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Power Button - Episode 358: This Game Must Be Terrible

Power ButtonWe all make snap judgments from time to time, and sometimes those quick decisions take us in the wrong direction.  On this week's podcast, we're discussing games that we immediately dismissed for one reason or another and then later tried only to discover that they are actually fantastic.  Would you believe that we initially passed on such classics as Mega Man, BioShock, and Sly Cooper?  There's plenty more where those came from in this supersized episode. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, Amazon Music Podcasts, and Google Podcasts, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Power Button - Episode 351: Thirty Hours With Sonic Frontiers

Power ButtonThere's lots to do in the open zones of the Starfall Islands in Sonic Frontiers, and since I spent thirty hours last week seeing it all and earning the platinum trophy, it seems only right to spend this episode of the podcast discussing the game.  Before we get into that though, Blake Grundman regales us with tales of his recent European tour and we take a suggestion from the audience and give The Pinball Wizard for PC, iOS, and Nintendo Switch a spin. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, Amazon Music Podcasts, and Google Podcasts, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Power Button - Episode 350: Gone But Not Forgotten

Power ButtonFollowing on from our last episode where we discussed the closing of Google Stadia, this week's episode follows on from that theme with a discussion of games and modes you cannot play anymore because support for them has been terminated by their publisher.  Spend an hour with us in gaming's graveyard. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, Amazon Music Podcasts, and Google Podcasts, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Power Button - Episode 342: 2021's Biggest News Revisited

Power ButtonAcquisitions.  Xbox Game Pass.  Banjo-Kazooie back on a Nintendo platform.  2021 was a wild year for video gaming news, so it's time for us to take our annual look back at the biggest events in the gaming world for the last year.  Settle in and join us for ninety minutes of discussion. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, Amazon Music Podcasts, and Google Podcasts, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Power Button - Episode 336: Epic v. Apple

Power ButtonThe ongoing lawsuit between Epic and Apple reached a temporary resolution recently, but before the case moves on to the appeal phase of its life cycle, Blake Grundman wants to air his grievances about the verdict and wonder where it's all going to lead.  Join us for a shorter than usual show this week that tears into the matter, and if there's time we'll get to the real important stuff like the twenty-fifth anniversary of Donkey Kong Land 2 (but there won't be time). Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, Amazon Music Podcasts, and Google Podcasts, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Power Button - Episode 324: 2020's Biggest News Revisited

Power ButtonWith the portal sealed and 2020 banished back into Hell, it's time for our customary look back at the most memorable video gaming news from the year that was.  Thanks to the coronavirus, 2020's news was largely "inside baseball" in nature as nobody could safely stage a large physical presence at a convention or trade show, but there was still plenty to talk about as Nintendo's Super Mario Bros. celebrates its thirty-fifth anniversary, Apple and Epic go to war over - what else? - money, Microsoft goes on a buying spree, and so much more. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, Amazon Music Podcasts, and Google Podcasts, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Williams Pinball: Vol. 6 Coming To Pinball FX3

Williams Pinball Volume 6Zen Studios has gone quiet over the past few months when it comes to new pinball table announcements for Pinball FX3, but the company is back on track with the upcoming Williams Pinball: Volume 6 which includes three more classic Williams tables coming to the usual platforms Sony PlayStation 4, Microsoft Xbox One, Nintendo Switch, Windows 10, and Steam. Mobile users can play through the Williams Pinball app on iOS and Google Play.  This pack includes 1990's infamous FunHouse (with Rudy!),  1987's Space Station, and 1990's Dr. Dude and His Excellent Ray.  There's no announced release date yet, but the tables will include the usual FX3 features including challenge modes and leaderboards.  You know, the usual.  If it ain't broken, don't fix it.  Check out the trailer.


Power Button - Episode 309: Not-E3 2020 Roundup

Power ButtonIn a normal year would have just come off of a June full of E3 announcements and news, but this is no ordinary year.  News has still come in bits and pieces though, so as we leave this Not-E3 behind, it's time to take an hour and discuss some of that news.  We have Min Min arriving in Super Smash Bros. Ultimate, Nintendo backing away from the mobile gaming world, Crash Bandicoot 4 on the way, and more.  Join us and escape for a little while.  Apologies for my poor audio quality this week.  Skype decided to be "helpful" and use the ambient room microphone instead of the proper desk microphone. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes and Google Play, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton. We also have a tip jar if you'd like to kick a dollar or two of support our way. 


Nintendo Backs Off From Mobile Gaming

MaxresdefaultNintendo believed it was poised to become a billion dollar force in the mobile gaming app market a few years ago when it announced its first game developed exclusively for mobile hardware, Super Mario Run, but as Takashi Mochizuki at Bloomburg reports today, the company is retreating from that market following a series of lackluster returns and a question of whether its worth continuing to pursue that market now that the Switch is so successful.  As the article points out, Nintendo's mobile projects were announced during the Wii U era when the company needed profitable successes, and with that console never reaching the heights of its predecessor and the handheld Nintendo 3DS approaching its sunset years, the only other option was to strike out into the mobile market.

President Shuntaro Furukawa proclaimed two years ago that smartphone games would be a $1 billion business with growth potential, building on his predecessor’s promise that Nintendo would release two to three mobile titles each year. That spurred hopes among investors that the gaming powerhouse could carve out a substantial slice of the market. In May, however, the president adopted a markedly different tune, saying “We are not necessarily looking to continue releasing many new applications for the mobile market.”

Mobile games are expected to make $77.2 billion this year, which would account for half of the overall video game industry’s sales, according to research from Newzoo. But “since the release of Mario Kart Tour in fall 2019, Nintendo’s mobile pipeline is empty,” said Serkan Toto, a mobile games consultant in Tokyo. “In a sense, Nintendo’s enormous success on console reduced the need and the pressure to put resources into mobile.”

The central problem with Nintendo's mobile games is that to be a highly successful and profitable mobile gaming company, you pretty much have to be a greedy amoral jerk of a company.  The most successful mobile games are bottomless pits of endless microtransactions that are designed to entice players to spend more and more money without really thinking about it.  That way of doing business has never been Nintendo's style.  Super Mario Run required only a one-time ten dollar fee to unlock everything in the game, while other games in the company's mobile realm included microtransactions, they were never as predatory as the other big fish in that pond. 

I bought the full game unlock for Super Mario Run, but I haven't played the game in over a year.  I tried Dr. Mario World, but never paid any money for it and soon quit playing it.  I pay the five dollars a month that it costs for a Mario Kart Tour gold pass which earns me extra bonuses while playing the game, and I feel I get my money's worth out of it as I play multiple races every day.  Yes, there are more expensive packs for sale that offer exclusive drivers and vehicles that are priced for the so-called mobile gaming whales out there, but that little five dollar fee is enough for me.  It would seem that to be profitable enough to be worthwhile, it's not enough for Nintendo.  I'm OK with Nintendo letting mobile go.  Their best work has always been found on their own hardware.


Mobile Mario Kart Tour Enters Beta

Mario Kart TourNintendo's ongoing flirtatious partnership with the mobile gaming space continues with the upcoming Mario Kart Tour for iOS and Android in which the console Mario Kart experience is reformulated for a streamlined experience with microtransactions.  While the company's Super Mario Run released as a one-time purchase and failed to meet sales expectations, follow up titles based on Animal Crossing and Fire Emblem included microtransactional elements and have, so far, lit up sales charts, so I'm not surprised that Mario Kart Tour follows that mold.  The game is in beta for Android starting today and while players are bound by a restriction on posting screenshots of the game, you know that hardly anybody is honoring that.  Ethan Gach at Kotaku has a writeup on how the game plays and how much money it expects you to spend to have a fighting chance at winning.

To unlock additional circuits you collect Grand Stars by completing races and other challenges. Earning stars is also how you unlock gifts, some of which contain green gems, Mario Kart Tour’s premium currency. This is where things start to get weighed down with overlapping in-game currencies. For five gems you get to “pull” on a green pipe that shoots out a new driver, kart, or glider, each of a different rarity. My first pull got me Morton, one of the Bowser minions. Currently the in-game shop, which doesn’t allow you to buy gems yet, is advertising Metal Mario.

I'm interested in trying Mario Kart Tour once it releases, but I don't expect to put any money into it if it's just going to go to lootbox-style random pulls from a bank of items or characters.  I will spend money on mobile games provided that it's a single fee (such as the aforementioned Super Mario Run) and I realize that is a dying if not already dead business model in the mobile space that is increasingly built around monthly subscriptions or slot machine-style payouts of randomly generated items.  That said, I enjoy Star Trek Timelines and have paid a few dollars into its premium currency from time to time to support the development studio, but we're talking more along the lines of four dollars every few months as opposed to the $99 whale package that the game promotes every few days.  I'm sure that Mario Kart Tour's beta period will be used to gauge whether or not the current pricing model used in the game is fair and undoubtedly the marketplace in the release version will be balanced based on player input.  Whenever a mobile game goes into a public beta these days I naturally assume that's really what the developers are testing.  The gameplay is probably pretty well locked in by that point and its the engagement with the in-game store that really needs testing and input.  Mario Kart Tour's shop doesn't sell gems yet for real money, but it's only a matter of time before it does.

(Image via ResetEra)