The ever-popular Minecraft has given over 100 million players worldwide the ability to bring their imagination to life. Countless new creations have been built over the years, but many prefer to create replicas of existing structures instead, and when seriously talented and dedicated people get involved, the results can be astounding.
In that spirit, Nintendo and Microsoft commissioned Team Kyo to build Breath of the Wild‘s Hyrule Castle. The team was given instructions to create the castle as it would have looked prior to Ganon’s rampage. This incredible project took the team of 13 players (painstakingly comparing screenshots) around two months to complete. I’d say the end result was worth it!
It’s been two years since the launch of the Nintendo Switch, and in that short span of time, a decent chunk of Nintendo’s key titles for the Wii U either have been ported to the hybrid or saw much more refined sequels. We’ve already spoken at length about eleven games from that system that could possibly make the switch to Switch following Super Mario Maker 2 in June, but now it’s time to take a look at the games that will more than likely be left on the cutting room floor.
These honorable mentions are the games that didn’t quite tap into their full potential, wound up as stinkers, or are so dependent on the Wii U’s dual-screen functionality that a port to the Switch would be plain impossible. Let’s take a look at the list together below!
1. Animal Crossing: amiibo Festival (2015)
After New Leaf was released onto the 3DS seven years ago, fans have been itching more and more for a new, mainline Animal Crossing, to once again experience a simulated life in a relaxed and happy neighborhood of friendly anthropomorphized animals on their home console. All the Wii U offered during its short lifespan was a poorly received party game in the form of amiibo Festival, which—as the name implies—heavily relied on the use of Animal Crossing amiibo to be played, to the point that it cannot be downloaded on its own off the eShop.
By itself, sure, the Board Festival might not be worth bringing back, but that might have only been the case because it was by itself. A party game for the series can still be fun if done right, but it alone as a spin-off will probably not appease its fans. After all, said fans have resorted to satanic summoning circles to bring about the next core Animal Crossing game.
Not to say correlation implies causation, but we are just so happening to get a core Animal Crossing title for the Nintendo Switch later this year. While some Wii U games like Smash Bros. got bigger and better sequels, I can easily see an inverse of this scenario for amiibo Festival where it could be integrated into the upcoming Animal Crossing as a bonus couch multiplayer mode to the actual game fans have waited years for. It would get all those lingering Animal Crossing amiibo off the shelves all the faster, that’s for sure!
2. Devil’s Third (2015)
“Honorable mention” is a very generous way of putting this next one.
Devil’s Third, spearheaded by former Tecmo developer and creator of Dead or Alive Tomonobu Itagaki, had a tumultuous production period under Valhalla Game Studio. Development began with the studio’s founding in 2008. A game of hot potato in securing a publishing deal saw the title change hands between Microsoft Game Studios, THQ right before it capsized, South Korean studio Doobic before it also went bankrupt, and then finally Nintendo, when the latter had been in desperate need of new games for the stagnating Wii U.
The game was critically panned once it came westward and was considered to be one of the worst games of 2015. Its release was poorly supported by Nintendo of America, and saw little promotion and few copies printed. Hell, the American branch even considered withdrawing publishing support altogether before launch, unlike its Japanese and European bodies. Its poor reception was pegged to its campaign, inconsistent framerate, graphical presentation, and microtransaction-heavy online multiplayer, though some critics did give Devil’s Third credit for its presentation and gameplay. The online multiplayer was later available as a free-to-play PC title in Japan as Devil’s Third Online under a different publisher in 2016, but it shuttered less than a year later.
With the Switch hosting as ample a library as it has now, I doubt that Nintendo would reach out to secure a port for one of the Wii U’s biggest flops. Itagaki did say he envisioned a trilogy for the franchise, though. Maybe with a bit of extra elbow grease in development and an olive branch extended by another publisher, he could find some life left in Devil’s Third yet.
3. Nintendo Land (2012) + Game & Wario (2013)
I’m grouping these two together as they share one same problem I touched upon earlier, so my thoughts will be very brief.
Nintendo Land (a cute little launch title revolving around a topically Nintendo-themed amusement park) and Game & Wario (the Wii U’s own WarioWare minigame collection) are essentially glorified tech demos. With both games revolving nigh entirely around simultaneous GamePad and TV screen interaction, a Switch port for either is an outright impossibility due to their strict dual-screen gameplay mechanics and asymmetrical multiplayer appeal. The same can also be said of smaller party games on the Wii U, like Wii Sports Club, Wii Party U, and Sing Party, though I doubt many tears would be shed for these losses.
While we can certainly count on a possible new WarioWare for the Switch (with more than 16 microgames, please), I do hope some of the ideas and minigames in Nintendo Land can be salvaged for a future title, or—better yet—as their own bite-sized games available off of the Switch’s eShop.
4. Paper Mario: Color Splash (2016)
The Wii U’s swan song before the launch of Breath of the Wild, Paper Mario: Color Splash was effectively the last major Nintendo game released exclusively for the platform. It was, in many ways, a step up from the dismal Sticker Star for 3DS, featuring better presentation, writing, and music, but it was also more of the same with a half-baked, tedious, and ultimately unrewarding battle system.
Like the 3DS prequel, the battle system was meant to take advantage of the dual-screen nature of the system, revolving around single-use cards to execute attacks. Players would have to sift through their assortment of cards on the GamePad, color them in, and then flick them back to the main screen. The way the battling gameplay works would be too cluttered and drawn out if shunted into a single screen system like the Switch.
Unfortunately, the future of Paper Mario looks bleak. Despite the better critical reception compared to its predecessor, Color Splash sold poorly. All eyes were already on the recently unveiled Switch, and fans who were burned by Sticker Star steered well clear of its immediate sequel. The absolute last thing we would want Nintendo to glean from this is to assume fans don’t want Paper Mario anymore, especially as they strayed further and further away from the RPG formula we grew up with and loved with more “experimental” games. As excellent as the Mario & Luigi games are, there can be room for more than one role-playing Mario series in their wheelhouse.
We just want Mario Story again, damn it.
5. Star Fox Zero + Star Fox Guard (2016)
I deliberated hard on which Wii U list I would put the PlatinumGames-co-developed Star Fox Zero and its companion title Star Fox Guard. After thinking on it for a long while, I’ve concluded that Zero and Guard have probably been written off by Nintendo as possible Switch ports, and I have three reasons as to why that might be the case.
First reason comes down to the game’s… unique control scheme. While most of the stages are traversed from start to finish in traditional Star Fox fashion, the tedious dependency on the GamePad for aiming and shooting enemies might make retooling the entire experience for the single-screen Switch be a bit more trouble than its worth. As for Guard, the constant switching between displays for invading robots would probably be too clunky on a single screen.
Second reason revolves around the very identity of the game, let alone an identity crisis for the Star Fox series as of late. A hypothetical Star Fox Zero on Switch would essentially make it a Switch re-release of a Wii U reboot, following a 3DS remake of a Nintendo 64 re-imagining based on the SNES original. That’s about half the games in the franchise revolving around the same premise. At this point, Star Fox fans—myself included—want something new for a change.
This brings us to reason number three.
Starlink: Battle for Atlas, for many, is scratching that itch of a new Star Fox experience in an unlikely toys-to-life crossover none had seen coming. While a multiplatform title, the Switch version outsold its other iterations by leaps and bounds. It lucks out all the more with special content including Fox McCloud himself as a playable character, complete with his own customizable Arwing and unique missions. And if that’s not enough, Falco, Peppy, and Slippy will join the fun in a free update coming in April.
At least for now, we know Star Fox is in good hands at Ubisoft in the short term, but if Platinum and Nintendo do somehow make a Star Fox Zero + Guard port work for the Switch in spite of my skepticism, I know I’ll certainly be picking it up.
While the sun may set forever on these Wii U entries, we can always cross our fingers for sequels to shine in their place on the Switch.
We finally have the new console Animal Crossing we had dreamed for years coming later this year, and while we have some Star Fox content on the system, I hope the stars will align for a bonafide game to drop sooner rather than later. It’s been a long time since Paper Mario: The Thousand Year Door launched on the GameCube, and the games that followed still fail to capture that same magic it refined following Paper Mario 64. With Wario, we know it’s only a matter of time before he shows up with another moneymaking microgame scheme, and hopefully Nintendo Land doesn’t spell the last we see of Monita and her theme park attractions based on our favorite franchises.
The ill-fated Wii U had a number of issues that held it back from achieving the unreal commercial success of its revolutionary predecessor, the Wii. Right out of the gate, consumers were confused over the branding and questioned whether the “Wii U” was only a GamePad peripheral for the Wii; the system itself was heavily marketed toward young children and their parents, which didn’t help in furthering the old stigma “Nintendo makes kiddie games”; its unique hardware made it difficult for third parties to develop or port their own games onto the console. So on and so forth.
For all its quirks and woes, however, there was one thing that couldn’t be taken away from the Wii U. That is its own little library of quality, must-have video games that helped the little system that couldn’t stand out as long as it did. Nowadays, rather than sinking into obscurity forever, more and more of the Wii U’s greatest hits are seeing either a renewed shelf life or their legacy refined on Nintendo’s landmark hybrid system: the Switch.
Since the Switch’s launch, Nintendo has kept a steady stream of big name titles releasing on a near-monthly basis, and to further pad out this nigh consistent stream of heavy hitters, the gaming giant has since been porting some of their best work over from the Wii U. Games such as Mario Kart 8 and Hyrule Warriors came roaring back with a vengeance, packed with all the downloadable content from their last go-around under one deluxe, definitive package. Some, like the over-the-top Bayonetta 2 and Donkey Kong Country: Tropical Freeze (with extra Funky Kong action!), finally got the opportunity to shine on a brighter stage compared to their previous shot under a dimmer limelight.
Then there are those—like Splatoon, Super Smash Bros. for Wii U, and Super Mario Maker—that weren’t ported, but were instead followed by amazing sequels that completely blow the Wii U originals out of the water in almost every conceivable regard. Enter Splatoon 2, Super Smash Bros. Ultimate, and the recently revealed Super Mario Maker 2.
The Nintendo Switch launched in early 2017, and we’ve only just broken into 2019 with a good chunk of the Wii U must-haves already brought over. But we’re still missing a few key titles. That’s why I took the liberty of looking at all of Nintendo’s major releases on the Wii U that hadn’t yet gotten the port treatment and determined which titles I feel are more likely to make the switch to the Switch in the future.
For simplicity’s sake, we won’t go over Wii U eShop releases like Dr. Luigi and Pushmo World, nor will we discuss third-party games.
Let’s check out our possible ports-to-be!
1. Fatal Frame: Maiden of Black Water (2015)
The Switch has a niche little library of horror games, including Bandai Namco’s Little Nightmares, Red Barrels’ Outlast, and the growing presence of Capcom’s Resident Evil series. Few recall, however, that Nintendo has a little horror franchise of its own, and no, I’m not talking about Luigi’s Mansion.
Fatal Frame is a mature series of survival horror games co-owned by Koei Tecmo and Nintendo, with the crux of the gameplay revolving around using the Camera Obscura to fend off evil marauding spirits. Naturally, the Camera Obscura as a concept was a perfect fit for the Wii U GamePad, as demonstrated in the fifth installment of the series: Maiden of Black Water. This allowed the player to explore the haunted Mt. Hikami with the Camera in their own hands, using the GamePad’s gyroscope function to aim the lens around and take exorcizing snapshots.
While Fatal Frame 5 did utilize dual screen gameplay as its main draw, players are granted the option to play somewhat traditionally just as in past games via a single screen, with the camera viewpoint front and center when drawn out. With some minor adjustments to the UI, the game could function on Switch with a single screen just fine. Ubisoft had done the same when porting ZombiU to the PlayStation 4 and Xbox One, under the more appropriately titled “Zombi.”
With that said, while Fatal Frame: Maiden of Black Water could be ported to the Switch without a technical hitch, the original Wii U game did not launch under the most favorable circumstances internationally. Mixed critical reception aside, the game was doomed to a smaller audience in North America with an eShop-only release (further putting off potential players with nearly 14GB of data), so overseas demand for Fatal Frame Switch might be pretty minimal as is.
Will we ever see Black Water get ported, or will a new Fatal Frame entry take its place? Only time will tell.
2. Kirby and the Rainbow Curse (2015)
Will it be tricky to pull off? Maybe. Is it outright impossible? I certainly don’t think so.
Kirby and the Rainbow Curse was the super tuff pink puff’s only outing on the Wii U. For the GamePad-powered system, it was a perfect fit for the adorably claymation-stylized sequel to the Nintendo DS title Kirby: Canvas Curse, which saw the player use the console’s stylus to draw paths for the ball form-locked Kirby to follow.
While the Switch should have no trouble running the game, the stylus-dependent controls for Rainbow Curse risk being lost in translation, as there is no stylus marketed for or packaged with the Switch. That said, any old capacitive stylus that can be used for smartphones should be able to interact with the Switch’s touchscreen just fine, should a player not want to use their own fingers to smudge up the screen at least.
This, at least immediately, solves the problem from a portable perspective, but that still leaves some questions for Docked mode. There is no second screen in your hands to draw lines onto while Kirby rolls along on the main display, but that doesn’t mean there are no alternatives available. Motion control with the Joy-Con could simulate the same experience of drawing lines to make paths for Kirby if calibrated properly. Failing that, a traditional control scheme would simply allow players to draw lines by holding down a button and guiding an on-screen stylus with the circle pad.
And should that fail, the game could simply be re-released as a Handheld/Tabletop-exclusive via the eShop. It wouldn’t be the first digital-only Kirby title!
3. The Legend of Zelda: Twilight Princess HD (2016)
2017 saw the simultaneous launch of the Nintendo Switch and The Legend of Zelda: Breath of the Wild. In 2018, Hyrule Warriors: Definitive Edition followed. This year marks a full-blown remake of 1993’s Link’s Awakening, leaving the confines of the Game Boy. At this rate, annual Zelda releases for the system are likely to be expected, with two games on the sidelines ready to fill such a role.
The Legend of Zelda: Twilight Princess first launched for the Nintendo GameCube and Wii in 2006, with developer Tantalus assisting in porting the game to Wii U ten years later. The proof is already there that the game can function just fine without the GamePad, while a possible Switch re-release could keep some of the quality of life adjustments that were made before, such as the Ghost Lantern, Wolf Link transformation being tied to a single button, and the reduced number of Tears of Light to collect.
If there is one thing that I would change, it would surely be the glaring accessibility issue surrounding the Cave of Shadows. The Wolf Link-exclusive gauntlet came with the Wii U version of the game, but it was tied exclusively to the Wolf Link amiibo, thus barring off players who hadn’t been so lucky in procuring one of their own. Perhaps this bonus dungeon could be made available to non-Wolf Link amiibo owners as a late game reward—thus allowing them to obtain the Colossal Wallet—and the amiibo would simply give players immediate access like in the original re-release.
Plus, a Wolf Link reprint would give players another chance at having the lupine hero accompany Link in Breath of the Wild and boost its health via the Cave of Shadows subsequently—a Switch re-release would save players the trouble of procuring a Wii U for it.
4. The Legend of Zelda: The Wind Waker HD (2013)
As for the other mainline Zelda to hit the Wii U, it’s another remaster. The Legend of Zelda: The Wind Waker HD brought a few improvements to the GameCube original that should definitely stick around for a hypothetical Switch re-release. Personally, I can’t imagine a Wind Waker anymore without the Swift Sail, a reduced reliance on Triforce Chart decryption, and a toggleable Hero Mode.
There are also certain features a Wind Waker HD re-release could take advantage of that weren’t present in the original Wii U launch. As the game preceded the rise of amiibo, a Switch version could easily make use of the litany of Zelda amiibo already available on the market, at the very least replicating their functionality from Twilight Princess HD: Link amiibo refilling arrows, Zelda amiibo refilling hearts or magic, Ganondorf amiibo doubling damage (which could stack on Hero Mode), and so on. Perhaps there could be a special use for the Wind Waker-themed amiibo as well!
Plus, with the Nintendo Switch embracing social media interaction through direct Facebook and Twitter posting, it gives players all the more reason to take dumb selfies with the enhanced Picto Box, just as they have recently done with the Sheikah Slate in Breath of the Wild. The only real casualty to a Wind Waker HD Switch version would be the Tingle Bottle item, as it relied on Miiverse for players to exchange bottled messages through the now defunct service. I wonder what Tingle would hand you as a reward for breaking him out of jail at that point… Perhaps something involving functionality with a brand new golden Tingle amiibo?
It would be cool if Nintendo threw together a Zelda compilation for the Switch at some point down the road, or at least packaged these two together to make the wait for the rumored Skyward Sword HD that much shorter. But that’s a whole other topic for another day.
5. NES Remix Pack (2014)
Well, why not?
Not quite an alternative to the old Virtual Console at the time, NES Remix & NES Remix 2 were great tributes to the vintage titles from the dawn of home video game consoles. With challenges pulled from a combined 28 NES titles, the compilation saw players complete missions based on spliced moments of gameplay, or “remixes,” that changed up a given title or mashed it up with another. An example of the latter saw Kirby face off against Whispy Woods à la Kirby’s Adventure with a ton of Boos closing in every time he looks away, or Link climbing the steel beams of Donkey Kong without being able to jump over the barrels.
A Switch re-release would be pretty novel, and trying to beat other players’ records on the online leaderboard would be fun. That said, the inclusion of multiplayer-centric remixes would certainly go a long way what with the Switch’s multiplayer appeal.
All that’s left to tie the package up would, of course, be the inclusion of both Super Luigi Bros. from the Wii U version, as well as Speed Mario Bros. and the Famicom remixes from Ultimate NES Remix on 3DS, and then we are golden.
The ever elusive fourth installment in the Pikmin series continues to sit in this weird limbo of being “almost complete” and “not a priority.” Should the day Pikmin 4 finally touches down on our planet still elude us further into the unknown future, the next best thing would be to port Alph’s foray on the Wii U over in the meantime.
Pikmin 3 put three new Koppaite astronauts center stage—the aforementioned Alph, joined by Brittany and Charlie—on their desperate quest to save their home planet from famine. The game launched fairly early in the Wii U’s lifespan in July 2013, but it did benefit from extra downloadable content in the form of extra map packs up towards the end of the year. Naturally, a Nintendo Switch version would package the game with all the old DLC included, just as existing Wii U to Switch ports have done before it, so newcomers wouldn’t have to miss out on the definitive edition of Pikmin 3.
While the Wii U GamePad provided some added functionality to the game via the conspicuously familiar-looking KopPad, a port to the Nintendo Switch would thankfully be relatively seamless, as the game was perfectly playable to completion via Off-Tv Play in the past. With the Switch’s ability to play games on the go, we would finally get a bonafide portable Pikmin game!
7. Super Mario 3D World (2013)
There is absolutely no way Super Mario 3D World isn’t already destined for the Nintendo Switch. The writing on the wall is as clear as day.
First, the famous plumber’s other big adventures on Wii U have already been ported to Switch. We’ve got New Super Mario Bros. U plus New Super Luigi U, Super Mario Maker getting a sequel this summer that will include 3D World content, and Captain Toad: Treasure Tracker—itself being a spinoff of 3D World based on the Captain Toad stages. This all leaves 3D World as the only mainline Super Mario game remaining. If Super Mario Odyssey‘s number of units sold is of any indication—it sits quite comfortably as the second bestselling game on the Switch thus far, with nearly 14 million units—we can assume that Switch owners love 3D Mario.
Second, I shouldn’t even have to mention how the game’s four-player co-op already lends itself well to one of the Nintendo Switch’s selling points, being immediate multiplayer access thanks to the Joy-Con. Two players can sit down and enjoy the game together as one of four playable characters, each based off of their portrayals in Super Mario Bros. 2 way back in the day. Mario the all-rounder, Luigi the high jumper, Peach the floater, and Toad the quickster are all here, present and accounted for, with new power-ups like the wall-scaling Cat Suit and the duplicating Double Cherry.
There’s not much I can think of that needs to be added to a Super Mario 3D World Switch port, save for the cut 3D World stages from the Switch release of Captain Toad in favor of Odyssey-themed maps. The vanilla game was perfect already, although some stages that required GamePad functionality (be it via the touchscreen or blowing into the microphone) will definitely need fine-tuning.
8. Tokyo Mirage Sessions ♯FE (2016)
Many a developer has hopped onto the Nintendo Switch gravy train, and while Atlus is a big name who remains mysteriously absent thus far, a big splash from the SEGA-owned subsidiary is still to be expected on the horizon. We know Shin Megami Tensei V is on the way as a Switch exclusive, but likely not for a long while yet, given it has only entered full-scale development around this time last year. A Persona 5 port to the system could be a very real possibility in the near future, as Joker will be stealing the show as a new fighter in Super Smash Bros. Ultimate within the two months, and we’re expecting big P5 news in the coming weeks.
With Fire Emblem: Three Houses set to launch in July, we probably won’t be entertaining this idea for a little while, but there is little reason to object against Nintendo and Atlus porting Tokyo Mirage Sessions ♯FE onto the Switch at some point down the line. This interesting experiment of a four-way SMT, Persona, Fire Emblem, and J-Pop idol culture crossover was a must for RPG lovers on the Wii U, though its niche appeal (coupled with the poor sales performance of the Wii U) did no favors in boosting its visibility.
The GamePad was responsible for a few special features, but nothing that can’t be relegated back onto a single screen with the Switch. The map can be displayed on another corner of the UI, and the Topic social app could be accessed via the pause menu. Package in the Costume and Hunter Pack DLCs, and a Switch port of Tokyo Mirage Sessions ♯FE would be ready to go!
…that, and maybe with an English dub this time around.
9. The Wonderful 101 (2013)
With Bayonetta and Bayonetta 2 behind us, plus the surprise Astral Chain and the anticipated Bayonetta 3 down the line, PlatinumGames has settled itself quite comfortably as a developer for the Nintendo Switch. While we know of two upcoming titles, there is one other possibility—another possible Wii U port that could make a wonderful addition to the Switch’s expanding library.
The Wonderful 101 brought champions of justice to the Wii U with a mixture of Saturday morning cartoon superheroics and that unmistakable Platinum flair, gaining itself a dedicated cult following that persists to this day. Despite its heavy reliance on the GamePad at the time, we know the game could be played traditionally via the Wii U Pro Controller in co-op mode, so any technical hurdles that might seem impossible for a Wii U-to-Switch transition should be a non-issue.
Xenoblade Chronicles came from humble beginnings on the Wii as a spiritual successor to Monolith Soft’s earlier works, before the developer became a Nintendo subsidiary. Since then, the series had grown and evolved considerably, leading up to the million-seller RPG that capped off the Nintendo Switch’s launch year: Xenoblade Chronicles 2. With its expansion pass promises fulfilled and the prequel Torna ~ The Golden Country released last year, this might be all we’re seeing for Xenoblade for a while, as the next new installment is a long ways away with development on a new RPG only just getting off the ground.
If only there were another entry in the series to tide Switch-owning Xenoblade fans over… Oh wait, there is!
Monolith Soft CEO Tetsuya Takahashi has spoken at length on how he wishes to port the more sci-fi-oriented Xenoblade Chronicles X over from the Wii U. Unlike the other games on this list, however, the challenge in porting XCX to Switch is much more obvious. The game is incredibly massive for a Nintendo title—the Wii U barely broke even to run it on its own in whatever format the game is obtained. Physical copies of X strongly suggested downloadable data packs to lessen the strain in properly rendering everything in-game, while the digital version of the entire game nearly takes up all the room in the deluxe Wii U’s hard drive, weighing over 20GB. In short, the game is very technically demanding.
Not to say the undertaking is outright impossible if we’re only looking at gigs, but it would be a hell of a behemoth to fit in a small Nintendo Switch cartridge. Whatever the case, I would love to once again journey planet Mira as my own custom avatar with Hiroyuki Sawano’s music backing the action, if it means I can do it all again in the comfort of my Skell from the comfort of my own bed.
Perhaps it is too soon to think about our final port, what with Yoshi’s Crafted World coming out at the end of the month. Still, I would like to end the list on a high note with this utterly adorable game. I think platformer fans will want to sink their teeth into this one after finishing its aforementioned successor in March.
A spiritual successor to Good-Feel’s 2010 tight-knit Wii title Kirby’s Epic Yarn, Yoshi’s Woolly World wove together a cutesy world of yarn and cloth, patched with the familiar gameplay stylings of Yoshi’s Island. As players ventured through each world in their quest to stop Kamek and Baby Bowser’s villainous plot, they could swap out their Yoshi’s color pattern outside of the basic green, pink, or blue hue with more thematic patterns. These patterns ranged from themes such as Burt the Bashful and cows to ones based off of previous Nintendo hardware.
Woolly World also had the cutest application of amiibo compatibility I’ve seen yet, allowing players to change up their Yoshi’s color pattern to that of the corresponding character: be it a mustachioed Mario Yoshi, a speedy Sonic the Hedgehog Yoshi (down to the red sneakers), or a fresh-looking Inkling Girl Yoshi. The 2017 3DS port Poochy & Yoshi’s Woolly World took this concept a step further by allowing players to create and share their own custom patterns.
All we need now is a definitive release for the Switch, bringing in the extra features introduced in the 3DS version into an HD console experience. Yes, I would absolutely triple dip for this game!
Nintendo’s triumphs these days stem from a textbook corporate example of lessons learned, as their many missteps with the Wii U have since been corrected with the runaway success that is a true hybrid console experience provided by the Switch. Ever since The Legend of Zelda: Breath of the Wild and Mario Kart 8 Deluxe, the company has made a strong point in ensuring their games from the last generation were not punished for their shortcomings. This has only served to increase the appeal of the Switch with a meaty line-up of quality games partly made up of yesteryear’s greatest hits.
While I scoped Nintendo’s remaining Wii U offerings on whether they may be ported to the Switch during its projected long lifespan, I would like to know what you think. Do you agree with my analysis on which games might make the cut, or did I miss any in particular? Are there any third-party entries that should also make the jump from the Wii U to Switch? Better yet, what other Switch ports from different systems altogether would you want to see?
Breath of the Wild brought a lot of changes to the classic Zelda formula, bringing it more in line with some modern action-RPGs. The latest Zelda adventure also brought changes to Link himself, as the character was redesigned to look more gender neutral and traded in his standard green tunic for a blue one.
Series producer Eiji Aonuma discussed these changes, along with art director Satoru Takizawa and art designer Yoshiyuki Oyama, in the recently translated Zelda art book. Tasked with making Link look cool (but not too cool), updating his look for a new audience, and making him “exude a sense of adventure,” the team went to work.
“Link is the game’s protagonist, so I’ve always thought we need him to look cool. Yet, if we overdo it, the people playing the game might feel like they’re controlling an already accomplished hero, which I felt could get in the way of the players immersing themselves in the game. For that reason, this time I decided we should make Link a more neutral character in a variety of ways.
“We thought that the iconic green tunic and hat had become expected, so we wanted to mix things up and update his look. Interestingly, though, nobody on the team said, ‘Let’s make him blue!’ It just organically ended up that way.” — Eiji Aonuma
“Producer Aonuma-san declared that we would be revising expectations by updating Link for this game. He wanted Link to be a more neutral character that players could see themselves as. You can feel how energized and excited the artists were about this idea from the really interesting modern concepts they drew. There were close to one hundred designs presented within the team for Link, and the number of sketches was too great to count.” — Satoru Takizawa
“The Link of this game was to be a traveler from the frontier who exudes a sense of adventure, which is why there are a lot of designs that feature capes and bags. At the beginning of development we drew a lot of landscape concepts. Link wearing blue clothes appeared pretty early on because the blue stood out against the backgrounds we were producing.
“Did you notice that the Champion’s Tunic that appears on page 60 (see below) has a different pattern on the chest than the one from the start of development? Since the tunic is unique to Link, it ultimately ended up being a symbolic representation of the Master Sword. The story behind the Champion’s Tunic is touched upon in the second DLC, ‘The Champions’ Ballad.'”” — Yoshiyuki Oyama
Nintendo was so committed to getting Link’s new look right that they considered around 100 different versions before settling on the final Link we see in the game. You might think ditching the green tunic would have been a big deal internally, but apparently his fancy new blue tunic just happened to be a common and popular look among those variations. Are you happy with how the Hero of Hyrule turned out?
Super Smash Bros. has evolved considerably since its debut on Nintendo 64. From Melee to Brawl to making the leap to HD on Wii U, Nintendo’s popular fighting game continues to look better and better, and the freshly-launched Switch iteration is the best yet. Digital Foundry just completed a deep dive into the graphics and performance of Smash Ultimate, and they’ve put together a fantastic comparison between it and the 3DS and Wii U iterations.
Ultimate shines with drastically overhauled lighting that makes environments more vibrant. Backgrounds are for more clear and detailed, and in many (but not all) cases resolutions have been upgraded substantially as well. Even the clothes the fighters wear have been upgraded or changed to new styles. Shadows are also cast in a more realistic way, although strangely they are at a lower resolution than on Wii U, especially in handheld mode. Donkey Kong’s ultra-realistic fur has also been removed, but that may have been a stylistic choice.
Even with all of these upgrades, the game still runs at a silky smooth 60 frames per second in both docked and portable mode, although there is one notable exception. Remember how the Ice Climbers were left out last gen due to technical difficulties on 3DS? It turns out they’re still the most taxing fighters in the game. The one exception to the near-perfect frame rate is that playing in eight-player mode with nothing but Ice Climbers (giving you 16 characters on-screen) causes the frame rate to hover around 45-50 with occasional dips down to 30.
All in all, Super Smash Bros. Ultimate has improved on the already-impressive Wii U iteration in numerous ways. For those who enjoy the handheld experience, it’s also a massive improvement over the 3DS iteration. You can check out Digital Foundry’s full breakdown by clicking above!
Nintendo’s beloved Legend of Zelda franchise has been around for over three decades, and over all those years we’ve seen the series’ visuals evolve time and time again. Nintendo has dabbled with more realistic graphics, a stylized “toon” look, and everything in between. When developing Breath of the Wild, Nintendo once again went back to the drawing board to re-imagine the world of Zelda, perhaps for the final time.
Zelda: Breath of the Wild – Creating a Champion recently made its way to the West, and fans are discovering more interesting tidbits all the time. Those findings include a series of quotes from Satoru Takizawa, a longtime artist on the Zelda franchise who served as the primary art director on Twilight Princess and Breath of the Wild.
As Takizawa explained, the Zelda team always tries to use the graphics to express the spirit of the game, which typically leads to a new style. In the case of Breath of the Wild, that spirit was “revisiting expectations.” With that in mind, Takizawa set out to give Breath of the Wild a look that would become the definitive version of The Legend of Zelda‘s art.
“With Breath of the Wild we spent a lot of time thinking about how to visually represent this massive open world. The theme for this game was “revisiting expectations,” which left me at a loss as to how to express that visually [laughs]. At the same time, I felt that it was an ideal opportunity to establish a style that would become the definitive version of The Legend of Zelda’s art.
“After a lot of worrying and going back and forth, we created a painterly art style that combined the realism of the game world with its playability. For example, if you cut down a tree in the game, it immediately creates a firewood. That was an intentional contraction of reality that cuts out portions of the game that the player might find boring or makes short waits more fun with comedy. We wanted to create a world that could accommodate the fantastical elements of Hyrule without sacrificing a more realistic art style, and we went about that by crafting a hybrid of the two that would allow the players to suspend their disbelief when certain things happen. That allowed us to include a broad range of ideas from the designers and enabled us to have some crazy stuff happen. For example, the player is able to toss a bunch of ingredients into a pot and have a dessert pop out. We found that injecting humor into the visual shorthand helps players forgive the break break from reality.” — Satoru Takizawa
The result of Takizawa’s vision and his team’s hard work was a blend of fantasy and realism which they hope will come to define the franchise. Does this mean that Zelda‘s art won’t see any major changes going forward? It’s hard to say for sure. There’s always the possibility of spin-off titles in a new style, and years down the road Nintendo could set out to re-imagine the series once again. However, considering the time and resources Nintendo spent developing the game’s look, I’d be surprised if they don’t recycle it (perhaps with some tweaks and upgrades) for at least one more game in the future.
Nintendo’s beloved Legend of Zelda franchise has been churning out hit games non-stop for over 30 years, and that has led to a rather complicated, convoluted, and sometimes contradicting overarching storyline. A few years back, Nintendo released an official chronology that confirmed the existence of three separate timelines.
We know that Breath of the Wild takes place more than 10,000 years after most of the other games, but which timeline does it call home? Fans have been speculating and debating this question since before the game launched, and there are still many opposing schools of thought. Meanwhile, Nintendo has yet to offer clarification, and they likely never will.
The Legend of Zelda: Breath of the Wild – Creating a Champion, an officially licensed book that goes behind the scenes of the game’s creation, features quotes from Zelda producer Eiji Aonuma. Here’s what he had to say on the subject of Breath of the Wild‘s place in the Zelda timeline.
“In books like the recently released The Legend of Zelda Encyclopedia, we revealed where each Zelda game fell on a timeline and how their stories related, but we didn’t do that for Breath of the Wild. There is a reason for that. With this game, we saw just how many players were playing in their own way and had those reactions I just mentioned.
“We realized that people were enjoying imagining the story that emerged from the fragmental imagery we were providing. If we defined a restricted timeline, then there would be a definitive story, and it would eliminate the room for imagination, which wouldn’t be as fun.
“We want players to be able to continue having fun imagining this world even after they are finished with the game, so, this time, we decided that we would avoid making clarifications. I hope that everyone can find their own answer, in their own way.” — Eiji Aonuma
So when does Link’s latest Hyrulean adventure take place exactly? Nintendo isn’t saying! Aonuma has enjoyed seeing people try to piece together the truth from the various clues left in the game, and he’s decided to keep it that way. Rather than confirming its placement, Aonuma believes it’s better for fans to decide for themselves.
Personally, I think this is a wonderful decision, and I personally called for Nintendo to do exactly this two years ago. I think it’s a fitting choice, given the nature of the game, and it also gives Nintendo more creative freedom going forward. Whatever follows Breath of the Wild doesn’t need to confine itself to a specific timeline. By setting the game’s events over 10,000 years in the future, there’s enough ambiguity that Nintendo can take the story wherever they want, and fans can just fill in the blanks.
In a recent interview with US Gamer, Monolith Soft founder Tetsuya Takahashi sat down to discuss some unanswered questions about last year’s Xenoblade Chronicles 2. During their talk, he was asked about the possibility of bringing the 2016’s Wii U epic Xenoblade Chronicles X to the Nintendo Switch. While he didn’t say much, it sounds like it definitely isn’t in their plans.
When asked about the potential of a port, Takahashi said “The future at present is unclear. Personally speaking, I’d love to play the game on the Switch, but it would be really difficult to make it.” He cited the fact that, since Xenoblade Chronicles X is such a massive game, it would cost a lot to recreate it for the Nintendo Switch.
While there were many great games for the Wii U, the console is widely seen as a failure, leading many of the console’s greatest hits to either fade into obscurity or try to find a new, larger audience on the Nintendo Switch. While it may be out of the picture right now, there’s always a chance we may see Xenoblade Chronicles X on the Switch in the future!
Were you expecting this game to make its way to the Switch? Hit the comments to let us know how you feel!
Yacht Club Games just keeps the content coming! Indie sensation Shovel Knight has received numerous updates and expansions since its debut four years ago, but the fun isn’t done yet. This past weekend, the development team teased that an all-new game is headed to Treasure Trove, and today we have the big reveal!
The next big thing headed to the game is Shovel Knight Showdown, a local multiplayer battle expansion that’s due out in 2019. Showdown will contain a number of new multiplayer game modes for up to four players. You’ll have sixteen playable characters to choose from, including Black Knight, Plague Knight, Propeller Knight, Polar Knight, Shield Knight, Specter Knight, and of course, Shovel Knight himself.
New game modes include Showdown itself, Gem Clash, and a new Story Mode. 10 minutes of Gem Clash footage is available already, and you can check it out above. This expansion will cost $9.99 on its own, but it’s free to Treasure Trove owners. Unfortunately, it will not be available on Nintendo 3DS or PlayStation Vita, but all other versions of Shovel Knight will receive it.
Yacht Club Games’ Shovel Knight is one of the biggest indie success stories of all time with over 2 million sales across numerous platforms. If you bought the Treasure Trove edition of this retro-styled platformer, you have access to all DLC, including the upcoming King of Cards expansion. We thought this would be the last update for Shovel Knight, but apparently that’s not the case.
Yacht Club Games took to Twitter over the weekend to tease something mysterious. According to the developer, an “all new game” is coming to Treasure Trove. What exactly this means is anyone’s guess, but some are speculating that the phrase “throw down the gauntlet” indicates a battle mode of some time. Whatever it is, the big news is coming sometime next week.
No Our Verdict
Stay tuned to @IGN next week for the first look at an all new game coming to Shovel Knight: Treasure Trove. We can't wait to throw down the gauntlet and show you what we've been working on!
It’s been a year and a half since Nintendo wowed the world with the launch of The Legend of Zelda: Breath of the Wild, and dedicated fans are still regularly discovering new tricks and exploits, especially in the speedrunning community. The latest trick to be discovered is a new twist on an old classic. Players have long been manipulating the Stasis rune to sail through the skies on boulders and trees, but the trick becomes even more impressive when you toss in a roasted banana.
Confused? That’s okay, speedrunner Zant has provided a video and an explanation. Freezing an object with Stasis allows you to build up its momentum by damaging it, then you hop on for a ride at the last second. Normally there’s a lengthy cooldown period before you can use Stasis again, but this cooldown is rest by collecting a brand new item… such as a roasted banana. This allows you to double (and triple) down on the trick, adding momentum and adjusting the direction of your ride mid-flight. When done successfully, you can hitch a ride all the way to the top of Hyrule Castle.
Remember when people were arguing about whether Super Smash Bros. Ultimate was a new game or just a port? That debate’s sure settled! Smash creator Masahiro Sakurai pulled back the curtains on the latest Smash at Nintendo’s E3 Direct and the subsequent Super Smash Bros. Ultimate Direct.
The newest iteration has been overhauled in numerous ways, including visual improvements to its more than 100 hundred stages. So how do the new ones stack up against the old? GameXplain has put together an excellent video that compares them all side by side so you can judge for yourself!
Some stages have been pretty massively improved, while the changes are more subtle on others. In general, the whole game looks much more refined. Textures have more detail and stand out more, colors are more vibrant (and lighting is better in general), and backgrounds are much clearer. Bridge of Eldin, in particular, features a massively improved background.
As Mario + Rabbids Kingdom Battle made abundantly clear prior to its official reveal, it’s hard to keep a collaborative project between studios a secret. High Voltage Software, developers of The Conduit, learned this lesson in the toughest way possible seven years ago. Back then the studio was working with Nintendo on a new franchise meant for Wii U, but an early leak devastated the project. However, the whole debacle may have given Nintendo the inspiration for Splatoon.
Video game researcher Liam Robertson has just published another excellent Game History Secrets video. After a thorough investigation, Robertson has dug up numerous details from the canceled project, including recreated concept art from someone on the design team.
According to Robertson’s research, Nintendo was aiming to have a wide variety of genres available on Wii U early in its life, and they wanted to include a family-friendly shooter in the mix. To scratch this itch, they turned to High Voltage Software. Nintendo planned to fund and oversee the project while High Voltage handled the actual development. Nintendo had just one guideline: It needs to feature water guns.
High Voltage took this concept and ran with it by making the game’s playable characters robots who are susceptible to shorting out when drenched. The game’s bots were said to resemble the style of characters seen in Mega Man, while the environments were something closer to Super Mario Sunshine. High Voltage was aiming for a “crossroads between nature and machine.”
Unfortunately, High Voltage got on Nintendo’s bad side just a month into pre-production. Someone at the studio leaked key details about the project to a Nintendo news website, including the fact that High Voltage and Nintendo were sharing water assets. The article was pulled at High Voltage’s request, but not before Nintendo executives found out.
An internal investigation was launched, and when the companies were unable to identify the source of the leak, Nintendo pulled the plug on the project altogether. Robertson managed to track down a developer who has confessed to being the leak (their name has been withheld), and they reportedly did so with malicious intent due to dissatisfaction with working conditions.
Earlier this week we reported on the impressive fact that Sony has sold over 500 million total PlayStation consoles since the original PlayStation debuted in 1994. That got me thinking about another titan in the industry with an even longer history. Nintendo has officially released sales data for all of its major hardware releases since the Famicom in 1983, so I did a little digging to see what kind of numbers they’ve piled up over the years and how they compare to Sony’s.
Purely by luck, it seems I had great timing in picking now to total everything up. As of Nintendo’s last official update on June 30th, Nintendo home consoles sales have just passed up the 300 million mark. The Wii makes up over one-third of this total (and almost all of that within its first four years) with over 100 million units sold. Here’s how it all breaks down:
Nintendo Home Console Sales (all numbers in millions)
NES — 61.91
SNES — 49.10
N64 — 32.93
GameCube — 21.74
Wii — 101.63
Wii U — 13.56
Switch — 19.67
Sales figures for the Famicom are added to the NES total in Nintendo’s official data. 35 years after it first graced living rooms in Japan, Nintendo has sold more than 300 million home consoles worldwide. That takes care of the living room, but a huge part of the Nintendo experience is playing on the go. What do their handheld sales figures look like?
Nintendo Handheld Sales (all numbers in millions)
Game Boy — 118.69 (includes Color)
Game Boy Advance — 81.51
DS — 154.02
3DS — 72.89
As you can see, Nintendo’s handheld business has proven even more successful than their home console lineup. DS accounts for over one-third of total sales, and it sold alongside Wii, making that period one of the most lucrative in Nintendo history. The original Game Boy extended its life with the Color version (which Nintendo considers all part of the same family, much like DS and DSi) and eventually sold over 118 million.
Combining the home console and handheld totals together gives us a grand total of 727.65 million. All of these numbers come from Nintendo’s investor relations website, which does not list official data for NES Classic Edition, SNES Classic Edition, Virtual Boy (all three of which combine for a little less than 10 million), or any of the various Game & Watch lines For comparison’s sake, we’re just going to use Nintendo’s officially listed figures.
So how does that stack up against Sony? Famicom made its debut in July of 1983, giving Nintendo 35 years and one month in the business. PlayStation launched in December of 1994, giving Sony 23 years and 8 months in the hardware business. If you do the math, that comes out to 20.7 million units of hardware sold per year by Nintendo and 22.12 million units of hardware sold per year by Sony.
The two companies have combined to sell an astonishing 1.253 billion consoles altogether, bringing joy to hundreds of millions of players along the way. Here’s to another billion!
It’s been four years since Donkey Kong Country: Tropical Freeze originally launched on the Wii U, and fans are still discovering new secrets in the game. Twitter user Shane Marchis discovered that the game contains a Metroid Easter egg in the Amiss Abyss level in both the Wii U and Switch versions of the game. The secret has been undiscovered until now because it is found by progressing through the level and then attempting to backtrack through a seemingly-impenetrable barrier.
To unlock the secret, players must navigate Donkey Kong through the level until they pass through an underwater tunnel that closes behind DK. However, you can still make your way back through the stinging sea anemone guarding the path that you just came from (although you will take a bit of damage). After passing through the barrier, a Metroid will appear in the background.
What do you guys think? Is this a pretty cool secret or what? Check out the video below to see it for yourself, and let us know what you think in the comments!
The Legend of Zelda: Breath of the Wild has been out for well over a year now, and players are still uncovering its many secrets. The critically acclaimed Wii U and Switch adventure is the subject of the latest Did You Know Gaming Episode, which reveals tons of interesting tidbits. Did you know the developers actually took the time to program the sound of a Bokoblin picking its nose, or that the game’s 900 Korok seeds are actually all poop?
You can learn about these facts and more by clicking the video above!
Captain Toad: Treasure Tracker was a brilliant and charming little puzzle game that saw its potential limited by the low install base of Wii U. Thankfully, Nintendo is now bringing the game to much bigger audiences on 3DS and Switch. These ports also come with new levels based on Super Mario Odyssey, but as it turns out, this is less of an addition and more of a swap.
These new versions of the game include four new levels from Super Mario Odyssey: New Donk City, Cascade Kingdom, Sand Kingdom, and Luncheon Kingdom. However, they also remove four levels that were in the Wii U build. Super Bell Hill, Conkdor Canyon, Shadow-Play Alley, and Clear Pipe Cruise (all levels based on Super Mario 3D World) have been axed from the 3DS and Switch versions.
It makes sense for Nintendo to want to highlight the latest 3D Mario game, but…why not both?
Nintendo is back with another action-packed iteration of Super Smash Bros., this time for Nintendo Switch. Super Smash Bros. Ultimate brings back every character in franchise history, but many of them have been changed up for the newest release. This is especially true of Final Smashes, many of which have been sped up or overhauled completely.
Just how much have they changed from previous versions? YouTuber Master0fHyrule has created a comparison video showing off the evolution of Final Smashes from Brawl, to the Wii U title, to Ultimate on Switch. Some have just been sped up a little, but others have been dramatically changed. Transformation moves in particular have gone through some major changes.
Are you happy with the changes Sakurai and team came up with for the latest Smash? Were there any other Final Smash changes you were hoping to see? Sound off in the comments below!
Nintendo Switch is getting a brand new Super Smash Bros. game packed with every character in the franchise’s history! In addition to providing a full roster, Super Smash Bros. Ultimate has also received a visual overhaul, with every stage and character being tweaked and upgraded. The good folks at GameXplain have already put together a comparison video to show how the new stacks up against the old.
Keep in mind, the Switch footage they’re working with comes from the trailer rather than direct feed footage. As such, its quality is not nearly as high in this footage as in real life. Gamnesia went hands-on with Super Smash Bros. Ultimate for about an hour, and it looks great up close and personal. This comparison isn’t an accurate indicator of the overall visual quality, but it gives you a good look at how certain characters and stages have been re-designed in more detail.
Super Smash Bros. Ultimate finally got its official unveiling yesterday, and it’s certainly living up to its name so far! Alongside the return of every fighter in Smash history, plus Inklings and Ridley, it also appears that we’ll be revisiting a huge number of stages from games past. By scouring through the Nintendo Direct, the individual character trailers released for each fighter, and the game’s website, fans have already identified over 80 different stages that should be in the game!
GameXplain has already done most of the work of compiling the majority of the stage list into two short, sweet videos, which you can watch below. But if you aren’t able to listen to their analysis just yet—and if you want to see a few that their videos have missed—here is the full list of all stages, as well as the Smash game each one originally appeared in:
Spear Pillar (Super Smash Bros. Brawl)
Mushroom Kingdom U (Super Smash Bros. for Wii U)
Unova Pokémon League (Super Smash Bros. for Nintendo 3DS)
Lylat Cruise (Super Smash Bros. Brawl)
Castle Siege (Super Smash Bros. Brawl)
Green Greens (Super Smash Bros. Melee)
Find Mii (Super Smash Bros. for Nintendo 3DS)
Temple (Super Smash Bros. Melee)
Coliseum (Super Smash Bros. for Wii U)
Bridge of Eldin (Super Smash Bros. Brawl)
Great Plateau Tower
Tortimer Island (Super Smash Bros. for Nintendo 3DS)
Kongo Jungle (Super Smash Bros. Melee) – referred to as “Kongo Falls” in the Direct
Skyloft (Super Smash Bros. for Wii U)
Town and City (Super Smash Bros. for Wii U)
Pokémon Stadium 2 (Super Smash Bros. Brawl)
Mario Galaxy (Super Smash Bros. for Wii U)
Green Hill Zone (Super Smash Bros. Brawl)
Mario Circuit (Super Smash Bros. Brawl)
Summit (Super Smash Bros. Brawl)
Living Room (Super Smash Bros. for Nintendo 3DS)
Frigate Orpheon (Super Smash Bros. Brawl)
Pilotwings (Super Smash Bros. for Wii U)
Boxing Ring (Super Smash Bros. for Wii U and Nintendo 3DS)
Garden of Hope (Super Smash Bros. for Wii U)
Arena Ferox (Super Smash Bros. for Nintendo 3DS)
Shadow Moses Island (Super Smash Bros. Brawl)
Tomadachi Life (Super Smash Bros. for Nintendo 3DS)
Distant Planet (Super Smash Bros. Brawl)
Suzaku Castle (Super Smash Bros. for Wii U and Nintendo 3DS)
Umbra Clock Tower (Super Smash Bros. for Wii U and Nintendo 3DS)
Wii Fit Studio (Super Smash Bros. for Wii U)
Princess Peach’s Castle (Super Smash Bros. Melee)
Skyworld (Super Smash Bros. Brawl)
Fourside (Super Smash Bros. Melee)
WarioWare, Inc. (Super Smash Bros. Brawl)
Gaur Plain (Super Smash Bros. for Wii U and Nintendo 3DS)
Midgar (Super Smash Bros. for Wii U and Nintendo 3DS)
Luigi’s Mansion (Super Smash Bros. Brawl)
Corneria (Super Smash Bros. Melee)
Mario Circuit (Super Smash Bros. for Wii U)
Yoshi’s Story (Super Smash Bros. Melee)
Mushroomy Kingdom (Super Smash Bros. Brawl)
Great Bay (Super Smash Bros. Melee)
The Great Cave Offensive (Super Smash Bros. for Wii U)
Onett (Super Smash Bros. Melee)
Wily Castle (Super Smash Bros. for Wii U and Nintendo 3DS)
Magicant (Super Smash Bros. for Nintendo 3DS)
Big Blue (Super Smash Bros. Melee)
3D Land (Super Smash Bros. for Nintendo 3DS)
Flat Zone 2 (Super Smash Bros. Brawl)
New Pork City (Super Smash Bros. Brawl)
Wrecking Crew (Super Smash Bros. for Wii U)
Prism Tower (Super Smash Bros. for Nintendo 3DS)
PictoChat (Super Smash Bros. Brawl)
Spirit Train (Super Smash Bros. for Nintendo 3DS)
New Donk City
Mushroom Kingdom II (Super Smash Bros. Melee)
Kalos Pokémon League (Super Smash Bros. for Wii U)
Dream Land (Super Smash Bros. 64)
75m (Super Smash Bros. Brawl)
Saffron City (Super Smash Bros. 64)
Port Town Aero Dive (Super Smash Bros. Brawl)
Balloon Fight (Super Smash Bros. for Nintendo 3DS)
Brinstar (Super Smash Bros. Melee)
Venom (Super Smash Bros. Melee)
Jungle Japes (Super Smash Bros. Melee)
Reset Bomb Forest (Super Smash Bros. for Nintendo 3DS)
Gerudo Valley (Super Smash Bros. for Nintendo 3DS)
Yoshi’s Island (Super Smash Bros. Brawl)
Halberd (Super Smash Bros. Brawl)
Pac-Land (Super Smash Bros. for Wii U)
Palutena’s Temple (Super Smash Bros. for Wii U)
Additionally, commenters on GameXplain’s videos have uncovered even more, including:
Final Destination – it was expected, but it wasn’t confirmed until Treehouse Live’s stream
Yoshi’s Island (Super Smash Bros. 64) – seen in the Direct in its Battlefield form
That brings the total number up to 81 so far, and there’s a very real possibility of even more being found in all the new media that’s been released for this game. Perhaps the next few days’ Treehouse Live streams will reveal even more—maybe even some more Ultimate-original stages! Be sure to give GameXplain’s videos a watch, and if you spy any more stages that didn’t make this list, let us know in the comments below!