But while people are arguing about the possibility of a set of third gen remakes being released on 3DS, is it possible Nintendo or Game Freak might actually do something very different? That they might actually take the opportunity to remake either generation 1 or 2 again with the Pokemon X/Y game mechanics and style?
It sounds insane (and likely is), but think about it carefully. Generation 1 and 2 were the most popular generations by far. They’ve got a whole ton of nostalgia value to capitalise on here. And with Pokemon X and Y, Nintendo have a whole new potential reason to remake the first set of games; 3D!
Yes it sounds a bit insane, but come on. Fans have talked about how cool the likes of Pokemon Red and Blue would be in 3D for years, and now Nintendo are making the next set of games 3D? It seems quite possible Nintendo could take this opportunity to return to step one so to speak and make the 3D versions of gen 1 some fans have been dreaming of for years.
So I think there’s a chance Nintendo could take advantage of the new 3D engine and battle style from Pokemon X and Y and use it for a remake of Pokemon Red and Blue. But do you know what else there is to consider?
Gen 1 is now in exactly the same situation as gen 3 as far as technically needing a remake. After all, what console did Fire Red and Leaf Green come out on? The GBA like Ruby, Sapphire and Emerald. So in the same way that Pokemon Ruby and Sapphire now can’t be played on a DSi or 3DS, neither can Fire Red or Leaf Green. There’s functionally the same amount of reasons to remake gen 1 again as there is to remake gen 3.
Of course, this doesn’t rule out gen 3 remakes in any way whatsoever. Those too could benefit significantly from the brand new 3D world style and revamped battle mechanics found in X and Y. And those too aren’t really easy to get hold of in this day and age. But at the same time, it could also be very tempting for Nintendo and Game Freak to think about remaking gen 1 again. Because the series has moved on significantly since the last time, things like the special/physical attack split were introduced, tons of new species added and new abilities/moves… And with 3D and proper character models instead of sprites being a thing, it seems possible a gen 1 remake could be a quick and no effort way to capitalise on fan nostalgia and take advantage of the new games engine.
But what do you think? Is it possible Nintendo and Game Freak might choose to remake the likes of Pokemon Red and Blue instead of Ruby and Sapphire, to capitalise on nostalgia and take advantage of the whole ‘now in 3D’ thing? Or will they move logically ahead and have remakes for gen 3, then gen 4, then gen 5, etc? Perhaps we’ll get no remakes or remakes of all older games in this style, who knows.
If you’re a regular to Nintendo 3DS Daily, you may be familiar with my common ‘obscure Mario fact articles’. You know, where I point out a whole bunch of interesting and extremely unknown pieces of trivia about the Mario series in much the same style as the infographics on Did You Know Gaming and such like. Well today I thought I’d try something a bit different and expand it to interesting Nintendo related facts.
So here are eight Nintendo related facts you might not know.
8. Metroid Fusion in Copyright Infringement
No, Metroid Fusion isn’t the one ripping another game off, but it turns out an actual published game has a complete ROM of said title present on the disc!
Yes, Datel’s unlicensed piece of garbage for the Gamecube called ‘MaxPlay Classic Games’ has a full copy of Metroid Fusion present in a folder called ‘DELETE_ME’, likely to test the GBA emulator the ‘game’ uses.
Now admittedly the illegal copy isn’t playable in game by any means I can recall, but come on, this kind of thing is blatantly illegal. How the hell didn’t Nintendo sue them for this? It’s bad enough the game was so poor quality that it didn’t even pass Nintendo’s quality standards and was released without the seal of ‘quality’, but to then include a stolen copy of one of their games seems like the thing that should have got the whole company closed down in a bat of an eyelid.
Above: MaxPlay Classic Games, where one guy saying ‘zoom’ is a sound effect.
Still, the whole package is supposedly a complete rip off, with games stolen straight from other authors (some of the games and music apparently comes from the homebrew scene) and a complete lack of craftsmanship in general, so the fact it even got into stores in the first place is a bit of a surprise.
7. Super Smash Bros’ Trophy Secrets
Next on the list though, we have some secrets hidden in the trophies in the last two Super Smash Bros games. For example, you may have seen the Metroid trophy in Super Smash Bros Brawl, but did you know there’s a tiny Mr Saturn sprite hidden in the textures for it? Have a look:
Above: It’s in the middle of the texture at the top left.
But that’s not all. Did you also know that among the textures for Plum (the Mario Tennis character)’s trophy is a picture of a gun?
Above: What this has to do with Mario Tennis I’ll never know.
Finally, there’s the reflection showing Melee’s Yoshi’s Island stage visible on Metal Mario’s trophy. It’s an old secret, one people have known for years, but it’s a very interesting detail regardless. After all, how many other games would model their purely decorative trophies to show a stage’s reflection on them? Not many that’s for sure.
Above: Look at his cap.
6. Professor Oak’s Pokemon Team
And here’s a fact quite a few people already know about Red and Blue. Turns out Professor Oak isn’t as much as weakling as you’d think and has a high level team of Pokemon you were meant to fight near the end of the game. Heck, he might even have been the original league champion! Here’s his team in action:
Above: In the Gen 1 days, this was seen as a pretty darn good team.
Seems like he was supposed to use the starter that neither you or the rival ended up getting at the start of the game. Unfortunately the battle has never been possible to access legitimately and has always been left dummied out.
But a Pokemon professor as a potential champion or Elite Four member. Who knew?
5. Donkey Kong Country’s Eight Colour Backgrounds
Donkey Kong Country’s main claim to fame in the 90s were the super detailed pre rendered graphics. The ones the Sega Genesis couldn’t pull off due to how much detail and colour were involved and those that everyone thought looked absolutely amazing.
But did you know that the game’s backgrounds weren’t actually that detailed or colourful? Yes, the foregrounds used a good hundred or so different colours and the sprites used a whole palette of sixteen shades each, but the backgrounds were extremely simple on a technical level.
Above: This for instance is just ten colours. You sure can make some nice graphics with just that, especially when you realise that this bg could work on a Game Boy Color…
Heck, some even used about four colours, like this one:
Above: Four colours or less, yet such a fantastic background. Could work on a Game Boy Color or NES in theory.
Pretty impressive visuals when you consider how little colour depth the actual backgrounds had. Rare’s skill in graphics editing was absolutely superb in the SNES days.
4. Showstopping Bowser
If you’ve ever played Super Mario RPG, you’ll remember an attack called Geno Whirl that could one hit kill any non boss enemy in the game. You’d also remember that Exor of all people was the exact ONE boss who was somehow vulnerable to it.
But did you know that Bowser in Paper Mario The Thousand Year Door is also weak to one hit kill attacks? Yes, you can blast Bowser to a certain defeat with Showstopper, something impossible to use on any other boss:
Above: How to kill the mood instantly
It’s not easy to do (it took the video maker 12 tries to figure it out), but if you can pull it off you’ll immediately turn one of the hardest fights in the game into a complete and utter cakewalk.
3. Wario Land 4’s Levels take place in chronological order and over the course of a few days
Now this is a piece of trivia that is almost impossible to figure out without careful thinking, but it seems to make quite a bit sense. So what do I mean? What I mean is that every level in each passage takes place at a later time of day than the last one. For example, let’s look at the Emerald Passage:
Palm Tree Paradise: Takes place in the morning
Wildflower Fields: Takes place in the afternoon
Mystic Lake: Takes place at dusk
Monsoon Jungle: Takes place at night
Even the music kind of suggests this. Like how the music for Palm Tree Paradise is a cheery go lucky morning theme and the music for Monsoon Jungle is a depressing nighttime one played during a quite literal eternal rainy day.
Above: You can almost feel the day getting later as you listen to each one…
You can also see much the same in the other passageways. Like how the Sapphire one’s levels seem to start in the evening and end in the morning. For example, while everyone who’s ever played the game probably knows that Crescent Moon Village and Arabian Night take place at night, did you know that Hotel Horror seems to be set in Crescent Moon Village in the early morning? You can see that pretty clearly when you’re on the fire escape to the left of the building since the same background decor from Crescent Moon Village can be seen here too.
Above: Same place, two different times of day.
It’s hard to judge some of the other levels due to all the Ruby Passage areas being set indoors and the Topaz Passage levels taking place in ridiculously brightly coloured and cheery ‘toy’ themed realms, but the same pattern generally seems to apply there too.
You could quite literally say the game takes place over the course of about a week.
2. The King of Red Lions looks like Japan
When it comes to things in Nintendo games looking like Japan, Nintendo is hardly a stranger to the whole trend. Super Mario Bros 3’s Water Land is shaped like Japan, Pokemon’s first four regions are shaped like and based on different real life places in Japan and quite a few other references to the country crop up elsewhere too.
But did you also know that the King of Red Lions from the Legend of Zelda The Wind Waker looks like Japan? No seriously, look at it:
Above: A Japan shaped boat. What next?
You can definitely see an uncanny resemblance to the boat in the shape of the Japan mainland there. There’s a definite ‘head’ shape, a definite boat like ‘body’ and even what appears to be the rudder at the back if you look right.
So there you have it, Nintendo based the design of the King of Red Lions on the shape of their own home country.
1. Super Mario Sunshine’s Watermelon Blocks are based on real life items
So, those watermelon blocks in the secret levels? They’re just square for gameplay purposes right? After all, these levels are all in some surreal alternate dimension where crazy stuff happens and this is just some acceptable break from reality. Right?
Above: Square Watermelons? What wackiness is this?
Wrong. No, it’s actually an interesting and somewhat obscure ‘cultural’ reference. Because the Japanese actually do grow square watermelons, specifically cultivated and bred so they can be stored more easily. Talk about something everyone missed those ten years ago.
Many times when a game is being localised, various things are changed. The script is rewritten to make it understandable for a native audience (like with Fawful’s speech patterns in every Mario and Luigi game in history), bugs are fixed, unacceptable things are removed to avoid raising the age rating and quite a few other such aspects are altered.
Usually these don’t affect how the game plays or how the game’s concept works. But sometimes we get games that are massively changed in localisation, where huge chunks of the core design are radically altered and things edited to provide a very different experience to people in different countries. And that’s what this list is about, games which were radically changed in localisation. First though, a note:
No, I’m not listing the obvious games here. Everyone who knows anything about video games knows that Super Mario Bros 2 was technically a sprite edit of a Japanese game called Doki Doki Panic, and a significant other percentage know that Tetris Attack, Pokemon Puzzle League and numerous other games were actually attempts to rebrand Panel de Pon for a Western audience. But those are too obvious for this list.
So without further adeiu, here’s the list of Nintendo games that were radically changed during localisation.
1. Wario Blast become a crossover
If you were playing games back when the Game Boy was around, you may know of an obscure crossover game called Wario Blast Featuring Bomberman. Put simply, it was a Bomberman game where Wario was a playable character.
Above: Nintendo’s most bizarre and unknown crossover.
But did you know it’s not a crossover in Japan and the crossover stuff was added when it was released elsewhere? Yes, in Japan it was merely called Bomberman GB and didn’t feature Wario in any way, and the translation that added in the crossover elements actually changed quite a few major parts of the game in the process.
For one thing, there was originally a story sequence at the start of the game (that plays if you wait a few seconds on the title screen). This was removed entirely in Wario Blast.
There were also various sprite changes, even to the point the game’s border when played on the Super Game Boy changed. It really was one of the biggest changes made to a Nintendo game when localising it, to the point you could almost say it was like the Game Boy’s equivalent of Doki Doki Panic and its rebranding into Super Mario Bros 2.
2. Luigi’s Mansion had an overhauled Hidden Mansion
In the US and Japanese versions, the Hidden Mansion was a bit of a joke as a bonus for beating the game, with the only real differences being that the rooms were a tiny bit darker and a few minor other things were edited. In the European game though it was a whole different story.
No, now it was basically Luigi’s Mansion Master Quest. The whole mansion had a mirrored layout, the bosses had new attacks and strategies and many more difficult enemies were found in every room.
Above: Luigi even rides on the Poltergust as he takes down Boolossus!
But oh wait there’s more. Now you HAD to beat the Hidden Mansion for an A grade, making the whole thing no longer optional (they raised the requirements so there wasn’t enough money in the normal mansion to let you qualify). That must have been annoying for anyone trying to use a strategy guide, since almost all of those were written by someone who’s played either the US or Japanese version where the Hidden Mansion wasn’t as significantly changed.
For being the only Nintendo game to add a Master Quest mode in only a couple of regions, Luigi’s Mansion takes the second spot on the list.
3. Mario and Luigi was increased in difficulty
Generally, video game difficulty is one of those that things that’s quite commonly changed when a game is translated and released in different regions. Some titles like Mega Man 2 make it lower by adding a normal mode, some make it extremely difficult and sort of gimmicky like the aforementioned Hidden Mansion from the PAL version of Luigi’s Mansion.
But the Mario and Luigi series is something else entirely. Not only are the Japanese versions of the games very different, but the sheer amount of things that were changed to make the US versions more difficult is almost astounding. Here’s some differences in the difficulty level between each region’s versions of Mario and Luigi Superstar Saga and Mario and Luigi Partners in Time…
Things Changed in the Japanese Mario and Luigi Superstar Saga:
They actually give a hint in the intro to tell you when you can move, with a small D Pad icon popping up when Toad is controllable:
As well as instructions on how to choose what stat you want to upgrade upon level up. Did Nintendo really think their Japanese players were this darn stupid they needed to know how to move a cursor down a list of options?
And most interestingly, they added heart blocks to various places. What did these do? Heal Mario and Luigi entirely for free, with the blocks being usable an unlimited amount of times.
The stat changes were most interesting of all though. The gear was generally more effective in the Japanese version (with most stats being at least 2 points higher), but everything was ridiculously expensive to compensate. For example, just an ordinary pair of jeans in the Japanese game cost over TWO THOUSAND coins, where the equivalent cost in the US and Europe was just 200.
This was then completely flipped around in Partners in Time, where most items were considerably cheaper in the Japanese version. Guess AlphaDream realised players didn’t want to have to grind for hours on end to buy basic necessities.
Finally though, the bosses are much more reasonable in the Japanese version, to the point they have literally half the HP. Here are some comparisons:
[table id=13 /]
There are minor exceptions to this (like the Japanese version giving bosses automatic counter attacks that happen regardless of turn order and one or two bosses being harder), but generally the Japanese versions were way, way easier and less time consuming than the English ones.
Makes you feel kind of cheated, doesn’t it? All those hours spent on that final boss, and there people in Japan were being able to beat it in minutes thanks to a much lower amount of health!
4. We actually got the Pokemon Gen 1 remakes/sequels
Now this entry on the list is slightly confusing. Remember how the first two Pokemon games in Japan were called Pokemon Red and Green? Well in actual fact, we technically didn’t get those titles when we got Pokemon Red and Blue.
No, what we actually got was a strange merge of Pokemon Red and Green with their third version Pokemon Blue. Pokemon Blue (the Japanese one) was notable because it fixed various glitches, updated the graphics and changed quite a few things in game like traded Pokemon and levels and whatever else.
Above: Japanese Mew sprite and English Mew sprite.
Above: The first three are from Red and Green, last from Red and Blue. God these sprites looked weird.
It also explains some of those old urban legends about Pokegods and stuff, the text was somewhat screwed up. Or to be accurate, we had the script of Pokemon Blue but the in game trades from Pokemon Red and Green. That Raichu that went and evolved? It was only a Raichu in Red and Green, in Blue you were trading a Kadabra for a Graveller (which does evolve once you trade it).
Above: This sentence must have confused kids for years.
Basically, Pokemon Blue provided the engine, graphics and script and Pokemon Red and Green provided the list of Pokemon you could encounter and the version exclusives there were, causing all those weird differences and ‘mistakes’.
This was also the case with Pokemon Stadium. This time, we actually got the game known in Japan as Pokemon Stadium 2, since the original one was a really, really lacking game with no mini games, only about half the Pokemon avilable and a severe lack of features. Nintendo simply thought it was pointless to release such a basic game when a much better sequel was readily available and skipped it altogether.
Above: The pointless and lazily designed Pokemon Stadium game we never got.
Honestly, they were right. Releasing a Pokemon Stadium game where only half the Pokemon in the series could actually be used to battle? Releasing it without even a level 100 Prime Cup or many options whatsoever? That’s almost insulting. In fact, it was probably one of the laziest and most uninspired Nintendo titles in history, a lazy attempt to cash in on a craze knowing full well a proper game would be coming just months later. Nintendo of America and Nintendo of Europe made the right decision by not localising it.
So yes, the Pokemon games we got were rather different from the ones available in Japan. So much so the localisations might as well have been new games.
Well, that’s the full list, with four games that were radically changed during localisation in ways that few people would have suspected. Guess Super Mario Bros 2 and Tetris Attack weren’t the only Nintendo games they retooled entirely when they were localising them…
Glitches eh. Every game ever made has some of them, they’re an unavoidable side effect of video game development that cannot be entirely prevented. Sometimes they’re beneficial to the player like the track shortcuts in Mario Kart Wii and 7 that let you skip whole laps and cut huge sections of the track, sometimes not.
This article is about the five most game breaking glitches in Nintendo history. And by game breaking, I mean that they can really, really mess up your game if you use them. That they’re things that can really harm the experience of playing the game, things that really should have been spotted and removed during that time when the game was tested. In other words, they’re glitches that significantly harm or ruin the game. With that said, let’s start the list…
5. Mario Kart Wii; Timer Rolls Over
Generally in any field involving data being entered, you have these minor things called sanitising data and error checking. Unfortunately, someone at Nintendo must have forgot all about that…
So what happened was thus. You waited about 2 hours at the finish line of lap 3 in time trials, and the timer rolled over to zero. Just drive forward a bit, and bam, unbeatable time.
Of course, it quickly rendered the online leaderboards useless as bored glitches and ‘hackers’ took over each and every one of them and Nintendo fought back by removing their times.
And depressingly, this wasn’t exactly a first. Yes, Nintendo made the exact same general mistake at least three times prior to making it in Mario Kart Wii! First off there was Super Mario Bros 1, where getting 128 lives and dying got you an instant game over because it actually treated it as if you got a negative amount of lives…
Then there was Super Mario 64, where getting a whole bunch of coins gave you M25 lives, where dying gave you more lives and getting 1-Ups took them away…
And finally was Super Smash Bros Melee, where getting a negative score in Adventure Mode meant it’d roll over to something like 9 million points at the end.
But apparently someone didn’t learn much from experience and didn’t bother to stop the timer recording when it maxed out. So for completely ruining the time trial leaderboards for weeks and letting people with no skill get times of around 10 seconds for three laps, the timer roll over glitch heads to number 5.
4. Mario Kart DS; Turn on Spot and Freeze Game
Admittedly all the Mario Kart games to date have had major glitches, and Mario Kart DS arguably has the least of them. But I’m listing this here as one of the most game breaking glitches for one simple reason:
It’s the most ridiculously easy to pull off and ‘dangerous’ glitch in Nintendo history. Indeed, it’s one of those that are so ‘bad’ that I’m surprised it got through testing.
So what’s the glitch? Go to Luigi’s Mansion. Go to the steps and stop. Hold A and B and turn. Game locks up.
Above: The most difficult to find bug in history.
It really isn’t rocket science. This isn’t some freak coincidence that requires super high levels of skill and a ton of precision, this is a massive exploit a trained chimp could probably figure out. But apparently all those highly trained testers across three major continents completely passed it by without encountering it. Come on guys, your entire job is to test games and try unusual things to see if they break. Did you seriously just get to this level and take the day off sick or something?
So for being a bug that no one in their right mind should have missed, the Luigi’s Mansion freeze glitch is number 4 on the list.
3. Zero Escape Virtue’s Last Reward; Save Data Russian Roulette
Hey, an actual 3DS game in this list! Yep, this game had a pretty nasty bug, namely that saving in various areas would delete your save data.
That’s it. Save in the wrong room and watch as the game crashes and nukes your save data out of existance.
It’s an incredibly annoying glitch which should definitely have been caught by the testers prior to the game’s release, and as far as I know the company responsible is still trying to make a patch for the game that fixes it.
For destroying save files on a whim with no real indication to why, this game hits the third spot on the glitches list.
2. Donkey Kong Country 2; Permanent Game Corruption by Castle Crush
Losing save data is bad. Corruption? Bad enough. But you’d think managing to brick the entire game was impossible on a software level, right?
Apparently this bug in Donkey Kong Country 2 can not only erase all save data, but render the game near unplayable or permanently damage the cartridge. Here’s how it works:
Go to Castle Crush with Diddy as the main character
Pick up the first DK barrel and hold it against a wall
Drop barrel and quickly pick it up again
If done right, you hold an invisible barrel and many, many side effects result. Here’s a video showing some:
Basically, an absolute ton of random and somewhat hilarious things can result, including flying mice, enemies shooting around and jumping, the Kongs turning into Kleever or Klubba or palettes being screwed to hell, but then afterwards your data can easily be completely destroyed as a result.
On the bright side, I do hear it’s safe enough to do this on the Virtual Console version. Still, for being a potentially extremely dangerous glitch, the Castle Crush glitch reaches number two on this list.
1. Pokemon Red and Blue; Most of it
Well, that’s a bit vague. But let’s face it, Pokemon Red and Blue (and the Japanese original Red and Green versions) were never really tested too well and are packed to the rafters with massive bugs and glitches.
Let’s start with some of the bugs from the original Red and Green versions. Like this one that lets you beat the game in about ten minutes:
Above: The Worlds quickest Pokemon speedrun
And other massive and game breaking glitches abound. Missingno is the obvious one, being able to give you more than 99 of whatever item is held in a certain slot in the item back. Heck, the whole sequence where you can find Missingno is just bugged to hell, especially the fact a whole line of coast apparently lacks any encounter data or how it somehow uses your name as the deciding factor for what stuff you see.
How about the experience underflow glitch. Get a tiny amount of experience and warp straight to level 100!
Above: Forget Rare Candy, now THIS is a quick way to level up!
Really, these games were just broken as hell. Glitch City, the Mew glitch that let you encounter any Pokemon at level 7 or so, Ditto’s glitch move, you know all this stuff.
All topped off by how the game’s save data was the most unreliable thing on the planet and was apparently liable to erase itself at whatever inconveniant moment it felt like.
I couldn’t name just one game breaking glitch in Pokemon Red and Blue and the other games in gen 1, so I’ll just list the whole generation and be done with it. Can you imagine what the reaction would have been if these games had Nintendo Network functionality?
So that’s the list. Were there any major glitches in Nintendo games that I didn’t list that should have been here? Oh sure. But I think that’s most of the ones that could either damage the game or that show a complete lack of testing.
Remember the orchestral rearrangements of classic Pokemon Red and Blue music that was released just a short while ago? Well apparently, it’s now officially been released for free on Youtube for all those people who didn’t want to buy the album or download the music files. It’s 100% legit too, it’s the team behind this project who released the music there and made this playlist. Here it is:
It’s highly recommended too, these songs are absolutely fantastic orchestrations of your favourite Pokemon Red and Blue music, and they cover every single track in the game. What are you waiting for? Get listening Pokemon fans!