Tag Archives: Maker

First Impression: Soul Warrior Merope (PC) ~ Featuring The Developer

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Today I’m going to write a special article. Last year, a friend of mine created a game called “Soul Warrior Merope“. At first, he wanted to create this game for mobile platforms but due to some technical difficulties, the game has been released on PC. I promised him to write an article about the game to promote and here we are. I’m sorry mate that it took so long for me to get around to it, but better late than never. So, I think it would be quite fun to review this game interview style. Yes, interview style. So, I wrote a sort of review where I asked the developer to respond to why he created the game in a certain way and things of that nature. So, introducing Priom from HatCatGames, the developer of this game.

Before I begin, I have to give some disclosure. I have helped Priom testing a previous build of the game while he was developing the game. I only gave him some advice to improve the quality of his game. But, this was when he was still developing it for mobile platforms.

Editorial note: Some friends call me Neko, others call me Jonez. If Priom mentions Jonez, he means me.

Jonez: Before we start, feel free to introduce yourself Priom. Tell us a bit about yourself and why you started developing games. Have you created other games before Soul Warrior Merope? How long was the development process for the game?

Priom: Well, I’m Quazi Fahian Muntakim. Better known as Priom or Bear Gril if you only know me on select social media platforms. I’m currently a university student from Bangladesh and a hobbyist game dev.

As for how I got here, well, I think you bore witness to some of it, Jonez. I love video games always have. Fun fact, our family was one of the earliest to adopt a computer for consumer use in Bangladesh. So I always had a love for games. Especially Side-Scrollers and RPGs.

But I think the want to make my own game for others to enjoy. And to weave interesting stories that can only be done in this medium. I think that idea started in 2012 when one of our mutual friends introduced us to RPG MAKER. And that desire kept growing until I joined the GMTK Game Jam 2017 and felt like I wanted to make something that’s available for just about anyone to play!

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Jonez: Visually, this game looks like it was created on the NES or with a sort of pixel-art style in mind. I quite like the visual style of the while. Why did you choose for this visual style? I noticed that the castle has a lot of darker tones and the outside is more colorful. Is the art style inspired by other games or franchises?

Priom: Well again, much like you, I love retro games. Some of my fondest memories come from the GBA, which also had a lot of ports for SNES games. So of course, I wanted to follow that style. Other than that I feel like pixel-art has become an art form in itself in recent times, rather than being a product of limited hardware. So choosing this particular style was a no-brainer.

As for inspiration, I can think of 2. Team Cherry’s “Hollow Knight” and Bombservice’s “Momodora” franchise. Both of them have a cutesy yet somewhat grim art-style which I absolutely adore. Other than that, I have had people mention the castle interiors remind them of “Prince of Persia” for the DOS. I wasn’t exactly trying to replicate that but perhaps it was a subconscious decision, hmm?

Jonez: The game tells a story about a young strong lady Merope looking for two missing children. A mysterious figure called Madd has something to do with it. So, are you in Madd’s castle or lair? How involved is the story, is it extremely present or does it take a backseat while the visuals and gameplay tell most of the story?

Priom: Well, since it is at the very start of the story. I guess I could tell you. The castle belonged to Arthur, the tiny glowing spirit following you around. But he and his people have been long dead. So Madd is using Arthur’s castle as a hideout.

As for the story, I was going for a bit of a free-fall route. The idea was to make an opening with a strong yet simple premise that I can add on to later. So the story’s presence is like that too. Where there’s a lot happening at the start after that you get to experience the story at your own pace while exploring the castle.

I’d like to mention that I do want to make games with more plot later on. I’ve actually gotten into the habit of having a notepad on my person and taking notes whenever ideas pop up.

Jonez: So, you can name your own price on Itch.IO for this game. Basically, the consumer can pay anything they want. Does this decision have a special reason?

Priom: The reason was simple. As this is the first game I made public like this I wanted as many people to play it as possible! It also provides an opportunity for more people to provide feedback. And I have been receiving useful feedback. So it all works out.

Jonez: In some cases, the game is a bit rough around the edges. Like hitboxes of objects only reacting to the tip of the sword or not having a jumping animation. Game development isn’t an easy task and there are so many things to keep in mind while creating a game. What did you focus on while developing?

Priom: Well, the game was rather *experimental* is how I’d put it. If there was anything I wanted to try that could help me further later on then I took it as being worth it. Which might have resulted in some things being a bit subpar than others I’d admit. But I’d like to think even the shortcomings are valuable learning experiences. You don’t realize certain things until others point them out or you relax your mind a bit.

Jonez: Now, I have a sort of related question. Let’s say that you had all the knowledge, time and resources to change a few things in the game. Which things would you change and why would you change them?

Priom: The checkpoint system. It would’ve gone bye-bye in exchange for a more standard system. It was fine at first but it managed to create more and more restrictions as the game got more fleshed out.

As for additions, I would probably just made the castle bigger with more visual lore added. I’d add a better catalog of info and a more informative UI. Along with lots of tweaks for the melee combat from experiences I gained from Game Jams I joined later down the line.

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Jonez: The game plays like a Metroidvania, where you have to get new abilities and get stronger to progress. Was it easy to find mechanics that set your game apart like using lives for your special abilities or did you had to try a lot of ideas?

Priom: As I said. Soul Warrior Merope was born from the GMTK Game Jam 2017. Which was a 2-day jam where you have to make a game under a theme? The main theme of that jam a single mechanic with multiple functions. The other abilities kind of grew from that original idea.

Jonez: Let’s talk about the music and sound design. While there aren’t too many sound effects in the game, how did you decide which sound effects to include or not include?

Priom: I think there are 8 music tracks in total. An intro, 5 for the five major areas, the boss theme which has 3 variations based on which boss you’re fighting and a track used for a very specific ending. All of the tracks are long enough so that you’ll pass through the area before the songs loop too many times.

As for sound effects, I actually like to believe that you should have enough recognizable SFX that someone can make a guess as to what’s happening blindfolded. In that sense, I would’ve preferred to add more SFX if I had more time too. But what’s chosen is the ones that are absolutely necessary to convey what’s going on, granted as long as they don’t sound bad.

Jonez: So, you told me once that you were creating the game in YoYo Games’ GameMaker: Studio. Why did you choose that engine? Apart from that program, which tools did you use and for what? Did you run into any trouble?

Priom: Well, I think it was in 2015 or earlier when my younger brother told me that Game Maker Studio’s Standard Edition was free. I was still using RPG Maker at that time but found it rather restricting. I did not, however, have much coding knowledge since my educational curriculum at that time only involved some basic C++ and HTML. So, a programmable engine for free was a generally risk-free investment. After using it I found a YouTuber by the name of HeartBeast who has some amazing tutorials that I definitely recommend for people starting out. And well I kinda just got used to the engine and bought the pro version.

Other than that, I used Piskel & Paint.Net for the art, LMMS+Audacity for audio and my younger brother, who was responsible for some of the art such as the UI and menu icons, used Aseprite.

As for the issues we faced, as time’s going on Game Maker Studio 1.x is becoming more and more obsolete. Google’s new policy doesn’t allow 32-bit apps on the play store anymore which means the game couldn’t be put into the platform. Not to mention, it didn’t provide me with a proper description of why the Android export stopped functioning too. It’s still pretty good for PC games though.

Jonez: The game isn’t that easy, you really have to learn the various abilities of your character and explore around. How did you decide to balance the game?

Priom: Well, that was the reasoning behind letting the player explore around so many of the different areas from the get-go. The game is actually less linear than initial impressions may imply. The idea is that if you get stuck in a certain place it’s perfectly fine to explore another place and through the use of the abilities you have at that moment you might be able to take a completely different route than the intended route of the game.

Jonez: Do you have any plans for the game? Do you plan on updating the game with new content, bug fixes, improvements…?

Priom: Initially, after making the game public like this. I wanted to keep it like that. But I’ve mentioned on twitter recently that I haven’t coded anything in the engine for a while due to my PC being broken. So changing certain things based on all the responses I received might be good for me to get back on track. But that all is uncertain. I do have plans on making larger and more polished games using the valuable lessons learned from the experience of making Soul Warrior Merope though. So I’d like to end this by thanking everyone who decided to give the game a shot. Thank you!

End of the interview

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And with that all said, I found this quite an enjoyable experience to write an article like this. Maybe if I have the time, I might write another one on a different game. In any case, I want to thank my buddy Priom quite a lot for giving me the chance to be a part of his dream and giving me the chance of writing this special article with him.

So, I highly recommend that you give this game a try. It might be a bit experimental and a bit rough around the edges but I honestly think that this won’t be his last project and any constructive feedback you send him, he can use to become an even better developer. On top of that, his very first game is pretty enjoyable and has quite a lot of charm.

And with that, thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in a future article but until then, have a great rest of your day and take care!

LaterLevels’ QOTM – January 2019 – The Ultimate Game: Themes

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For a couple of years now, LaterLevels is organizing a question of the month. In 2017, you were able to send in a small section to be featured in the article. You were limited to the number of characters you had for a tweet. In 2018, every month a writer got a challenge to write an article centered around a question asked by LaterLevels. This year, LaterLevels is going “to develop” the best and/or ultimate game. In each month, another part of the game will be created. The idea is that other bloggers write up an article with their thoughts and ideas on that section and submit it to the post of that month. At the end of the month, the best is chosen by the already existing development team and will be invited to join the secret Discord to judge the entries in the following months. If you want to read more about the rules in-depth, you can read the post of LaterLevels here. Now that I have explained all that, it’s time for my entry. In January, the setting and theme will be decided without deciding the story and such. And as usual, feel free to leave a comment with your opinion on the content of this article and/or the question in the comment section down below.

The challenge and my background

yoyo_logo_512Now, I don’t want to brag but I have various ideas to make a very interesting game. In the past, I actually created some arcade clones with YoYo Game Maker. I’m not going to republish them since I lost the source files and I want to change so much for them to get republished.

alleyway_boxartBut, here is the thing. When I was developing a game, I always started with the mechanics and gameplay. For example, when I wanted to create a Break-Out clone, I actually started out with recreating the Gameboy game Alleyway. Now, I felt too limited in level design, so I started to look further. Then, I found an asset pack with different blocks, a ball and various other sprites with a sea theme. So, I totally reskinned the game and I made up a story about a submarine stuck in a big magical coral reef trying to find its way out.

warioware-diy-top-625x352Another example is when I wanted to remake those simple flash and phone games that you need to tap a ball or an object to keep it from the ground. When I started to make that game, I got some small ideas for other mini-games with the sprites in that asset pack and I started to create a sort of WarioWare inspired game.

Now, you might have noticed that I always talk about an asset pack. This is a pack where various sprites, sound effects, music, backgrounds… are provided to game developers. In almost all of the games I created, I used asset packs. I can barely draw a decent stick figure let alone design various level elements. Also, when I created those games; I was 12 years old. So, I didn’t know how copyright and licensing work. That’s another reason why I’m not going to republish the games.

Anyways, let’s end this storytime about my history here and let’s get back to answer LaterLevel’s question. The reason why I’m talking about my hobbyist game development past is the fact I mentioned earlier. I mainly focused on an interesting and unique gameplay. The setting and themes would come later. While that is not the best approach, but it was the approach my young teenage mind took. And because LaterLevels didn’t want too many story details, the challenge got even harder.

81i7ndliszl._sx385_I also messed around in RPG Maker. And I always had one or two chapters of the story written before I started to create the world and setting the characters lived in. I had a general idea of the world but when I write, I love to let the readers create the world for themselves instead of possibly boring them with the millionth description of how a fantasy castle town looked like. In addition to that, the fact that I don’t describe a scene gives me the liberty to use the setting to my advantage. That way I can bend the world to the story and my needs. But it makes continuity much more challenging.

So, the ultimate video game. What could be a setting and/or a theme of the game? Well, I have a few suggestions without giving too many plot details. Let’s take a look at that.

Themes and settings

First of all, when you are talking about the best game, I think that the theme should be one of the variety. A power fantasy in another world would be extremely easy and generic. Most RPGs use a silent character you can name yourself or has the most generic dialogue that can be used for each RPG main character. To be honest, this is a generalization. There are exceptions of course.

91fbW6yu4TL.jpgA perfect video game needs to grab you and pull you into the story, world, and setting. When I was brainstorming for ideas I noticed that most of my favorite story-driven games take place in one location. For example, in Corpse Party, you explore one haunted school and the associated buildings. In Another Code: R, you explore the vacation resort where your father works. And as a final example, in the first two Bioshock games, you explore Rapture.

swordartonlineSuddenly, various things started to click in my mind. I got my eureka moment. I got it when I remembered the story of Sword Art Online. In that series, people are trapped in an online VR-game. In order to escape, they have to beat the game. The catch is, when they die in the game, they die in real life. In that series, the game takes place in a huge fantasy open world with various dungeons and quests.

Now, what if we take the idea of Sword Art Online and expand it for the best game, but with a huge twist? First of all, we can decide if we create the game in VR or not later. My suggestion is that the best video game takes place in a sort of fantasy open world with castles and towns that provide a lot of quests and things to do.

no game no ligeThe twist is that everything in the world happens with games. Think of the mechanics of the No Game No Life series, where every dispute is settled with a bet who wins a game of for example chess, rock/paper/scissors, poker or even more extreme examples. Now, it would an interesting idea if this idea is implemented into a real game we can play.

Back to the story of Sword Art Online, in order for those who are trapped to escape they have to beat all bosses in a huge tower. Now, what if each floor in this tower is replaced with a challenge in another genre and that you have to beat different challenges in that genre before you can progress.

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Think about the overall story of Retro Game Challenge. In that game, you get sent back to the past and in order for you to return, you have to beat various challenges in retro games. These challenges range from beating the first three levels of a top-down shooter to performing some unique tricks in a sports game.

So, the setting would be a great fantasy open world with one central tower the players have to beat in order to climb the leader boards. On each floor, another mini-game or challenge is provided. To avoid people getting frustrated at being stuck on one floor, I think it would be wise to give the player two or three options on the floor. For example, a fighting game challenge, an RPG challenge or a rhythm game challenge.

51vk2fckjhlMaybe it’s an interesting idea to also have separate dimensions where players specialize in a certain genre or style of gameplay. Compare it a bit to the main characters in Kingdom Hearts traveling between various Disney stories to solve issues there.

The theme of the game can be either competition or teamwork. Various guilds can possibly form to aid players to easily beat certain genres. On the other hand, I totally see certain players compete with each other to be the best player in a certain genre.

Being one of the best players in a certain genre can give advantages in the game. In terms of balance, each genre should have a “contrast genre”. That way we avoid players getting overpowered because they mastered too many genres. For example, the players who master a fast-paced genre like rhythm games shouldn’t be able to easily level up their stats in a more slower based genre like grand strategy.

Do you see it now? Just trying to find a setting and or a theme for a game is tricky for me. Like I said earlier, I don’t create worlds too often and I leave them as vague as I can so I can bend them to the will of the gameplay and story. As soon as I got a certain idea, I start thinking about how the world actually works and how the world is balanced. And then we get eerily close to game design and how the game plays.

When I cut out all my gameplay & story suggestions, my idea for the ultimate game’s setting and the theme is this. A big open-world game with various challenges like dungeons and (side)quests, possibly with different universes. In the center of it all, is a huge tower that serves as a leader board for the solo and or clans that play the game.

Closing statement

And with that, I think it’s a good idea to end this article here. Otherwise, I might restart giving my ideas and suggestions on how the game will play. Now, if you want to know if my idea has won or not, you should follow OverThinkerY, since, on 31st January 2019, they will reveal the winner on his blog.

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If you want to join in on this challenge, don’t wait. Check out LaterLevels blog for the February challenge.

With that said, I want to thank you so much for reading this article. I hope you enjoyed it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Review: Angels Of Death (Switch) ~ Halloween Adventure

Wikipedia entry

Today I want to talk about a game that’s perfect for Halloween night. Since I played and fell in love with the Corpse Party series, I have high expectations when it comes to playing RPG horror-themed games. So, what did I think of “Angels of Death”? Did it live up to the fun I had with Corpse Party or did it fall flat on its face? That’s what I want to talk about in this review. As usual, feel free to leave a comment in the comment section down below about the game and/or the content of this article.

“I saw a murder”

Fair warning for everybody who wants to play this game. This game is quite a story based and try to avoid reading too about the story to avoid spoiling the whole game. To avoid ruining the game for those who want to play it after reading this article, I kept the spoilers to a minimum and the screenshots of the early game.

That said, in this game, you take on the role of Rachael “Ray” Gartner. A 13-year old girl who claims to have seen a murder. She is taken to a hospital for counseling. However, she finds herself waking up in an unfamiliar basement. Now, she has to escape since she heard over a speaker that she is a sacrifice, whatever that might mean.

And that’s everything I’m going to say about the story. The story takes various twists and turns and it’s a wild ride. The writing and pacing are top-notch. Personally, I loved the writing in this game. The characters are memorable and quirky. I loved every single one of them.

This game contains a lot of dialogues. If you aren’t into those games, I would recommend that you skip this one. Since none of the dialogues are voice acted. But, after I had finished the first chapter of the game, I watched the first episode of the anime and I have to say, that those voices just played in my head while I was playing the game.

The writing made me laugh and sit on the edge of my seat. It’s a great story to play on Halloween night. It’s a game that takes the horror route without using too much gore. The only sad thing is that this game is only 8 hours long. The game doesn’t have any replay value or multiple endings, so I felt empty after those 8 hours. Empty for more.

This game touches upon a few themes that could be a trigger for some people. From murder, a whole range of cuss words to religion. In my opinion, the game never went into the offensive territory but if you are easily triggered by these subjects, keep an open mind if you are playing this game.

“Exploration of the basement”

At its core, Angels of Death is a puzzle game. If you have played Corpse Party or a game from the Zero Escape series, you will be right at home playing this game. The goal of each chapter is to escape the floor you are trapped in. In order to do that, you have to solve various puzzles while exploring the basement.

The game is quite linear, so there isn’t much room to explore the basement. I never got stuck in this game and I never needed a walkthrough. This game is quite easy to finish. It does provide some challenge but if you use the save system like I did, you won’t have any problems.

Don’t forget that this game doesn’t automatically save your game. You have to manually save the game. You can do that whenever you want, expect from a few special moments like chase sequences. When these moments happen, the game gives you the chance to save right before they happen. You have 99 save slots, so you won’t run out of slots. And yes, you can save over a slot.

This game has 4 chapters, so 4 puzzles for you to complete. To be honest, you don’t need to play this game for the puzzles. Some of them were too easy and I didn’t even notice that I was solving a puzzle. The flow of this game is a bit too streamlined. Yet, it didn’t pull away from the experience. Besides exploration, there are a few sections that provide some variation in the gameplay. There is even a section where you have to shoot something to clear out a room. These sections were too short.

This is the big issue I had with the game. The game is a lot of fun to play but it’s too easy. The story is amazing and has the right length and pace so more gameplay would have made the story unnecessarily longer. So, I’m a bit mixed on this.

During the various sections, the controls never failed me. I mostly played this game in handheld mode or in docked mode. The controls are easy to understand and quite quick to learn. I never had any issues with them.

In terms of the UI of this game, I think it’s quite good apart from one minor thing. In the “load” menu of the game, I wish there was a bit more info on the save slot. For example, in which room I saved. Oh well, that’s a nitpick.

“Zack’s laugh”

The visual presentation of this game is great. It’s quite clear that this game uses a version of RPG Maker for this game and it uses it quite well. Each map is quite detailed. The visual presentation really added to the atmosphere of the game. The animations as well, I really loved the animations during story segments. They made some characters come to life.

Some parts of this game are hand-drawn like the character models. This adds a lot of charm to the game and they reminded me of the anime I still have to finish. My favorite character in this whole game is Ray. I can’t explain why, since that would mean I would spoil the whole game.

Something that adds quite a lot to the game is the soundtrack and the sound effects. The soundtrack of this game consists mostly of techno and orchestra tracks. I’m so glad that I also bought the Steam version so I could add the soundtrack to my library. It’s a joy to listen too.

The sound effects are amazing as well, to such a degree that a lot of people miss the sound effect of Zach’s laugh in some tracks. I have to agree since I always heard his laugh on the track while it wasn’t there. The story had such an impact on me.

My only complaint is that the music tracks are a bit too short. Some are only one minute long and I like them quite a lot. I wish they created an extended version that wasn’t looping the song three times over. Oh well, this again might be a nitpick.

This game has the perfect price in my opinion. You can buy this game for 15€ in the Nintendo EShop. So, that’s everything I wanted to say about this game. I think it’s high time we wrap this article up and go for the conclusion of this review.

Conclusion

The bad:

  • Too short & easy.

The good:

  • Amazing story.
  • Amazing soundtrack.
  • Amazing art & animations.

Final thoughts:

If you enjoy RPG-maker games that give you more of an adventure like Corpse Party or the Crooked Man, this game is for you. If you want to play a short and fun game during Halloween night, I can’t recommend this game enough.

Personally, I loved the writing in this game so much that I want to replay through the whole game while I even know how the game is going to end. I understand that this game isn’t for everybody. With the large amounts of dialogue, the easy puzzles and the short nature of this game, some people can get turned off this game. But, it didn’t stop me from enjoying the game.

I was glad that I had this game on the car trip during my family weekend. It was such a blast to play. My only regret is that I didn’t keep this for Halloween night. If you don’t own a Nintendo Switch, this game is also on Steam. So, go grab it and enjoy it!

Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, take care and have a great (spooky) rest of your day.

Score: 100/100

Gaming Nostalgia: Thank you WiFi!

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Luma website

A while ago, I learned about Luma and how this system can help boost your wifi. Oh, to avoid confusion, this isn’t a sponsered post! Not one bit! So today, I’m going to talk about some games that got enhanced thanks to WiFi. And as usual, feel free to leave a comment with your opinion on this article in the comment section down below.

What is Luma WiFi?

So, why should you bother to buy Luma WiFi? And what is it in the first place? Well, it’s a router that provides WiFi. And it’s a device that creates a mesh WiFi network for your home.But thanks to the mobile app, you get a lot more control. I love these features:

  • You can prioritize devices. So, you can give more bandwidth to certain devices than others.
  • There is a mobile app that has an easy to understand interface.
  • You can customize internet access for devices. For example, you can block R-rated sites for devices that children use.
  • It has built-in malware and adware filtering!

So, why should you bother to buy Luma WiFi? And what is it in the first place? Well, it’s a it is a device that creates a mesh WiFi network for your home.

Thank you, WiFi

Dear WiFi,

I want to thank you for my times on Minecraft!

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I have reviewed this game in the past. So, I won’t go too in-depth on this game. But dear WiFi, do you remember all the times I opened a port on the router so my friends were able to connect with my server? All the adventure maps I played and all the vanilla maps I played on.

I have a lot of great memories of building cities with my friends, pranking each other and having great adventures. I wish I still had the screenshots of all those builds, but now they are memories. Some are in video form, buried in my YouTube archive.

but WiFi, buddy…

I want to thank you for my times on Age Of Mythology!

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What do you say? Why do I want to thank you for a single player game? Oh, silly WiFi! For the multiplayer features of course! The times I went online and played different gamemodes than your standard RTS-match were amazing.

I was surprised when I saw other people their creativity with the engine. But hey, I remember my intense matches I had online. I rarely won since I’m not that good in micro-manging my army. And that’s a big weakness to have while playing RTS games.

but WiFi, good old friend…

I want to thank you for my times on Super Mario Maker!

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As a child, I always wanted to make my own games and/or levels for games. I made some attempts to make my own casual games, but I never got far.

But then, Super Mario Maker got announced. I was really hyped. Since I know that when you give a toolbox to us gamers, we always find ways to use the toybox in creative ways that the developers didn’t expect to create to create something unique.

I played a lot of levels on Super Mario Maker! I also uploaded my own levels. Sadly enough, they aren’t online anymore. Otherwise, I would have linked them in this article for sure!

Throughout 2016, I have played so many different levels. From automatic scrolls to even small puzzle games made in Super Mario Maker. I’m quite curious what people are going to create when it comes to the 3DS in the near future.

but WiFi, let’s not forget about…

I want to thank you for all the Android games I discovered

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I could make a whole list of Android games I discovered since my phone and tablet are able to connect with WiFi. But, I’m just going to say this.

Lately, my opinion on tablets has changed. In the past, I was convinced that tablets were useless. Since you are able to do so much more with a laptop. But, now I know that it’s a handy tool to do some research for my blog while playing games or to watch some videos while I’m on the train. It’s also a handy planner. Yeah, I’m totally convinced about the usefulness of tablets now.

but WiFi, I almost forgot to…

I want to thank you for giving me access to Nintendo eShop

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So, WiFi, remember? I have written an article about why I thought that digital downloads can be harmful for our gaming market. Reading through my old article, I feel like I need to give it a follow-up where I go more indepth about my opinion and stance on digital downloads.

But, that’s for another time. So, WiFi, thanks for giving me access to the Nintendo eShop. Since it’s such a big hassle to connect my Wii (U) to my router with a cable, so I connect everything with WiFi.

I have downloaded so many great titles on my 3DS and Wii (U), I can’t count them all anymore. Games like Shantae and the Pirate’s Curse, SteamWorld Dig, Mighty Switch Force, Ace Attorney 5 & 6 amongst many others.

And let’s not forget about the Virtual Console. I didn’t have any console while I was growing up. I only had my Nintendo Gameboy and a PC to play games on. So, I missed out on a lot of classics. Thankfully, with a lot of those classics being released on the Virtual Console, I can play them all. Some games I even own physically and on the Nintendo eShop. Games like Zelda – Oracle games, Lufia, Metroid, BallonFight, Super Mario RPG, Paper Mario and many other games.

So, thank you WiFi. For all the memories you helped me create. Let’s toast on our friendship and let’s continue our great friendship.

Final thoughts

So, I have to admit something here. While I know that working with a wired connection is in some cases the best route for online gaming, I have always played my games with a WiFi connection. I honestly find it very stable and I don’t want it any other way.

There are already too many cables to manage from my (retro) gaming consoles and my desktop so, I don’t want the additional wires for connecting my device to the world wide web.

So, I have to thank a lot to WiFi. But for this article, I tried to talk about things that you can most easily do or only do if you connect to a WiFi network. WiFi is so important nowadays, you can’t think it out of our daily lives. So, thank you, Luma for giving me this opportunity to write this article and when I need a new router, I’ll sure keep you guys in mind.

Thank you for reading and I hope you had as much fun reading this article as I had fun writing this one. I hope to be able to welcome you in another article on my blog, but until then… Take care and have a great rest of your day!