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Horizon Chase Turbo adds in new playground season 'City Lights'

Enjoy the nightlife


Looking for some new content in Horizon Chase Turbo? Hop in and try out the new 'City Lights' playground season! Hit the streets in locations like Dubai, Tokyo and L.A. to strut your stuff.

Rogue Bit - more gameplay

A single bit of computer memory became sentient and decided to escape from digital into the real world. Explore RAM, modify bytes and hack machine code and CPU registers to set it free.

Ding Dong XL coming to Switch

The witch is dead

Ding and Dong between the top and bottom of the screen as you attempt to avoid obstacles, collect points, and smash helpful power-ups. Try to survive as long as you can!

Pressing the Ding Dong button allows you to cross the screen from top to bottom or vice-versa. Wait for the proper timing and don't hit enemies. Easy one button control with a Gamepad/Controller, Keyboard, or mouse.

Easy to learn, simple controls
An endless, fast paced and challenging arcade style game play that constantly gets harder
Unlock a handful of unique cosmetic skins for your player, including some from other Nickervision Studios games
'Close Call' system that awards extra points for close calls with obstacles.
Dual Mode allows you to play with two buttons for a brain bending new challenge
The in game audio/SFX was provided by my mouth making noises into a crumby consumer mic and some royalty free SFX from FreeSFX.
In game song / loops are Difourks - "It's Complextro & Dance"

Ding Dong XL is officially coming to Switch, but the developer hasn't revealed any release date or pricing info at this time. We'll bring you those details when they become available

Machi Knights: Blood Bagos - more gameplay

Thwart the villain Kenos’ plans to resurrect Bagos, a gargantuan weapon from ancient times! Pilot the Machi Knights, giant weapons that make up the legacy of an ancient kingdom that fell to ruin, and take down enemies to surge forward in this new action RPG.

The Legend of Zelda: Breath of the Wild's "Apparatus Storage Glitch" is the new holy grail of game bugs

Bend Hyrule to your will

You think all the major glitches in Zelda: Breath of the Wild have already been discovered? Think again, my friends! A new glitch is making the rounds, and it's been dubbed the 'Apparatus Storage Glitch.' This glitch can lead to an insane amount of effects in the game. You'll be able to nullify temperature effects, max out hearts/stamina, ignore weather issues, skip portions of the game, and much more. Check out the footage above to see the glitch in action!

Thanks to CM30 for the heads up!

RUMOR - Localization site mentions Profesor Layton and the Curious Village port for Switch

Going back to where it all started?

Well here's an interesting find. Profesor Layton and the Curious Village seems like it's going to get an HD port to the Switch. This information comes from the G4F-Localization, which looks to handle various localization jobs for projects. The listing specifically mentions translation into Italian, German, and Spanish.

This goes along with previous hints of Layton’s Mystery Journey: Katrielle and The Millionaires’ Conspiracy DX getting localized as well. Once again, this site makes mention of localization plans for the title, which would mark the second time we've seen indication of the Switch version leaving Japan.

Creature in the Well - more gameplay

Creature in the Well is a top down pinball inspired hack and slash dungeon crawler. As the last remaining BOT-C unit, venture deep into a desert mountain to restore power to an ancient facility, haunted by a desperate Creature. Uncover and upgrade powerful gear in order to save the city of Mirage from a deadly sandstorm.

RUMOR - Latest trailer for Persona 5: The Royal sheds new light on a recent Smash Bros. Ultimate datamine

A little ditty 'bout Jack & Jane

Persona 5: The Royal received a new trailer today, and once again, there was no mention of the Switch. That means all hope is lost for a port, right? Not necessarily, as a Smash Bros. Ultimate datamine detail from last month now makes a lot more sense after today's trailer.

Last month, dataminer Dr. Hyper Cake shared the following discovery from Smash Bros. Ultimate's source code.

There is another reference to "Jack" that I feel should be mentioned: "/Jack6_C06_v01_070925.mb_Jane1_pony_hairSystemShape2.mchp"". @jam1garner was the first to notice it in the string dump. I've seen some interesting theories about what "Jane" could refer to relative to Joker.

This information didn't really draw much attention from fans, but today it makes a ton of sense. The new trailer for Persona 5: The Royal showed off a new character for the game. While we didn't get a name for the character in the trailer, we did see that she has a ponytail, and this is prominently displayed in the trailer.

Could this woman in the new trailer be the Jane with a ponytail referenced in the Smash Bros. Ultimate datamine? It certainly does line up, and would make you think that Jane will be an alternate for Joker, who was named 'Jack' in the source code.

Of course, that's all speculation for right now. We'll just have to hang tight and cross our fingers for an announcement confirming all this. As for now, which side of the fence are you on?

EDGE #331 - review scores

Trials by fire

Not really much to speak of as far as Nintendo-related reviews in this month's issue of EDGE. Still, the one Switch-related title they reviewed got a pretty great score, especially by EDGE standards.

Trials Rising - 8

Switch News channel features a Nintendo interview with Jared Moldenhauer, the co-creator of Cuphead

A match made in heaven

You can bet Nintendo is super proud to have Cuphead on their platform. It's a title many thought would never come over, while still being a perfect game for the Switch. Showcasing the surprise of Cuphead on the latest Switch Nindies Showcase must have been so satisfying for all teams involved.

Nintendo was quick to follow up that reveal with a special interview shared on the Switch News channel. Nintendo sat down with Jared Moldenhauer, the co-creator of Cuphead, to talk about the game in detail. Check out the full interview below.

How would you describe Cuphead in your own words?

Cuphead is a homage back to the arcade era, fast-paced, twitch-gaming kind of experience. Obviously, it has lots of reference points to [games like] Contra and Gunstar Heroes. Then, visually, we wanted to capture the aesthetics of our favorite childhood cartoons. It’s a mix of old school gaming and classic 2D animation.

What was the inspiration behind making the game?

So we always wanted to make a game… but this wasn’t the first time we had tried. [Around the] early 2000s, we were working on a similar type of game, but we could never get traction. We had a skeleton of the game and knew where we wanted to go with it. Time passed and we reached a point where we were more established in life. We could sit down and put our best into it, which we weren’t able to do before. We were like, “Let’s give it one last shot.” It also stems from games being our primary source of entertainment.

What made you guys decide on the 1920s/30s animated art style?

That just happened to be our favorite art style. There used to be VHS bins at grocery stores, and I think [Silly Symphonies] was like 99 cents; our parents just happened to buy them. I don’t know why we gravitated to it, but for some reason they really spoke to us. We liked the silliness and vibrancy that was kind of further away from reality.

Did the gameplay evolve from the art, or did the art evolve based on the gameplay?

We started with the gameplay, and were pretty confident we could utilize any type of art style – we just had to get the gameplay right. When it came down to choosing the visuals, we knew we wanted to do some form of traditional art style, but not necessarily hand-drawn animation. There were a hundred different [art styles] that we’d tried at that time. Then, we started thinking what if it was exactly a cartoon? What would that look like?

At what point did you guys decide that you were going to do hand-drawn animations for the whole thing? Was there ever a point where you felt like maybe it was too risky?

I think it was basically the minute [co-founder, brother Chad] taught himself how to animate and we had a walk cycle done. When we saw it in motion, there was no turning back! As for fear, I think we were just too into it and too focused. We were like, “We will get this done. It’s probably way too much work… we know we’re a little bit silly.” It’s such a crazy thing for your first game. We figured, if we love the visuals, there’s got to be an audience for it. Make the best game that we can, because this could be the one and only game we ever make. SO, why not make it exactly what we want?

What advice would you give someone looking for a career in the video game industry?

Expect failure. That’s really the best advice I could give. A lot of the time people think that their first idea is going to be ‘the one’ that gets them through the door. You’re going to make mistakes and you’re going to be better at making the next game by learning from what you did during your first approach. Try to do smaller projects and see where it goes. Also, make something that you love; it’s a long process, so if you’re not truly into it, after a year, you’re going to be breaking down and thinking how do I finish a game that I never truly enjoyed?