TNintendo Direct Mini 1.11.2018
Published on Jan 11, 2018
Nintendo Direct mini featuring the latest Nintendo Switch games. Stay tuned for some exciting surprises and updates!
Got a favorite from the Nintendo Direct mini? Well, click to it!
0:19 - The World Ends with You -Final Remix-
1:25 - Pokkén Tournament DX DLC
2:21 - Kirby Star Allies
3:25 - Kirby Battle Royale & Dragon Quest Builders Demos
3:44 - Hyrule Warriors Definitive Version
4:32 - Mario Tennis Aces
5:28 - Ys VIII: Lacrimosa of DANA
6:34 - Super Mario Odyssey Update - Luigi’s Balloon World
7:41 - SNK Heroines Tag Team Frenzy
8:40 - ACA NEOGEO ART OF FIGHTING 2
8:55 - Mario + Rabbids Kingdom Battle DLC
9:51 - PAYDAY 2
10:38 - Fe
11:12 - Celeste
11:48 - Donkey Kong Country: Tropical Freeze for Nintendo Switch
12:50 - Dark Souls Remastered
#NintendoDirect #NintendoSwitch #TWEWY #PokkenTournamentDX #KirbyStarAllies #Kirby #DQBuilders #HyruleWarriors #MarioTennis #Ys8Switch #SMO #SuperMarioOdyssey #SNKHEROINES #MarioRabbids #PAYDAY2 #FeGame #Celeste #DonkeyKong #DKCTF #DarkSouls
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Jay 3747 - 4 hours ago
Donkey Kong Country Tropical Freeze? More Like: Funky Kong Country Tropical Freeze.
James Anglim - 5 hours ago
I was thinking Smash at the end
wandering comment :/ - 3 days ago
No Pikmin I guess I'll wait 10 years again
Brandon Atem - 4 days ago
WE WANT GTAAAAA!!!!!!
Vibe melody - 5 days ago
Trash console. Just a waste of 350 dollar's. Thanks nintendo
Dimentive - 1 week ago
0:41 “It’s coming to Nintendo Switch ten years after its original release!” Is that really a selling point? “Hey, this is a really old game that you’ve never heard of. Please buy it!”
Dimentive - 1 week ago
Smash Direct a week before E3 2018. Calling it now.
Silver & Gold - 1 week ago
Eva Neogeo Art Of Fighting 2 Looks Like Street Fighter
SenGold Games - 1 week ago
Nintendo why do you have to shut down Miitomo? I love that game.
Steven Gonzalez - 1 week ago
i hope super mario rpg legend of the seven stars has a remake for Nintendo 3DS and release the game on 12/22/2018
Super Mario yahir - 2 weeks ago
Finally a new Mario tennis game
James Martinez - 3 weeks ago
Nintendo please remake elite beat agents please!
Malachi Shaw - 3 weeks ago
Clay Perez - 3 weeks ago
When dk was announced on mario and rabbids kingdom battle. Daisy would to to say. Daisy: i gonna kill that dk for ever #ihatedk
JesusGaming 10284 - 3 weeks ago
Ka Ninja - 3 weeks ago
Yooo, you and I are set out on a journey with you to prove to everyone that the nintendo switch is definitely the greatest console ever lmao.. Keep up the quality content!
boxboy24 - 3 weeks ago
Dragon Ball fusions for Nintendo switch
jason day - 4 weeks ago
Will they make a new Pokemon game????
JaChamp78 - 4 weeks ago
I wish The World Ends You Final Remix was in 3D
Steven Gonzalez - 1 month ago
when is the next Nintendo direct coming out
SaladExists - 1 month ago
11:49 *NEW FUNKY MODE*
Die Chaosgamer o15 - 1 month ago
Commanda 34 - 1 month ago
Make a game for WALUIGI
Argonxx12 1 - 1 month ago
Please lower the cost of tropical freeze,$60 USD is way too much.
ElYouKayEe - 1 month ago
7:00 In this video, I will be explaining exactly what I do to collect Watch for Rolling Rocks in 0.5x A Presses. But first, we need to clear something up. Because every time I post a half A press video, I get the same comments over and over asking what it means, even though I always have a whole paragraph in the description explaining it, which even starts with "If you're wondering what a half A press is, read this before commenting to ask." But maybe what you guys need isn't a paragraph, maybe you guys need an example. So, consider Wing Mario Over The Rainbow, not even the whole star. Just consider getting to that cannon platform, which is a necessary part of getting the star. So, how many A presses does it take to get there? Well, If you say zero, that's wrong. Because then Mario can't go far enough. If you say one, Well it's true that Mario can get there with one but we can do a little better. We can do it in half an A press. To do that, we start the level already holding A and then we use that A press to reach the platform. Now hold on, I know what you're thinking, "an a press is an a press. You can't say its only a half". Well TJ "Henry" Yoshi, hear me out. An A press actually has three parts to it. When A is pressed, when A is held, and when A is released. And together, this forms one complete A press. Now, usually, it's the pressing that's useful. Because that's the only part that makes Mario jump. However, sometimes it's sufficient to just use the holding part, which allows Mario to do little kicks, to swim in water, to fall slowly while twirling, and to fall slowly with the wing cap. And as for the release, well, there's currently no cases where that's useful or important, so don't worry about that part. Now, if we map out the required A presses for Wing Mario Over The Rainbow, it would look like this. We merely need to hold A to reach the canon platform, we need to press A to launch from the first canon, and we need to press A again to launch from the second canon. So, how many A presses is that total? Well, it appears to be three, and if we were doing this star in isolation, then yeah, it would be three. But, in a full game A button challenge run, there are other A presses that occur earlier in the run, such as this A press needed to get into the course. So, if we take that A press into consideration as well, then how many A presses would it take? The naive answer would be four. One to enter the course and the three within the course that we established earlier. However, we can do better. We can actually do it in three by simply holding out the first A press to be used for the half A press. Because the half A press only required A to be held, not actually pressed. So in this fashion, Wing Mario Over The Rainbow only adds on an additional two A presses to the run since the first A press just leeches off of a previous A press. So, to capture this phenomenon, we call it 2.5x A presses. On a single star basis, you'd round that up to three. But in a full game run, you'd round it down to two. So, in conclusion, since that first A press counts in some context but adds no additional A presses in other contexts, we refer to it as a half A press. So, going back to the video, you can see that I start the level with the A button already held, as indicated in the bottom left corner. And so in the full game run, this A press will just leech off of a previous one. And so it won't incur an additional A press. Okay, glad that's explained. Now, what am I doing in the video? Here, I'm using a trick called Scuttlebug Transportation. You see, like most enemies, scuttlebugs have a home, which is just a point in 3d space. And they'll patrol a certain radius around that point. So, if Mario enters that radius they will lunge at him to attack. But, unlike most other enemies, a scuttlebug's home can change positions. Because if a scuttlebug bumps into Mario, the scuttlebug's home will update to where the scuttlebug was when the collision occurred. So, by strategically luring the scuttlebug to the edge of its radius and bumping into it, we can effectively transport the scuttlebug and its home. So, that's what I'm doing here. Note that we can't actually transport a scuttlebug to outside of its native room. They actually get stuck at the door. So, if your dream was to bring all the scuttlebugs together for one big jamboree, I'm sorry but it's not gunna happen. Also worth noting is that scuttlebugs will actually disappear if they walk into a wall while too far below their current home. So, I do have to be careful to avoid that. It's pretty weird if you've never seen it before but I'm pretty sure they did it so that if a scuttlebug jumps into a hole, it wouldn't just walk around down there. Anyway, I'm transporting the scuttlebug to the corner right below the Watch For Rolling Rocks star. Because next, I do a trick called Scuttlebug Raising and here's how it works. On the left I show a bird's eye view of the scene and on the right, I show a view from the side. Now, when Mario leaves the Rolling Rocks room, the scuttlebug deactivates. That's because the room and everything in it are only active when Mario is in the room or standing in a small region right outside the door, indicated here in yellow. So, if Mario isn't in the Rolling Rocks room or in the yellow region, then the room will be completely black and everything in the room will be invisible and won't move. Conveniently, this allows us to raise the scuttlebug by preforming the following steps. First, Mario enters the scuttlebug's radius. Although the scuttlebug is invisible and can't move around, it can still turn towards Mario and activate a lunge. Then, Mario leaves the radius and the scuttlebug returns to facing its home. Next, Mario enters the yellow region to activate the scuttlebug. The scuttlebug will preform the lunge that it started but cleverly, we have Mario exit the yellow region right when the scuttlebug is at the peak of its trajectory. Thereby deactivating it so it won't fall down. And finally, since the scuttlebug moves past its home, it turns around to face its home once more. Now, we gotten all the height we could out of the scuttlebug's current lunge, but that's no problem because we could just activate another lunge by repeating this procedure. Activate a lunge while the scuttlebug is deactivated, reactivate the scuttlebug just for the upwards portion of its trajectory, and then repeat. As simple as that. So that's what I do here. And I have a second screen to show it from the scuttlebug's perspective. Fortunately, the scuttlebug's radius isn't a sphere but a cylinder that extends up and down infinitely. So really, no matter how high the scuttlebug gets, we can continue to enter its area to activate its lunges and move it upwards. There's no limit to how high we can raise it. Now, it's worth noting that I only activate the scuttlebug while I'm not inside its radius, so the scuttlebug will always lunge towards its home and not towards Mario. This causes the scuttlebug to effectively travel straight up above its home. But alternatively, I could've activated the scuttlebug while inside of its radius, and in that case the scuttlebug would always lunge towards Mario instead of towards its home. So it would actually make its way towards the door and then travel straight up from there. That means it's actually a little faster because we wouldn't have to wait for the scuttlebug to turn back towards its home before each activation. However, it wouldn't work for what we're doing because we need the scuttlebug to be right next to that corner. In fact, the top of that corner has a special property which we call a misalignment. Basically, in the game's code, there's a discrepancy between the way the game handles collision checking with floors versus walls. This results in a one by one unit area where Mario can get under the floor without being pushed away by the walls. And if Mario's less than 79 units under a floor, he'll snap right up onto it. So that'll be important later for getting up there. Anyway, now it's time to build up some speed. And I mean a lot of speed. So to get that speed, we're going to use a trick called Hyper Speed Walking and here's how it works. You probably already know that there are some slopes in the game that are too steep to stand on. Mario just slides off of them. But, did you know that you actually can stand on these slopes if they're submerged in shallow water? In fact, the underwater portion of these slopes has a special property. If you try to running uphill on them, you'll end up running backwards at an increasing speed with no upper bound. But in most circumstances, this would cause us to end up in the water before building up any real speed. We can get a little more speed by running nearly parallel to the slope by ever so slightly uphill. But, eventually, the slope runs out or we move too fast to round a corner. But, there are some ways to have Mario walk while staying in place. For example, if there's a wall perpendicular to the slope, then we can use that. That allows Mario to build up quite a bit of speed before he breaks through. However, if the wall isn't perpendicular to the slope, then we end up sliding down into the water. That's because walls are really just rectangles that push Mario out perpendicularly. So, if Mario moves into a wall at an angle, the game will calculate his intended next position, then the wall will push that position out, and then Mario ends up having a net movement along the wall. So ultimately, he will end up moving into the water. So, is all hope lost? Well no, because Tyler Kehne figured out that we can actually make use of the gate. You see, the bottom of the gate is a ceiling and the game doesn't like putting Mario too close to the area right under a ceiling because it doesn't think he fits. So, if we have Mario move backwards into the ceiling, the game will choose not to move him. So we're free
Wooden Wizard - 1 month ago
I dont really like smash but jesus you guys know how to make a good teaser
Gamer Guy - 1 month ago
anyone here after smash 5? ANYONE???
gamecenter gamestop - 1 month ago
Little Stompy - 1 month ago
i thought this was a friendly Console but there's dark souls
ChocolateChoo._. - 1 month ago
DAMMIT NO VENUSAUR FOR POKKEN😲