Comments 219

Re: Deals: Starlink: Battle For Atlas Starter Pack Drops To A Ridiculous £10.99 In The UK

Lawnachaun

I have this already. I got it mainly for the Star Fox ship to have on my shelf. I've tired playing the game with it a few times, but found it unnecessary, so I play without it, with just the regular controllers. However, there is one thing that I was disappointed with, that somebody already pointed out. If you buy it digitally, you get everything in the game. All pilots and weapons and ships. However, if you buy this Star Fox set, you get the toys, but you only get the weapons, the Star Fox ship and Star Fox, and the default ship and pilot, and that's it. You have to either buy the other weapons or pilots/ships separately digitally, or go to the store and buy their toys separately. So, if you get the deluxe box set, you get the specific toys, but you get less of the game. But if you get it digitally, you get all of the game, but no toys. So, it's a trade-off. I thought the Deluxe version would come with everything. But it doesn't.

Re: Sorry Nintendo, But The 3DS Really Is Dead Now

Lawnachaun

I take my 3DS with me to the big San Diego Comic Con event every year. I brought my 3DS (for Street Passes) and my Switch with me this year. And I only saw 1 other person have a 3DS with them out in the open. Everybody else brought their Switch. In years past (as I never miss the event. I go every year. Haven't missed it in over 10 years), everybody always brought a 3DS. Tons of people could be seen everywhere playing it. Nintendo would even have a bunch of 3DS Kiosks with games in them for everybody. This year, it was only Switch Kiosks. Not a 3DS Kiosk, or even 3DS sign or logo, in sight. I still got some Street Passes, but not as many as I used to get. But there were all kinds of Switch's everywhere. Bunch of different types of battery packs and add ons, and different types of grip handles, etc, that different people had. Tons of different Joy-Con colors, and color combinations too. There was a huge Switch presence this year. But there was a noticeably smaller (near dead) presence of the 3DS this year.

Re: HORI Strikes Back With Limited Edition Street Fighter Arcade Sticks For Your Switch

Lawnachaun

I prefer playing on a controller, with a d-pad, for Street Fighter games. I don't like using the Analog sticks on controllers, and I don't like using Arcade Sticks. I'm not good at them. I can't pull everything off all of the time on them, and it costs me matches that way. But with a controller with a D-pad, I can play much better. So much easier, and more accurate, to play that way, for me. I can quickly pull everything off I want/need to. But, for whatever reason, I can't do that on a analog stick or arcade stick.

Re: Soapbox: Should I Wait For Switch 'Pro' Or Is The 'New' Switch SKU Worth An Upgrade?

Lawnachaun

I play my Switch pretty exclusively in handheld mode. I only tried it out on the tv once, when I first got it, just to try it out, and I only ever play it on tv when I take it to friend's houses, as we will all play it on their tv (one friend has a 100-inch Projector/Screen we play on). Otherwise, I always play in handheld mode, leaving my tv free for other things, like tv shows, or movies, or what not. I even bought a 10-foot USB-C cord to charge the Switch while I play from anywhere I feel most comfortable at. So, battery life isn't much of an issue for me, in handheld mode. I also typically only play indoors. I don't usually play outside much (unless I'm at Comic-Con and playing there while waiting for different things to start). But never long enough to kill my battery.

That said, I'm more interested in the "Switch Pro", or whatever they decide to call it. I'd rather have the extra power, and larger screen size, compared to the Switch Lite, since I don't really have to worry about battery life. The current size of the Switch is fine with me, so not worried about the Lite being smaller. So, I don't mind waiting. Besides, I have lots of games to play through in the mean time. With even more on my "want list" that I'll get when they come out too. Speaking of which, I finally cataloged my library too. I got a new Lexar 512gb micro sd card on Amazon Prime Day (about 2 weeks ago) for only $52 ($51.88), and I officially have 52 retail games (53 if you count Assassin's Creed 3 and Liberation separate, tho, since they are on the same cart, I'm only counting them as 1), and 86 digital games, now. I wrote them all down (and numbered them) to keep track, so I didn't have to keep recounting them over and over. So now I can just add to the list every time I get a new game, to stay current, without having to recount everything later. I moved everything over to my new SD Card, and now I have about 24gb free on my Switch itself, and another 100gb free on the sd card. So I'll be ok for space for a while now. Hopefully the new Switch Pro will have more internal memory too, tho I'm still going to keep an eye out for a good deal on a 1TB micro sd card, as I'm sure I'm going to need one for my Switch sooner or later.

Re: Guide: Bloodstained: Ritual Of The Night Walkthrough For Nintendo Switch

Lawnachaun

I've beaten it with 100% in every category on the Switch already. Very fun game. I haven't had a single crash yet. Just a few slowdowns at parts, and slow to swing the weapon at times. But nothing game breaking. Had lots of fun with it. Plan on playing a 3rd 100% playthrough eventually. Busy trying to beat Tiny Metal: Full Metal Rumble, and Marvel Ultimate Alliance 3: The Black Order, first. If I can beat both in time before new games come out, I'll definitely start a 3rd Bloodstained run on the Switch. Great game.

Re: Review: Tiny Metal: Full Metal Rumble - Finally, A True Successor To Advance Wars Emerges

Lawnachaun

@nintendolie On the Contrary, the first game was great. I beat it on the Switch, and then got it PC and beat it on there too. Including all of the Skirmish maps. And this 2nd game is even better, so far. I'm having a huge blast with it. I haven't played any of the Skirmish maps yet, as I'm still playing through the Campaign Mode first. Tho, I'm here at the big San Diego Comic-Con event, so I haven't been able to play much in the past several days. But, I look forward to completing the game in its entirety soon enough. But it's definitely a fantastic game, and well, well deserving of the 9/10 score.

Re: Bloodstained: Ritual Of The Night Switch Patch Comes With Some Unwelcome Extras

Lawnachaun

I've beaten the Switch version with 100% in every category twice now. Haven't had any real major issues with it, other than the few slow down spots. Hasn't crashed once. I don't use the vast majority of the weapons/shards that were nerfed/decreased in power, so that's not a big change for me for my eventual 3rd playthrough. The map function changes are welcomed tho. Didn't like having to hit "select" (-) every time to close, instead of hitting "B". Minor inconvenience, but still nice change. I did use a fully maxed out Dullahammer Head Famililiar in both playthroughs, so luckily I got to use those before they were nerfed. I didn't want to switch to the Knight Familiar instead anyways, so I'll still do that in my eventual 3rd playthrough. As for the Shards, I only ever used 3 of the ones listed. Craftwork, which I ONLY used when I needed to move the spiked things, as part of the "puzzle solving" aspect of it. Otherwise, I never once used it otherwise. Never felt the need too. Bunnymorphesis, which I used for about 1/3 of the first playthrough. And the Heretical Grinder, which I used a lot during the 2nd playthrough. In fact, some bosses, I would Invert, and stand on the ceiling, and use the Heretical Grinder from a distance and damage them without getting touched. But, it'l be good to try out different strategies in the next playthrough. I don't use any of the 3 weapons listed, so that's a non-issue for me.

Overall, I've had a lot of fun with the Switch version of Bloodstained, and look forward to playing it again, soon enough. Tho, I bought Tiny Metal: Full Metal Rumble, and am in the middle of the campaign on that. However, I'm here in San Diego for the big Comic-Con event, so, been enjoying that event, and haven't been able to play my Switch much... tho I did get to play most of Nintendo games at Comic-Con. Including Link's Awakening, Luigi's Mansion 3, and Marvel Ultimate Alliance 3 (which I played before it released, and then bought after it released), among others. But I'll get to play everything soon enough, and then, eventually, work my way back around to playing Bloodstained again. Looking forward to playing it on the Switch again.

Re: You'll Be Able To Transfer Save Files Between Switch And Switch Lite, Eventually

Lawnachaun

So, the quote from Nintendo specifically says (paraphrasing) that "yes" we'll be able to transfer save data from day one, and that's what they've always intended to do. However, the "journalist" reads that as it meant "eventually", even tho that's not what the quote actually was. Either the 'journalist' doesn't listen, or, he purposely added "eventually" for clickbait.

Re: Gallery: Here's What The Nintendo Switch Lite Looks Like

Lawnachaun

I play almost exclusively in Handheld mode. I only ever play on tv when I take it to friend's houses for parties. Otherwise, I'm always on handheld mode, so my tv can be free for other things. Plus, I've always been a huge fan of Nintendo's D-Pad. So, this is intriguing. Still want to see the Pro version first, before looking into getting either one. But I can see myself getting one of these one day too.

Re: Video: How To Use Every Power-Up In Super Mario Maker 2

Lawnachaun

@60frames-please There are 2 coins in pits that you have to wall jump to get. Two coins in the sky (one at the beginning that doesn't require a wall jump, and one at the end that does). And one at the checkpoint in mid-level. Not sure which one you missed. I'm guessing the beginning one tho.

Re: Guide: Bloodstained's 8-Bit Nightmare: How To Find The Game's Punishing Hidden Level

Lawnachaun

@The_Pixel_King I haven't played Into the Breach yet, but a friend of mine, who also loves Advance Wars, WarGroove, and Tiny Metal, says that it's good, and that if you like those 3 games (as I do), then you'd like Into the Breach (which he thinks I will). He likes it. I just can't personally say, first hand, if I do, as I haven't tried it yet. So I'm afraid I can't speak for Into the Breach, tho I've heard good things about it. I might try it soon, but I haven't yet. So I'll leave that game out of this for now.

That said, have you played Advanced Wars. I'm a huge fan of Advance Wars, myself. And, since both WarGroove and Tiny Metal have both been called the "Successor to Advance Wars" when they were both released (Tiny Metal released first). Of the two, WarGroove, or Tiny Metal, I would say that Tiny Metal is a lot more like a direct successor to Advance Wars, while WarGroove is more like a cross between Advance Wars and Fire Emblem.

Tiny Metal, like Advance Wars, has a modern-like army, on a grid based map, in a turn-based style. There are similar types of maps, and buildings to capture, and units to build and use, that basically work in the same way. Be it land, air, or sea vehicles. Story is similar, tho shorter. It also has a lot of Skirmish maps to play as well, tho not as many as Advance Wars has. The strategies used are largely the same. The maps looks similar, tho are presented in a more 3D way, as opposed to Advanced Wars 2D style. This game is basically a modern Advance Wars under a different name. Tho one new feature is that you can attack the same enemy with multiple units at the same time. In Advance Wars, you can't stack your attacks, tho you can surround your opponent, and attack one at a time, with each unit taking counter-attack damage in return. In Tiny Metal, you can surround your opponent, and choose the option that allows for group attacks, and it won't fire yet. Instead, it'll let you get another unit and you can choose to attack, or set up to wait and attack too. You can set up from all 4 sides directly (except the 4 diagonal directions), and including all long range attacks from any unit in range, and when you set the last unit, you tell the last unit to actually fire, and boom, it will have ALL of the units that you set to attack at the same time, to, well, all attack at the same time. The unit being attacked can not counter-attack until all of the offensive units make their attack first, which will most likely kill it. However, if it does survive, then it will ONLY counter-attack the last unit that you had initiate the attack (unless it's a ranged attack that can't be counter-attacked). It's a good way to take out tough enemy units without taking much damage yourself, but, it does take all of the turns for the units that were used, which will, of course, leave them vulnerable to be attacked on the opponents next turn. Like Advance Wars, attacking from behind will cause more damage than attacking from the front. Also, if you play the Story Mode, and find hidden spots on certain maps, then you can unlock different Commanders. Each commander controls a different specific unit type. And, once you unlock them, then you can 'buy' them from specific spots on maps. Kind of like it's own specific Barracks, that houses all of the Commanders that you unlocked. Only, these are 1 time use only spots. So pick the Until that you feel is best suited for that map. Some maps have 3 or 4 of those buildings, so you can get multiple Commanders on different maps. Basically, if you pick the Heavy Tank Commander, you get a regular Heavy Tank unit, but, it's more powerful than the regular Heavy Tanks you buy/build from the barracks. They do more damage, and have more health, but they can be destroyed. And if destroyed, you can't get them again on the same map. So be careful with them. They are not overpowered. Just slightly more powerful than whatever vehicle they represent. There's one commander for each unit type, so be sure to find them all. They have no superpower. They are basically just upgraded units of whatever unit-type they are based on. But otherwise, yeah, this game is exactly like Advance Wars. So if you've played Advance Wars, then you know exactly what kind of game this is. It's the exact same thing, but in a more 3D setting, with the new features I've already described.

WarGroove, on the other hand, also has a grid based map, in a turn-based style, but it has more of a fantasy style to it. Not so much like Fire Emblem, but nothing like Advance Wars, other than the cartoony nature of the art-stryle/graphics. There are different actual Commanders in the game. Multiple Commanders for each Faction. Each has their own special moves. Like, one can heal units, and another has an AoE attack, etc, etc. Each are different. Some missions require that you keep these units alive, as your match will end the moment they die, regardless if you are dominating the game or not. Unlike Tiny Metal, where if your Commander dies, you just lost a powerful unit, but the match continues. The Commanders are much much more important in WarGroove. Gameplay wise, it's also like Advance Wars, in that you capture buildings, build units, and attack your opponent, etc.., but it also feels more like a Fire Emblem game, in story, and in gameplay. The fantasy setting, and characters, makes for a much more interesting story. It definitely has the better story of the two. Also, you can actually create your own levels in WarGroove too, and upload them to let others online play them, Super Mario Maker 1&2 style. That's a big thing. I've made my fair share of levels in that game too. There are all kinds of different designs in each of the different factions, for the same units. In Tiny Metal, all of the units in each faction are basically the same, just a different color. In WarGroove, each faction has their own civilization style/race, and thus, each has their own unique look to each unit type. So it looks, and feels, much more varied. It also uses a brighter color palette, so it looks more colorful too. Definitely has a much less militaristic look/feel to it than Tiny Metal has. However, you can't always go by the predicted damage that the game shows you in the pre-attack. Whatever % it tells you, it will always randomly pick a % that is +/- 5% from it. So, if it says 35%, it will cause anywhere from 30% to 40% of damage. So, even when it says 100%, it still could only cause 95% damage, which means that 100% damage is not always a guarantee kill. So keep that in mind, and plan your strategy accordingly, just in case, as I have had a lot of 100% damage attacks not actually kill off that unit. Also, WarGroove has a singleplayer "puzzle" mode, which gives you pre-setup maps, with a specific goal (usually in a turn limit), and you have to figure out how to complete the map objective in the allotted turn amount.

========

So, just to keep this from becoming too too long. Both Tiny Metal and WarGroove are like Advance Wars, in gameplay. You capture buildings, which creates income, which allows you to build bigger/better units, to attack your opponent with. But TinyMetal is a much more serious, and direct take on Advance Wars, while WarGroove is a more fun, fantasy style game, with a better story, and you can create your own levels, as well as play pre-made Skirmish levels. So, personally, I'd have to give the edge to WarGroove. But I like both, but being able to create your own levels, and upload them, and play other peoples levels, is definitely a plus that Tiny Metal doesn't have.

However, I must also point out that "Tiny Metal 2: Full Metal Rumble" comes out next Thursday, the 11th. Which I will definitely pick up. So, if you ask me right now, I'd probably lean towards WarGroove over Tiny Metal 1, tho I really, really liked both. But, since I'm not sure what Tiny Metal 2 will bring to the table, it's possible I may pick Tiny Metal 2 over WarGroove. So, if you want to wait a little longer, I can get Tiny Metal 2 (since I'm going to get it anyways), and you can wait for my review on that first, if you'd like. Up to you. Either way, whatever you choose to get, I'm sure you'll have fun with it.

Re: Talking Point: What Are You Playing This Weekend? (July 6th)

Lawnachaun

I'm jumping back and forth between a 2nd Bloodstained 100% run, and making new levels in Super Mario Maker 2. Will be picking up SolSeraph as well, when that releases. It releases on Wednesday, and I'm leaving out of town for the big San Diego Comic Con the day after. Going to be fun. Then I'll be picking up Marvel Ultimate Alliance 3, during the event when I'm there, and enjoying that too.

Re: Video: How To Use Every Power-Up In Super Mario Maker 2

Lawnachaun

@60frames-please @Starzsixty9 Here is the new level.

SNR-6CW-XXF

This is basically what the original Coin Rush level should of been. Just good clean fun. Should be really easy. I had to adjust the course a little bit. Removed the coins that covered only about 1/4 of the screen, when I wanted them to cover every possible open square. Added some more enemies than there were previously. Adjusted the landscape a bit. Removed the coin throwers, so it doesn't rain down free coins on you anymore. Added Red Coins to give the stage more substance. But there's no tricks, no trolls, or anything like that. Just good clean fun. As long as you know how to wall jump, you should have no problems at all. Enjoy.

Re: Video: How To Use Every Power-Up In Super Mario Maker 2

Lawnachaun

@Starzsixty9 I beat all 3 on the first try. I found all 3 to be very very easy. Good job on the level designs tho.

@60frames-please To be fair, you should only fall for the softlock once, like you do the other. Granted it's pretty late. However, you can see completely that it's an un-escape-able area before you even enter it. Its all on the same same screen. So just by looking at it, you can see that there's no way out. So it shouldn't be fallen for. Easy to avoid. You can take care of all of the moles before hand too. Tho, overall, it is a fairly short and quick, and otherwise easy, level, so there's that. However, the original Coin Tribute level was much easier. More along the lines of Strzsixty9's levels, just with tons of coins. Tho, again, had to stop working on it when I couldn't have as many coins on the screen as I wanted. Which is how the current Coin Rush level had to be worked on, and then expanded on with the Red Coins and the entire underground section, at the last minute. Still, when the original level design is up and running, it'll be much easier, and more fun, than the others. I'll let you know when it's done. I'm sure you'll enjoy it much better.

Re: This Super Mario Maker 2 Player Has Already Created A Full 32-Course Game

Lawnachaun

@gwyntendo Awesome. And yeah, you're welcome. I had fun with yours.

Also, I forgot to put a check point in level 1-1 +. I added one afterwards, but don't know if it updated the level. I tried to delete it and then re-upload it, but it said I had already uploaded it and it shows it upload. So, not sure if its been updated or not. Haven't fully looked into it. I don't think it has tho. Anyways, there are 2 ways to beat the level. A really, super, super easy way. And then the harder way.

I'm guessing you tried the harder way. That way, you just have to be patient and time your jumps. Should bait Bowser Jr to come out, and then stand on the blocks on the left. Then, time it so Bowser steps back so you can run right, and jump up to the left ledge, without touching Bowser, then to the right ledge, then the upper right ledge, and you're good. Once you bait Bowser Jr out, and can make it to the left ledge, you should be good to go. The hardest part is just being patient to get the left ledge. Once you get there, you shouldn't have a problem beating the level the hard way. Tho I added several Mushrooms just in case you messed up and didn't make the jump, but got touched. So you could have several tries. But again, there is a much much easier way to beat it. Don't want to spoil that for others, so I won't mention it. But one of the other levels has a exact same easy way too.

I'm currently working one 3 more. One that's an actual underground maze, made from the pathways. And One that's a maze-like level, using a bunch of pipes and doors. That's my most ambitious one yet. There will hardly be any enemies in either level, as you'll be too focused on trying to figure out the pathway in time. Both seem like they will take a while to finish.

Then, the 3rd level is actually what the Coin Rush level was originally going to be. I made the whole level first, and then added the coins, and then, when I realized I couldn't have as many coins on screen as I wanted, I had to stop working on it, and then had to make the current Coin Rush level instead.

It wasn't supposed to have any Red Coins either, originally. Those got added in at the end, because the level was far too easy, and far too short. So a few extra enemies were added, the red coins were added, and all of the underground stuff was added, at the end, at the last minute, to help flesh out the level. Wasn't a part of the original idea to the level.

But yeah, if you have more, let me know. I'll try them out. I should have more coming soon enough.

Re: This Super Mario Maker 2 Player Has Already Created A Full 32-Course Game

Lawnachaun

@gwyntendo Yeah, I kind of just kept going there. But yeah, feel free to try them out.

9F1-W99-P8G - Newest one.
743-8XW-WFG
30V-G9K-LTF
43F-Y4G-YDF -

I listed them from newest to first uploaded. For the newest one, I tried to do a New Super Mario Bros 2 (from the 3DS) Gold Rush / Coin Rush level, but I soon found that there was a limit to how many coins could be on screen at the same time. So, I had to start over and make a smaller level, more creatively, while still using as many coins as I could.

But yeah, feel free to try them all. I have a few more in the works. Including a maze-like one. Should be fun. Just trying to figure out the final design of the level. Then will need to populate it with enemies.

In the meantime, good luck with the levels. If you have any, I'll try them out too.

Re: This Super Mario Maker 2 Player Has Already Created A Full 32-Course Game

Lawnachaun

That's really good for them. I'm still working on several levels, myself. I have 4 currently up and running. And another 3 that are in the process of being made. One is my most ambitious level ever. Should be fun. Just taking a long time to put it all together. But hopefully it'll be ready soon enough. I'm trying to get it done before next week, as I'm leaving town. Heading to San Diego for Comic Con. Never miss it. Haven't missed it in over 10 years. So I won't have much time to play during the event. So hopefully I can get my last few levels done and ready to play before I leave.

Re: Guide: Bloodstained's 8-Bit Nightmare: How To Find The Game's Punishing Hidden Level

Lawnachaun

@rex_rex I have a lot of Switch games too, that I'm trying to get through. I now have 55 physical titles, and 73 digital titles, and I'm picking up more for each soon too. Like SolSeraph (digital) and Marvel Ultimate Alliance 3: The Black Order (physical), and more. That said, I destroyed WarGroove already (on both the Switch, first, and then later on PC). Beat every level, beat the game with the best rating on each stage, and everything. I also did the same for the other Advance Wars like game, Tiny Metal, too. Another game I fully beat on the Switch first, and then PC later. Still waiting on a new official Advance Wars game as well. Hopefully one day.

Re: Guide: Bloodstained's 8-Bit Nightmare: How To Find The Game's Punishing Hidden Level

Lawnachaun

This game isn't as bad on the Switch as people have been saying. I've already beaten it with 100% in every category, and am in the middle of a 2nd playthrough. All on the Switch. Considering how much less time that they had to work on the Switch version, I'm actually impressed it was able to release (albeit incomplete) when it did. It was originally a Wii U title, but then they cancelled the Wii U version, and started on the Switch instead. However, the other versions (PS4, XB1, PC, etc), all started when the Wii U started. So the Switch version was already behind when it got started. Still, the coming updates will, of course, be a welcome addition. But as it stands, it's still worth getting on the Switch.

Re: Guide: Super Mario Maker 2 - All Mii Outfit Unlocks List

Lawnachaun

Good to know what the requirements are. I doubt I'll get all of these. But I'm not really concerned with all of them anyways. Just busy trying to make fun levels for all, as well as play other people's levels. The more the merrier. Just about having fun. I have several levels up and running, if you'd like the code to any of them. I have 3 more in the works right now. One is my most ambitious ever. But they are going to be fun.

Re: Guide: Super Mario Maker 2 - How To Beat ‘Secret Of The Dry Bones Shell’

Lawnachaun

I've already 100% completed Story Mode, so I didn't mind coming here to look at this article. But I find it interesting that you'd pick one random level to make a 'guide' for. This level wasn't that hard to figure out. The only level I replayed, over and over, was the last mission level, as I had finished all of the missions/jobs, including those from everybody who gives them, and the Castle was 100% built, but I still needed money for... "stuff", and since I had already beaten every job/mission, I had already collected the one time payments from each. So I could only make whatever i was able to grab while in the level. That's why I kept playing just the last Mission level, as it's pretty short, overall, and I could get an consistent 45 to 65 coins per playthrough. So, for that amount of coins, in the short amount of time the level is, I was able to make enough money relatively quickly to cover the cost for.. the other stuff. But I didn't need a guide for any of the missions/jobs in Story Mode. So, I find it curious that there's a whole article for one on here

Re: Video: 17 Nintendo Switch Games Coming This Month

Lawnachaun

I have Marvel Ultimate Alliance 3: The Black Order on Pre-Order, however, I'll be in San Diego for Comic Con that weekend. I go every year. I never miss it. Haven't missed it in over 10 years. So I'll just pick up thee game while I'm there.

SolSeraph is another game I plan on getting. I liked the ActRaiser games, so I want to check out this new 'spiritual successor' to that style of game.

Blazing Chrome looks like a fun Contra style game. Might look into that too.

There are a couple of other games that I may look into later. But for now, since I already have a lot of other Switch games (digital and physical) to get through still, these will be my top 3 new games for this month. Possibly more later. But for now, I'm looking forward to these 3.

Re: Review: Bloodstained: Ritual of the Night - A Fine Castlevania Tribute That's A Technical Trainwreck On Switch

Lawnachaun

I've beaten Bloodstained on the Switch with 100% in every category, and am working on a 2nd playthrough right now. I don't believe it's as bad as people claim. I've had a few slow downs in a few spots. Mostly the Twin Towers areas, and another. But I've never had it crash on me. I haven't noticed any latency lag that I've heard others complain about. Yeah, it doesn't look as nice as the other versions, and a few small tweaks here and there will help out. But it's not nearly as much of a "trainwreck" as people are making it out to be. It actually runs pretty good, overall. I haven't had any major issues at all. And, on my second playthrough, I'm still not seeing anything major that would make me sway people from it. Again, it doesn't graphically look as good as the other versions, but that's not that huge of a deal. The upcoming patches will certainly help in some places and things. But overall, the Switch version isn't as bad as it's claimed to be.

Re: UK Charts: Super Mario Maker 2 Is Nintendo's Biggest Launch Of 2019, Debuts At Number One

Lawnachaun

@Quarth I finished my most recently stage. It was supposed to be a huge Coin Rush level, inspired by the 3DS title New Super Mario Bros 2 Gold Rush levels. But, there's a limit to how many coins that can be on screen at the same time. So I had to cancel the level I was working on (which I'm going to remove the coins and rework the level into a regular level), but I started a new, smaller level, from scratch, to fit the coins I could on screen. It's much different than the original plan, but it's officially done and ready to play.

If you want to try it, it's here. 9F1-W99-P8G

My other levels are, 743-8XW-WFG, 30V-G9K-LTF, and 43F-Y4G-YDF. They are listed in reverse order from how I made them, but from better to worse. Good luck on them all. The last one listed is the trickiest one, so heads up there.

Re: UK Charts: Super Mario Maker 2 Is Nintendo's Biggest Launch Of 2019, Debuts At Number One

Lawnachaun

@New_Guest Nintendo would of delayed it, if they made it, and released it when it was 100%. No doubt there. That's the best way of releasing games. Not every company does that, sadly. Still, Bloodstained on the Switch is still no where near as bad as people like to claim. So it's not that bad of a release as it is. A delay would of helped, sure. But it's not an awful release. Pretty good, actually.

Re: UK Charts: Super Mario Maker 2 Is Nintendo's Biggest Launch Of 2019, Debuts At Number One

Lawnachaun

@SmileMan64 Yeah. Exactly. The Switch version isn't nearly as bad as people like to claim it is. The reason Bloodstained on Switch isn't at the same level as the other consoles is that it got a way way late start on it. Originally the game was going to be made for the Wii U. But part way through the development, the cancelled the Wii U version, and started on the Switch version. So the Switch version had less time worked on it than the others. I'm sure the updates will help make it better. But I'm actually kind of shocked we got it so close to the other releases. I was afraid they would push the Switch version back 6 more months, or something. Due to them having less time to work on it. But as it stands, it's a good game. They did an incredible job, considering how much less time they had to work on it.

Re: UK Charts: Super Mario Maker 2 Is Nintendo's Biggest Launch Of 2019, Debuts At Number One

Lawnachaun

@Bunkerneath Nice. I finished Story Mode the other day, and finished all 118 Jobs/Side-Jobs yesterday (that's how many I counted on the list, after I've talked with everybody that you can, and they all don't have any more jobs for me, and everything is built up as much as it can be and I can go anywhere I want in that area). . Fun times. Working on making a new level right now. I have a few of them up and running already, and am almost done with a couple more.

@liljmoore Yeah, Bloodstained was fun. I got it in the mail the day before it released in stores. So I was a good portion through when it actually released. I already beat it, with 100% of the map done. Just need to finish a few things to 100% the other categories. But Super Mario Maker 2 took over my time. Still, I liked Bloodstained, and will go back and finish all off 100%, and will end up playing through the whole thing again. This time using different weapons/tactics, to change it up a bit.

Also, the Switch version of Bloodstained isn't nearly as bad as I've seen reviews say. The 'input lag' isn't nearly as bad as I've read. In fact, I didn't even noticed it, even tho I've read reviews that talk about it. So that's not really an issue at all. The "slow down" from frame drops I've only noticed in 2 or 3 specific areas, but, compared to the whole map, it's not much. I mean, a couple of times it drops a little, but then picks right back up, but it's not an issue. It's definitely no where near as "bad" as people are trying to make it out to be. Sure, the coming patches will help. But it's definitely great. I had no real issues/problems with it, and I've don't pretty much everything you can do in the game. The only real issue is that it slows down a bit at the Twin Towers area. Everything else plays well. Sure, it doesn't look as graphically nice as the other console versions. But the Switch version got a late start. It originally wasn't made for the Switch. They were originally going to release it for the Wii U. It was part way through the development of the game that they cut the Wii U version and started on the Switch version. But the other versions were already about half done by that point, while the Switch was starting from scratch. So it's actually pretty incredible that they were able to get the game released around the same time as the others. Granted, it's not perfect, and they could of waited. But, again, it's no where near as bad as others have claimed. In fact, it's good, and I'm going to play through it again on the Switch. Looking forward to it, actually.

Re: Video: The Secret Super Mario Maker 2 Power-Ups We Couldn't Talk About

Lawnachaun

@60frames-please It's cool. I suspected there was a limit. Just didn't realize how low it was. I'm about halfway done with the new Coin Rush tho. I tested out how many coins I can have on screen at one time, and adjusted the size of the stage accordingly, leaving room for obstacles and structures and enemies, etc. Had to get a little creative with it, to account for the smaller play area. But it's coming along nicely. After I finish, and upload, the Coin Rush level, then I'll go back and remove the coins from the original level that was going to be it, and change it up a bit to make it its own level, so that level/design doesn't go to waste. So all is good. No worries.

Re: Video: The Secret Super Mario Maker 2 Power-Ups We Couldn't Talk About

Lawnachaun

@60frames-please I finished crafting my "Coin Rush" level. Had the entire layout out done, and enemies placed, etc. However, when it came time to filling every other square with coins, I couldn't even get 1/3rd of the map done before running out of allowable coins on the map. Kind of disappointed. So, saving this map, but will remove the coins and maybe tweak a few things. But I do plan on making a smaller map for the Coin Rush now. Gonna test out how big I can make it, by placing all of the coins first, to see how much room I have to work with, and then create a level in that available space, and go from there. So, I thought my level was done. I was about to finish adding coins and then upload it. But I'm basically starting over on it from scratch again. Shame. But I'll still make it fun. Just won't be as big.

Re: Video: The Secret Super Mario Maker 2 Power-Ups We Couldn't Talk About

Lawnachaun

@60frames-please Thanks. I'm working on a "New Super Mario Bros 2" (for the 3DS) 'Coin Rush Tribute' level. There's going to be TONS and TONS of coins. Going to raise the time limit so you have time to get them all. It's just going to be a simple, fun, easy level, with not a whole lot of enemies, but a MASSIVE amount of coins. It should be a blast. I'll let you know when it's ready. It's going to be in the New Super Mario Bros style, for obvious reasons.

Re: Video: The Secret Super Mario Maker 2 Power-Ups We Couldn't Talk About

Lawnachaun

@sanderev I figured it would be that one. This was the first level I made in a different style. But I plan on making more. Short ones. Auto-Scroll ones. A wide variety. Trying to focus on fun. I Also want to remake my maze that I made in the original game. Multiple different paths, but only one correct path. That one was popular. People really liked that one. Only, it took a long time to make, and test and out, to make sure it was fair, and fun. So, perhaps one day I'll remake it in SMM2. I want to do a fun one next. One that has no tricks or tricky parts. Just a straight forward, easy, fun, level, that anybody can beat. Even little kids. But will be enjoyable even for adults. Something you may see in an actual game. Then I may get to work on the maze level.