Let’s get started.

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Super Smash Bros. Ultimate LIED?!

Clickbait titles aside, we’re here today for a rather short post — that is, at least by our standards. When Super Smash Bros. Ultimate was first announced in March 2018, we weren’t sure if it was going to include amiibo support. By that point, most of us trainers had raised quite a few characters in Super Smash Bros. 4. Eventually – and fortunately for us – Ultimate was revealed to include amiibo training support after all! And you could “transfer” your Smash 4 amiibo to Ultimate, supposedly retaining its training data in the process.

Well, as it turns out, this isn’t true at all! When you transfer a Smash 4 amiibo to Ultimate, all of its prior training data is completely removed. What you wind up with is a blank Level 12 amiibo (assuming the FP you transferred was Level 50 in Smash 4). Transferring between games isn’t a reversible process, so in other words, you’re pretty much erasing your Smash 4 training for nothing in return. If you’ve got well-trained Smash 4 amiibo, leave them as-is! Transferring them to Ultimate is almost exactly the same as resetting them. It doesn’t even attempt to keep their stats and bonuses!

In short, try your best to leave your Smash 4 amiibo in Smash 4. You’re better off just resetting the FP if anything, because that’ll give you a few more levels to train it (even though they still learn after Level 50). I figured this was an interesting note, because Ultimate clearly states that it will “transfer the FP’s memories”. If there’s something I’m not quite seeing regarding the transfer process, I’ll be sure to update this post!

The problem with Super Smash Bros. Ultimate’s Young Link amiibo

My two best amiibo are Link and Lucas. But despite that, the character I’ve put the most time and effort into was my Young Link amiibo. You’d think that would mean I’d get good results with him, right? Well, the only thing I’ve gained from training Young Link is an extensive understanding of the many flaws that fill up his artificial intelligence.

Young Link’s amiibo figure was printed for Super Smash Bros. Ultimate, so it’s likely that many of you either have this one or the Majora’s Mask version. Both had a pretty short shelf lifespan, though, so not everybody was able to get their hands on a Young Link amiibo. If you’ve trained one before, you might have been disappointed with how the Figure Player turned out. At one point, Young Link was even a contender for worst FP in the game! But wait — Young Link is a solid character in the competitive metagame (humans versus humans). How can a fighter that good be so bad they contend for bottom one? In this post, we’re going to talk about why his kit translates so poorly and why this character struggles in the amiibo metagame.

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Super Mario 3D All-Stars – A Mediocre Collection of Great Games

It’s finally time. In September of this year, Nintendo released a highly-rumored anniversary collection, Super Mario 3D All-Stars, which consists of Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. We’ve taken a look at all three of these games, how they’ve held up over the years, and what playing them might be like in 2020. Now it’s time for our most negative article yet: a review of the Super Mario 3D All-Stars collection. Not the games contained — the collection of those games.

On the whole, I think the collection is fine, but even then, I’m being a bit generous. We’re all well aware of the whole “limited-time release” controversy, and we’ll be talking about that later on. Super Mario 3D All-Stars is currently retailing for $60 – the norm for most Switch games – and we’re also going to talk about why I don’t think the price is entirely fair. We’ve got quite a bit of ground to cover, so let’s get started!

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