Nintendo Switch Online Service Will Not Have Virtual Console


Today, Nintendo released new information about the online service that will be released in September:

So this offers not only the opportunity to play switch games such as “Mario Kart 8 Deluxe” or “Splatoon 2”, but also classic NES titles such as “Ice Climber” or “Baloon Fight” online. 20 NES games will be available for release, but the selection is expected to expand steadily. All NES titles are supported by the Nintendo Switch Online App voice chat.

In addition, a kind of cloud storage system is introduced, with which it is possible, in the case of a reinstallation of a software saved scores again via the Internet. There is no more detailed information about the cloud, it is only pointed out that this will not be available for every software.

Further, the membership options are more accurately executed. So it will be in addition to the individual memberships for $ 3.99 (1 month / 30 days), $7.99 (3 months / 90 days) and $19.99 (12 months / 365 days), a family package for $34.99 be available for 12 months / 365 days. This is not only convenient for homes with multiple switch consoles, but also for people who have multiple accounts on a console because the online service will be account-bound. How many accounts can use the family package, is not yet known.

Last but not least, probably a less gratifying news: Nintendo confirmed to the English-language gaming news site “Kotaku” that there are currently no plans to bring classic games under the “Virtual Console” branding on the switch. However, this statement does not mean that there are no plans to bring classics to the Switch, not just under the name “Virtual Console”. So it could be possible that various SNES, N64 GameCube and GameBoy titles could later be available via the online service, or how the “NeoGeo Arcade” classics will simply be ported to the switch for a low price.

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NYCC 2015: day one highlights


Hasbro had their party and showed off some very impressive Transformers.



As well as their soon to be released Star wars the force within black series.


Not to be out done Mezco Toyz once again knocked it out of the park with their one 12 line.



Nintendo had their Yokai watch in full effect, plus so much more!


Keep up with everything NYCC here on

Video game reviews: Super Smash Bros. For 3DS

Finally, after 6 long years, A new Smash Bros game is here (for the Nintendo 3DS of course). Does this game live up to the hype? Well let’s see as I review Super Smash Bros. for 3DS.


With 49 characters to choose from, this game has the largest roster to date. With newcomers such as Megaman, Pac-Man, Roslina, Dark Pit, Duckhunt, Bowser JR. And more along with returning characters featuring Mario, fox, Pikachu, Samus and Link and more, this gives you a variety of characters to choose from with many fighting styles they possess.


First, I would like to talk about the graphics and presentation. Although it is highly recommended to play this on the 3DS XL, I have it for the normal 3DS and the only difference is that you can see what is going on more better when you play and everything else is slightly bigger than the normal 3DS. The graphics are actually great and it looks better in 3D. Super Smash Bros. Brawl had the realistic approach but this game’s approach is colorful and a bit cartoonish but that is not a bad thing at all as I think this game looks better than Brawl. The game also runs at 60 FPS (frames per second) and the speed of this game is much faster than Brawl but not as fast as Melee.

The gameplay on the handheld feels as if you are playing on a normal console but everyone’s perspective will be different or the same as mines depending on how they play. The commands are responsive but however, the functions for the circle control pad can take work but try to not overuse it or else it will break. A few gameplay changes from Brawl include removing the “random tripping” mechanic. Many players were turned away when that was included in Brawl so good thing that was taken out. The grabbing of ledges has been changed to prevent edge hogging. What this means is for example, If player 1 Is hanging on the edge for their life before they are knocked off, player 2 would try to hang on the edge but the player cannot because player 1 is already there and would stay there. This has been fixed so when this happens, the players would be bounced off in favor for the other player. The swimming feature from Brawl is also removed and the neutral attacks that previously ended in an indefinite number of weak hits will now always transition into a finishing move. I always had a problem with players spamming neutral attacks like that since Super Smash Bros. Melee so I was glad that was fixed.

One thing I almost forgot to mention is that larger characters such as Bowser, King Dededee, Donkey Kong and more actually look their size compared to past games.


There are 34 stages in the game in their normal form and their final destination form. A few of the stages feature a boss character that you would have to defeat or a character that can assist you. My only problem with the stages is that they brought back too much stages from both Melee and Brawl. Two stages to be brought back would have been find but 9 is way too much.

Now there are a lot of modes in this game to keep you busy for a long time. Those are, Classic Mode, a mode Smash Bros. Veterans know but it changed a bit. Now you can choose your path on which opponent you would like to face and there is a slot reel for rewards for you to choose before a match begins. Other modes include All Star Mode, Multi-Man Smash, Target Blast, Trophy Rust and the Home Run Contest. All of these modes you can win trophies, coins and custom parts in which I will get to. The most disappointing mode of the entire game is the Smash Run. You spend 5 minutes on this mode with 3 other players or CPU collecting power ups on the map by defeating enemies and when the time runs out, the final battle begins in either a match or an event to race to the finish. How would you like to collect power ups for strength and defense to then realize that the finial event (if it is an race to the finish), one player is very faster than everyone else and that is unfair. If the final battle is a match, you will not know if it is a team match or a different rule until it happens.


The customization is new to the series. You can create up to 8 characters using the Mii and their styles you can choose from are gunner, brawler and sword fighter. They all can be customized by appearance and move set and stats. All of the normal characters can be customized too by changing their stats and their special moves. This is great and you can create many possibilities with this. Unlocking the moves and stay power ups take time but it is totally worth it.


My final take on this game is that it is great for everyone to play. Although the smash run is an upset, it is still good for casual playing other than just VS. Matches. The soundtrack to this game was great too and this game fixed a lot of the issues that was in Brawl. The Wii-U version comes out later this year but this is totally worth spending your money on and at least everyone gets their own screen.

Gameplay – 4.5/5

Music- 5/5

Replay value- 5/5

Presentation and graphics- 4.5/5

Final score – 9.5/10

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retro video game review : Zelda II:the adventure of Link


Julian cannon back again for a Retro video game review ..this time it is back to the NES era. Zelda II THE ADVENTURE OF LINK.

According to the Zelda timeline released in late 2011.. this game followes the first branch (there are 3 branches) after ocarina of time and it is the final game in the first branch and the sequel to the original legend of Zelda for the NES.. the first timeline is what could happen if link does not defeat ganon in the final battle of ocarina of time.

The first thing you’ll realize when you start an actual game is that your main character, Link, can’t move up or down as he can in the prequel — instead he’s been blessed with the action-game duet of Crouching and Jumping. If you’d played the original Zelda first, you might be wondering, What’s going on here? Then you’d read the instruction booklet… and still wonder, what’s going on here? That’s right kiddies. Zelda II has shifted gameplay focus from the previous overhead view style to a more common side-scrolling style. There’s still the old overhead view, but there is little to no action involved during this view — instead, it acts as your map-traversing view, which I’ll elaborate on later. But for all of your battle needs, you’ll be spending time in the side-scrolling world. While some may be disappointed in the sudden shift of gameplay, I found it to be an added challenge, and got a kick out of it. In the original Zelda, Link could “throw his sword” the entire length of the screen when his life was at full. This time around, however, the sword blast (a) has shrunk to a puny size and (b) travels a much shorter distance, dissipating within two or three of Link’s body lengths horizontally. In addition to the shortened range, you must now learn to be adept with Link’s shield. The shift from overhead to sidescrolling action has left Link’s legs vulnerable to crouching attacks, and you must crouch to prevent Link from having his knees cut up. Of course, crouching leaves his head open, so you can imagine what would happen when you get into an intense sword fight. But that’s part of the fun in Zelda II — the immense tension that builds up when battling dreaded IronKnuckles with shields, capable of fighting at your skill level, hitting high and low in random patterns. While stabbing in the air, trying to hit your mark and get past its shield, you also must keep the warrior from penetrating your defenses, and you end up playing a hectic game of Stand-Crouch-n-Stab. The intensity level of Zelda II’s battles is the source of this game’s addictive fun factor.

However, missing from Zelda II is the vast usable inventory that Link carried in the prequel. In its stead are automatically used items, magic spells and fighting techniques for Link to search and find during his travels. Items such as the Candle and the Power Glove make their returns, but are used in different fashions. The Candle automatically lights up a dimmed area, for example, and obtaining the Power Glove turns Link’s attacks into block-crushing blows. The interesting spells and techniques, however, make the sacrifice of the large usable inventory perhaps justifiable. In addition to stabbing and poking left and right, Link eventually gains the ability to jump and stab both downwards and upwards ( a move that was eventually carried over to the super smash bros. Series)

The graphics are decent, less colorful than the original Zelda but more detailed and larger in general. Link and his enemies now stand taller, at more realistic proportions, as opposed to the old squishy deformed status of old. Enemies sport certain color schemes, indicating their strength, much like the original Zelda. The palaces also have different color schemes, and tend to appear a bit on the monocrhomatic side. However, you’ll see different columns, bricks (for the walls), headpieces portruding from walls, and statues of ironknuckles scattered about. Enemies stand out from backgrounds well enough for you to battle effectively (at least, enemies that aren’t meant to be camoflauged). The overhead map shows very simplistic yet clear definitions of mountains, plains, forests, desert, and roads.

As a result of the high difficulty, the game can take up to 14 hours to beat. Consider: you have seven palaces to conquer. Four life containers to find. Four Magic containers to find. 8 levels to build, in each stat. Tasks to complete, techniques and spells to learn. Unless you’re really good, you’ll find yourself spending somewhere around half an hour to an hour on each palace, an hour or so on Death Mountain, a couple of hours level building, etc. Either that, or this game reviewer is pretty bad with his ninja-gaming skills. It’s a tough game, and if you love a challenge, dust off that NES and get to work on this cartridge

Also new to this game is the debut of dark/shadow link. He is not that hard as he was in ocarina of time,but the battle is worth it considering that he is the final boss of this game

n the end, the completely different system of Zelda II’s gameplay didn’t bother me. I found it a refreshing change and a challenging experience. I did not know that this game existed until the Zelda collection came out in 2003 for the Nintendo gamecube. The ability to jump and defend with more precision is welcome, and all the while the game manages to retain the heavy adventure aspect that we’ve come to expect from any Zelda game released. Zelda II: The Adventures of Link, is a sometimes frustrating but overall very fun experience.

Gameplay :7

Graphics: 7.5

Difficulty : 9

Sound : 8

Replay value :8

Final score : 8.5/10

Operation Retroshock Ep 51

Welcome Everyone to Episode 51 of Operation Retroshock!

Well it has been a Summer of wrestling on the Retroshock feed but the originator is back! We bring you Ep 51 of Operation Retroshock and it is a Nintendo special!

We go through your emails to see your Top 10 games for each Nintendo console! So thats from the NES to the Wii! Plus we throw in the DS/3DS for good measure!

So sit back and enjoy the first step towards Episode 100!

Be a part of the show by contacting us in a number of ways:

Join our Facebook page here: and Twitter: @Retroshock316 these places are where you can discuss anything that happens on the show and request things for the future! So check it out!

Skype: Vinto316 – Leave us a voicemail to do with your thoughts on what has been covered or just something to be played on the show.

Don’t forget to hit the subscribe button on Podbean or Itunes

Top 12 Final Fantasy villans

12. Gilgamesh (FF5)
Gilgamesh is a recurring character in the series, but he made his debut in Final Fantasy 5 as the main boss, Exdeath’s, right hand man. The main characters run into Gilgamesh a total of 6 times in the game, and all the genji equipment can be stolen from him. Eventually, Exdeath sends him into the void for repeatedly failing to defeat Bartz and the other characters, where he has a change of heart. The party runs into him again and he attacks them, mistaking them for monsters, but he eventually ends up helping them defeat one of the final bosses.

11. Yu Yevon (FF10)
Yu Yevon is a jerk summoner that is responsible for Sin, the giant jerk that has been destroying civilizations for 1,000 years. Yu Yevon isn’t a cool boss, and he’s not prominent in the game, but he is particularly villainous for being responsible for the mess of a game that Final Fantasy 10 was, and that’s enough to put him on this list.

10. Ultimecia (FF8)
Ultimecia is a sorceress from the future, bent on combining all time periods into one, because that sounds like a great idea. She sends her consciousness back in time, and takes control of Edea, then Rinoa, then Adel. The party eventually travels to Ultimecia’s time to destroy her. As time returns back to normal, Ultimecia finds her way to Edea, possessing her, and restarts the chain of events that leads to her ultimate defeat.

9. Rufus Shinra (FF7)
The son and eventual successor to President Shinra, Rufus is even more diabolical than his father. He was the main financier for the rebel group AVALANCHE, because he wanted to see his father taken out, so he could have control of Shinra Corporation himself. He eventually gets his wish, as President Shinra is killed by Sephiroth acting through Jenova. When first encountered by Cloud, Rufus proclaims that he will rule by fear, instead of ruling by money which his father did.

8. Garland (FF9)
The creator of Kuja and Zidane, Garland is directly responsible for the events in the game. He was created by the Terrans and given the task to find a new planet for them to live on. When he couldn’t conquer Gaia, he created Kuja to be his Angel of Death, killing Gaians to make room for the Terrans’ souls. Kuja eventually sends Garland to his death, but afterwards, a formless Garland reveals Kuja’s mortality, which sends Kuja over the edge.

7. Professor Hojo (FF7)
Professor Hojo is a sick individual that is mostly responsible for all the events in Final Fantasy 7. He injects his son with Jenova cells while he is still in the womb. This son ends up being Sephiroth. He ends up shooting Vincent Valentine over his objection to Hojo’s experiments on humans and leaving him in a coffin after conducting experiments on his body. He also performs tests on unwilling subjects including Cloud, creating more than a handful of failed Sephiroth copies. The party eventually encounters him in Midgar, where he injects himself with Jenova cells, turning himself into a powerful monster that is ultimately defeated by Cloud and Co.


6. Ultros (FF3/6j)
Ultros is a comedic octopus enemy that the party encounters multiple times in Final Fantasy 6. The party first defeats him on a raft, causing Ultros to invest his time in paying the returners back. He runs into the party at the opera house and tries to drop a 2-ton weight on Celes, but is promptly defeated. The best encounter comes after this, when the returners run into Ultros in the Esper Cave trying to steal the Warring Triad statues. During battle, Relm shows up and paints Ultros’ portrait, leading to his statement, “I’m nothing but a…stupid octopus!”

5. ExDeath (FF5)
Exdeath was a tree that housed evil souls, until the souls made the tree so self-aware it took on a human form. Exdeath was originally sealed by Bartz’s father along with the other warriors of dawn, however he manages to break the crystals that seal his power, and he rises to terrorize the world again. He eventually takes control of the void and returns to his form as a tree, before being beaten and consumed by the void. After this, he turns into Neo-Exdeath, whose sole purpose is to erase existence.

4. Zemus (FF2/4j)
Though Golbez is the main antagonist through most of Final Fantasy 4, the party eventually learns he is being controlled by a more sinister being known as Zemus. Zemus is a Lunarian who wants to conquer Earth. He was sealed away by the other Lunarians, who longed for coexistence with the inhabitants of Earth, but his psychic powers allowed him to reach out to the two characters on Earth with Lunarian blood, Cecil and Golbez. When Golbez is released from Zemus’ power, he kills him along with help from FuSoYa, however this just unlocks his ultimate form: Zeromus.

3. Kuja (FF9)
Kuja is a genome created by Garland to kill Gaians and speed up the process of the Lifa Tree. His early goal is to harness the power of the eidolons to defeat Garland and conquer Terra for himself, however this plan changes after he learns that he is a mere mortal. His next goal is much greater, as he wants to eradicate all life, with the justification, “Why should the world exist without me? That wouldn’t be fair. If I die, we all die!” After Kuja’s final defeat, the party encounters the final boss, Necron, who is a being awakened by Kuja’s fear, despair, and hatred.

2. Sephiroth (FF7)
Sephiroth is the son of Professor Hojo and Lucrecia, given superhuman strength due to being injected with Jenova cells before birth. He was an accomplished SOLDIER until coming across Shinra research about his creation, whSephiroth, Kefka, Kuja, Zemus, Exdeath, Ultros, Professor Hojo, Garland, Rufus Shinra, Ultimecia, Yu Yevon, Gilgameshich drove him to madness. He thinks that Jenova is his mother and was one of the Cetra, as did Shinra, which would make him the last surviving Ancient. This causes Sephiroth to believe that he is better than humans. Sephiroth eventually manages to control Jenova’s body, killing a bunch of people in effort to find the black materia which would summon the ultimate spell, “meteor”, to destroy the planet. He may be the most popular Final Fantasy baddy, but the top spot on our list belongs to:

1. Kefka (FF3/6j)
Ahh, Kefka. While Sephiroth was driven mad when he learned he was the result of a scientific experiment, Kefka is just flat out crazy. Kefka derives joy in causing chaos and pain. Kefka’s first awesome display of insanity is when he poisons the water supply of Doma, effectively ravaging the entire nation. After this, he learns how to harness the power of magicite and kills almost all the remaining espers to turn them into magicite, making himself even more powerful. Kefka overthrows Emperor Gestahl, takes control of the Warring Triad, and becomes the God of magic, changing the entire face of the planet. Kefka rules from his newly built castle, leveling entire towns that oppose him. Eventually, the party catches up with Kefka and manages to destroy him, but not before he could cement his legacy as best Final Fantasy villain of all time. Thanks for reading, we’ll leave you with one of Kefka’s elegant

quotes: “I hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate HATE YOU!”

Retro Game Review: Metal Gear 2: Solid Snake

By: Julian Cannon


After the success of the original Metal Gear, a sequel was released in 1990 for the NES console. This sequel was called Snake’s Revenge and was released exclusively in the North American and PAL regions. Hideo Kojima, the creator of the original Metal Gear for the MSX2 console, was not aware of Snake’s Revenge being created until he was informed during a conversation with a member of the game’s development team on a train ride in Tokyo. Kojima was told that the sequel was not an authentic Metal Gear game, as it was more action based rather than using stealth like the original game. He was asked to develop a true sequel to the original Metal Gear and so Metal Gear 2: Solid Snake was born. It was released exclusively in Japan on July 19th 1990 for the MSX2 console. A mobile phone version was later released on October 1st 2004, also exclusive to Japan. The game was never officially released outside of Japan until it was included as a component of the Playstation 2 game Metal Gear Solid 3: Subsistence, which was released on December 22nd 2005 in Japan, March 14th 2006 in North America, October 6th 2006 in Europe and October 13th 2006 in Australia. This version is similar to the original although there are a few alterations that were made. The original version of Metal Gear 2: Solid Snake was released for the Wii’s Virtual Console on March 30th 2010 in Japan. I am going to review a fan translated version of the original Metal Gear 2: Solid Snake for the MSX2 (fan translated version meaning it is the original version that was released in Japan but it has been translated to English).

The game is set in 1999. The Cold War has ended but now the world faces a new crisis. Oil reserves are at a critical low, causing oil prices to increase dramatically. A new source of energy is needed. A Czech scientist named Dr. Kio Marv has developed a new energy source with the ability to produce petroleum-grade hydrocarbons with little expense and effort. It is called OILIX and was produced by bio-engineering a new species of algae. Dr. Kio Marv presented OILIX to the World Energy Conference in Prague, and was on his way to the United States to demonstrate it there when he was kidnapped by soldiers from Zanzibarland (which is a made up country and is in no way connected to the real Zanzibar). The leaders of Zanzibarland plan to hold the world hostage by controlling its oil supply, using a stockpile of nukes raided from nearby missile sites to threaten the world with nuclear war. FOXHOUND’s new commander, Roy Campbell, calls Solid Snake (the hero from the original Metal Gear) out of retirement and sends him to infiltrate Zanzibarland and rescue Dr. Kio Marv.

You start the game on a cliff edge of Zanzibarland, having just climbed up the cliff in order to reach the island. You have to penetrate Zanzibarland’s external defence (preferably undetected) and make your way inside the main building. Once inside you must find Dr. Kio Marv.

I won’t go through the whole story beyond this point as it would take too long and this is just a review, not a walkthrough. The gameplay in Metal Gear 2: Solid Snake is more difficult and complex than the original Metal Gear, although it is still quite simple as it is an old 8-bit game. It essentially works the same as the original game, only this time enemies have 45 degree vision making it more difficult to sneak passed them unnoticed. Also you could not simply run to the next screen when spotted in order to escape as you could in the first game, the enemies would follow you in this game and the only way to escape them was by either killing them all, moving to a different area completely or hiding while out of the enemies field of vision (normally under a table). Some other features added in this game include being able to crouch to move under low objects, being able to knock on walls to distract the enemy and the addition of a 3×3 radar in the top right of the screen which would show the location of enemies on your screen and the screens around you so that you could avoid walking directly into an enemy on the next screen.

The graphics had improved greatly since the original Metal Gear, although obviously it doesn’t look as good now as it did when it was first released. At the time though they were good graphics. Solid Snake’s tranceiver showed the faces of the people using it (a trend which continued into the Metal Gear Solid series) and calls on this tranceiver were used to help develop the story, along with sequences during gameplay which were as close to movie clips as you would get back in those days. The story was very deep for an 8-bit game (in fact, it is still quite a deep storyline by today’s standards) and this was the first Metal Gear game when Hideo Kojima really started to involve philosophy, ethics, warfare, etc…

Once you get used to the controls Metal Gear 2: Solid Snake actually becomes really fun to play. Although it is very simple and the graphics are poor compared to modern games, my love of the Metal Gear storyline means I would rather play this than some of the games being developed today with little creativity in the storylines and the main focus being on graphics. Metal Gear 2: Solid Snake had good graphics for its time but it was made when graphics were not important and more effort was put into the gameplay itself. The tension that you feel from thinking that you could be caught any moment was just as strong then as it is in more modern Metal Gear games. The tranceiver conversations make it easier to understand where you’re supposed to go in this game, although it is still possible to lose track of where you need to go. As with modern day Metal Gear games though, this can normally be fixed by calling the right person and if that fails you can always go back to the original Metal Gear method of just walking around aimlessly until you stumble upon where you need to go.

Overall, Metal Gear 2: Solid Snake is a game that was brilliant for its time. Even now it can still be enjoyed, especially by retro gamers and huge fans of the Metal Gear series. It introduced many of the aspects that can be found in the Metal Gear Solid series which made it very advanced for its time. The original Metal Gear was a good game but had many flaws, whereas this game was a vast improvement and showed the best that the MSX2 had to offer. It is a must play for any true Metal Gear fan. As with the original Metal Gear, although it was good when it was released time hasn’t treated it well and it would be unfair to compare it to modern gameplay. So, as with my review of the original Metal Gear, I will rate Metal Gear 2: Solid Snake on how good of an MSX2 game I think it is