Sometimes you just get it right the first time you try. This was the case when Konami released Track & Field in arcades and completely nailed its mechanics right away, then spent decades trying (and arguably failing) to better them. Now that original arcade title has made it over to the Switch as part of Hamster’s ever-growing Arcade Archives library, and while these days it’s an acquired taste, those who acquire it will find a little button-basher that’s just as addictive as ever.
There are six events in total – 100m Dash, Long Jump, Javelin, 110m Hurdles, Hammer Throw and High Jump – and all are controlled with just two buttons: a run button and an action button. Don’t be deceived by the fact that the game actually gives you two run buttons (Y and A): whereas other athletics games that came after Track & Field offered two buttons and made you press them alternately to increase your running speed, this doesn’t work here and pressing just one button is the order of the day.
As ever with the Arcade Archives games, there are three ways of playing Track & Field: Original, High Score and Caravan mode. Original is the untouched arcade ROM, letting you use the L button to insert coins whenever you see fit, whereas High Score mode gives you a single credit and has you trying to build as impressive a score as possible until you fail to qualify for one of the events (the game loops if you win all six events, with the qualifying criteria raised).
Caravan mode, meanwhile, may at first seem a bit like trying to fit a square peg into a round hole: its whole ‘get as high a score as possible in 5 minutes’ concept was originally designed with shoot ‘em up games in mind, and given that Hamster insists on adding it to practically every retro port it releases you end up with games like football title Super Sidekicks where it’s essentially useless. Here, however – presumably down purely to luck – it’s arguably the best way of playing, because 5 minutes is conveniently just enough time to finish all six events.
Both HIgh Score and Caravan modes let you register your score on an online leaderboard to see where you shape up against other players, but the fact that Caravan is just enough to cover a single round of events (as opposed to the game looping in High Score mode) means the scores in its leaderboard feel like purer representations of each player’s score over all six disciplines. As a result, trying to beat your Caravan score becomes a real “okay, one more go” situation.
Track & Field remains as endearingly entertaining as it was when it first appeared 36 years ago. It’s a little on the pricey side considering it only has six events, one of which (the high jump) is a bit of a stinker, and is obviously a one-trick pony given its subject matter. But it still does that one trick better than most games that have succeeded it, so if you’re looking for a quick button-basher this is a good choice.
Super Smash Bros.? Pffft, garbage. The Marvel Cinematic Universe? Complete trash. Project X Zone? Hmmm, we appreciate your thinking but even so, nope. The greatest crossover of all time turned 30 years old this month and none of you selfish sods even noticed. We’re talking, of course, about Captain N: The Game Master.
This Saturday morning cartoon series by DiC (snigger) – the same production company behind the Super Mario Bros. Super Show and Legend of Zelda cartoons – told the story of Kevin Keene, a teenage lad whose TV turns into a warp zone while he’s playing the NES. He’s sucked into his telly and ends up trapped in Videoland, a new universe where all the characters and environments are from Nintendo games.
The prophecy (because there’s always a prophecy) determines that Kevin is the heroic Captain N, who will save Videoland from the evil Mother Brain (the one from the end of Metroid), and her minions including King Hippo from Punch-Out!! and the Eggplant Wizard from Kid Icarus and Dr Wily from Mega Man. Helping Kevin out are the rest of the ‘N Team’, consisting of Simon Belmont from Castlevania, Mega Man from… um, Mega Man, and Pit from Kid Icarus (though he’s actually called ‘Kid Icarus’ here). Oh, and there’s also Princess Lana, who isn’t from any game and just seems to be there as a love interest for Kevin.
Over the course of 34 gloriously bizarre episodes between September 1989 and October 1991, Captain N captured the imaginations of many Nintendo fans – including this writer, who still thinks it’s the greatest cartoon ever – who always dreamed of what it would be like to live in their favourite Nintendo games. And, as it turned out, games they’d barely heard of, too. Allow us then, dear reader, to take you on a tour of Videoland’s odder moments. In a show filled with bizarre situations and ridiculous premises, these are the ones that made us think “eh?” more than any other.
While you read about these gloriously strange highlights from this glorious cult show, please also join us in doing what everyone seems to have forgotten to do and raise your glasses to Captain N. Happy 30th anniversary, pal, you made this writer’s childhood a significantly happier one for being part of it.
1. The Videolympics
This two-part episode has the evil Mother Brain challenging the N Team to a series of athletic contests on Mount Icarus. The bet: if her team wins, Mother Brain will be the new Princess of Videoland. If they lose, she and her minions will never set foot outside of the Metroid universe again.
Cue a bunch of strange events including Mega Man and Dr Wily competing in a 400-yard dash through an electrified construction site, Lana and King Hippo in a diving contest over a shark-infested waterfall and – best of all – a tag-team wrestling match where an enormous Donkey Kong simply sits on the entire ring to win.
2. Simon Belmont falls in love with Mother Brain
One of the fascinating things about Captain N, you see, is the way it manages to get so much wrong and yet still be entertaining. Mega Man is a fat green guy with a raspy voice, Pit is called Kid Icarus and Simon Belmont – the heroic vampire slayer from Castlevania – is an egotistical coward who’s pretty much here to be the butt of most jokes.
One example of Simon’s tomfoolery is the Mr & Mrs Mother Brain episode, where Simon steals one of Kid Icarus’s love arrows to try to make Lana fall in love with him. He misses, hits himself and ends up falling in love with the enormous Mother Brain instead. It’s up to Kid Icarus and Mega Man to climb Mount Icarus to find an antidote while a chained-up Simon continues to profess his undying love for a 30-foot brain in a jar voiced by the guy who was the plant in Little Shop of Horrors. Read that sentence again and wonder why this show didn’t win all the awards.
3. Every episode with Game Boy in it
The second season of Captain N opens with an episode called Game Boy, where Lana’s dad King Charles (who’s trapped in a Mirror World, because reasons) manages to send the N Team a supercomputer to help them defeat Mother Brain once and for all.
It turns out the ‘supercomputer’ in question is a sentient Game Boy, who speaks with an annoying robot voice, can fly, and can morph his screen and body into different things. It was an easy plot device for the writers to get the team out of any sticky situation, basically.
Game Boy is basically the Scrappy Doo of Captain N: a strange and annoying addition to an already established team. It’s probably fitting, too, because he was voiced by Frank Welker, better known as the voice of not only Megatron and Soundwave from Transformers, but also Scooby and Fred from Scooby-Doo.
4. The world of Tetris
Given the period it was on TV, it was only a matter of time before Tetris would eventually show up on Captain N. Sure enough, there were two episodes set in Tetris, a separate world where absolutely everything is square: all the buildings, the wheels on the cars, even the people who live there.
There’s even a band called the Blockheads, who play at a cafe called Cubies. Basically, any rubbish joke they could make out of things being made of blocks is jammed into these two episodes while – in true Captain N fashion – the actual point of Tetris itself is more or less forgotten. Still, it looks a bit like that Money For Nothing video by Dire Straits, so that’s good.
5. The broken Bayou Billy episode
The second episode of Captain N, called How’s Bayou, was based on The Adventures of Bayou Billy, a Konami game notable for its Crocodile Dundee-like hero and the fact it had some lightgun shooter stages that supported the NES Zapper. This episode became more notorious for something else, though: it was a mess.
The first time it aired on TV, it was clear that How’s Bayou was an unfinished episode. Some lines were missing, some of the action felt off and the music sounded oddly generic. Even worse, some shots – like the one where Kevin is approached by a crocodile – didn’t even have a background: just an animation cel on top of paper. The next time the episode aired (and every other time after that), the missing backgrounds were included and the music had been replaced.
All’s well that ends well? Not really: bizarrely, when Captain N was released on DVD in America in 2007, the How’s Bayou episode used was the one from that original airing, meaning those missing backgrounds are back for good. Hooray!
6. Simon thinks he’s Donkey Kong Jr
In case falling in love with Mother Brain wasn’t enough, Simon Belmont suffers a similarly undignified adventure in a separate episode. We’re just going to give you the plot here, because we reckon it speaks for itself. Jealous of Kevin’s impressive skateboard skills, Simon sticks some wheels to an ironing board and ends up crashing, losing his memory.
Eventually, after numerous attempts by both the N Team and Mother Brain to get his memory back / brainwash him (delete as applicable), Simon eventually ends up on Kongoland and ends up believing Donkey Kong is his mother. Meanwhile, it’s a race against time to get Simon to snap out of it, because over in the world of Castlevania, Dracula has summoned a bunch of zombies.
Look, we don’t know.
7. The tragic irony of Paperboy
In the Invasion of the Paper Pedalers episode, Mother Brain came up with her most dastardly idea yet: she infiltrated the printing presses in News World – a world based on Paperboy – and replaced the normal ink with hypnotic ink. When the citizens of News World read the paper, they immediately fell under Mother Brain’s control and became her hypnotized zombie army ready to do her bidding.
The N Team eventually teams up with a young paperboy called Julio and save the day… but how come Julio was able to help them? Surely as the young lad delivering these gimmicked newspapers he’d be the first to get hypnotised? Not so: it turns out Julio’s father had lost his job, so in order to help feed his family, Julio started skipping school to deliver newspapers instead. As a result, Julio CAN’T READ. That’s right kids, illiteracy saved the day!
8. The clip show that ‘didn’t exist’
Here’s some odd Captain N lore for you (which, incidentally, works great as a pick-up line). At the end of the second season, an episode called When Mother Brain Rules aired. It was basically a clip show showing various moments from the first two seasons. There were two versions: a strange one that aired on NBC which had an odd generic narrator and showed the clips to music with no voices, and one that was spotted on Chicago station WGN with the voices restored and Simon Belmont doing the narration.
It doesn’t really matter which episode is supposed to be the right one, because apparently the episodes ‘don’t exist’. According to an exec at Shout Factory (who released the Captain N DVDs in America), DiC claimed it had no master tape of the episode, and didn’t have any mention of it in its company records. It’s possible that NBC made its own clip show episode, but then how do you explain the other version on WGN? We’re asking you, specifically: how do you explain it? What’s that, you can’t? Hmmm. How convenient. We’re keeping an eye on you.
9. When actual sports stars appeared
The NES wasn’t without its fair share of celebrity-endorsed sports games, and while it may have seemed like licensing issues would have prevented these games from appearing in a show like Captain N, it seems that by the third and final season anything went. Case in point: the episode called Pursuit of the Magic Hoop (look, stop laughing), where the N Team travel to Hoop Mountain and bump into basketball icon Larry Bird.
And then there’s baseball and American football legend Bo Jackson, who appears in another sporting episode entitled Battle of the Baseball Know-it-Alls. Neither Bird nor Bo have their real voices, but they’re both referred to by their names so it’s definitely supposed to be them, which throws up more questions than it answers. How can they be in Videoland but still be in the real world? Have they been sucked into Videoland too? If so, why aren’t they trying to get out? And haven’t their respective sports teams noticed their star players are gone? HELP US, reader.
10. The complete lack of Nintendo
Believe it or not, across all 34 episodes (well, 33 if you don’t count the clip show), the word Nintendo is never uttered a single time in Captain N. It wasn’t entirely unprecedented: the 1989 movie The Wizard – which is basically a glorious 100-minute celebration of all things Nintendo – never mentions the company by name, either. Indeed, the show was originally going to be called Captain Nintendo before DiC made the call to change it.
There was a pretty good reason for this: the Children’s Television Act of 1990. After a decade of ‘80s cartoons designed to promote toy lines – hang your heads, Transformers, GI Joe and He-Man – the US Congress decided to step in and pass a law banning “program-length commercials”: in other words, shows that were just adverts for products. DiC’s logic was that since Captain N didn’t actually mention Nintendo by name, it couldn’t realistically be considered a program-length commercial for Nintendo. Then someone said “what about the Game Boy, then?” and they suddenly disappeared in a puff of smoke.
Well, these were our strangest moments in captain N… but what about yours? Celebrate Kevin’s 30th birthday with a comment below!
YouTube channel Spawn Wave has conducted a teardown of the Switch Lite and seemingly confirmed that the new console has the same analogue stick design as the original.
Sticks on the 2017 Switch Joy-Con controllers suffer from an issue with “drift” – they register input even when they are not being touched. A class-action lawsuit has been raised against Nintendo on this matter, and the company has started to repair impacted Joy-Con for free.
Although the sticks on the Switch Lite have a different part number, Spawn Wave is of the opinion that they are, in terms of design and materials used, identical to the ones on the original model.
The teardown has also revealed that the battery inside the Switch Lite is 16 percent smaller than the one inside the original, and the battery life is maintained due to a more power efficient version of the console’s processor. The WiFi antenna have also been moved, presumably to improve reception.
It is also revealed that the screen is made by InnoLux, the same company which supplies the improved panel on the upgraded variant of the original Switch.
Damien has over a decade of professional writing experience under his belt, as well as a repulsively hairy belly. Rumours that he turned down a role in The Hobbit to work on Nintendo Life are, to the best of our knowledge, completely and utterly unfounded.
Now that SNES games are available on Nintendo Switch Online, we’ve decided to revisit each of them in a fresh review. Expect to see updated reviews for all of the titles currently available over the next few weeks.
Impressive software is vital for a console’s launch, and the powerful one-two combination of the Mode 7 razzmatazz in F-Zero and sublime gameplay in Super Mario World ensured that Nintendo’s November 1990 Japanese launch of the Super Famicom would sting its Mega Drive and PC Engine competition from the outset.
Since then gamers have deservedly showered Super Mario World in accolades – just one example is the readers’ votes for Issue 150 of Retro Gamer magazine, declaring Nintendo’s side-scrolling platformer as number one in their ‘150 Greatest Games Ever’ list. Over the years, hundreds of video games can reasonably be considered as a ‘classic’, but only a limited few like Super Mario World are a masterpiece.
Released seven months before SEGA’s comparably impactful Sonic the Hedgehog, upon first embarking on Mario’s adventure the game instantly stood out with its world map of Dinosaur Land presenting pathways through intriguing locations like Donut Plains, Vanilla Dome, Cheese Bridge, the Forest of Illusion and Chocolate Island. All of these routes led to the daunting Valley of Bowser to rescue Princess Toadstool. In each area dwells the Koopalings’ castles – as Iggy, Morton, Lemmy, Ludwig von, Roy, Wendy O. and Larry were quirkily named after musicians, just like the boss group of Triceratops named Reznor – as well as mystery-door-solving Ghost House puzzles to explore.
Initially, Super Mario World’s graphics weren’t a technical showcase for the new SNES hardware based upon flashy effects, but it’s a delightful-looking 16-bit game for its subtleties. These visual niceties include the vibrant use of colour, alongside cute animation details like teeny Mario’s rapid feet while sprinting, or the plumber punching Yoshi’s head to fire his tongue out, and holding up V for victory fingers upon course completion.
Effects like the transparent foreground clouds outside each Ghost House are effective, as well as charismatic sprites like the peek-a-boo Big Boo. There’s a bold, striking simplicity to the pure white clouds over Cheese Bridge or the imagination behind Chocolate Island, which contrasts with the Mode 7 showmanship of the final Bowser boss battle, as he zooms in and out of the screen in a clown-faced copter. These creative locations carried over successfully when Super Mario Kart was also set in Dinosaur Land two years later.
Koji Kondo excelled himself with his Super Mario World compositions, from the iconic theme found in the Yoshi’s Island 1 course, to the glorious piano in the Yoshi’s Island 3 stage. The soundtrack is also diverse enough to alter its mood in each eerie Ghost House, plus the mysterious Forest of Illusion map tune, and rescuing Yoshi trapped inside an egg results in a charming drumbeat change into funky Soca beats. There’s even a sense of triumphant joy during the quirky, hyperactive end credits music, which settles into beautiful melancholy when the adventure is over and Mario is back at Yoshi’s House.
Side-scrolling Mario games have always innovated with diverse power-ups to the point that some like the Super Mushroom, Fire Flower and Super Star are standardised. However, Super Mario World continued to be inventive with new additions like the P-Balloon and the cape-endowing Feather – which saw Mario sprinting with arms outstretched, soaring skywards, dive-bombing and then flying upwards again for a satisfying glide. The Cape Feather was so much fun that its concept was recreated in Batman: Arkham City. And let’s not forget the impact that Yoshi made; a ridable power-up ally who changed the game and would inspire titles like Donkey Kong Country.
Controls are perfect throughout, with Mario sliding down hills to butt crush enemies, spin-jumping on top of green bubbles in Vanilla Ghost House, carrying enemies as a defensive shield, or tapping the jump button to float gradually with the Cape Feather over lava Blarggs and Cheese Bridge chainsaws. If you’re a fan of the creation tools in Super Mario Maker 2, Super Mario World’s imaginative courses are an immaculate example of Nintendo’s design expertise, especially the layout of the challenging castles.
The game is packed with perks, from collecting five Dragon Coins for an extra life to breaking exit gate tape as high as possible to collect 100 Goal Stars for a Bonus Game. The game is also generous with 1-Up Mushrooms with a limit of 99 lives, although they reset to five starting lives when rebooting a save made after beating a Ghost House or castle.
Its design brims with long-lasting appeal, from finding exclamation blocks that link to Switch Palaces and trigger new platforms, to red spots on the map tantalising the possibility of secret routes and concealed keys, including unlocking the fabled Star World – which in itself hid more ‘Special’ surprises. The ultimate aim is to uncover all 96 exits that lead to a total of 72 courses. Subsequently, Super Mario World is meticulously designed for gamers who relish searching for secrets.
Takashi Tezuka, game director of Super Mario World, explained in a 2017 Nintendo.com interview that “development was shorter than for Super Mario Bros. 3.” However, he elaborated that “launch titles are the first games that let players try the new hardware’s features, so they benefit in being able to surprise many players who are experiencing those features for the first time.”
While some may argue that Super Mario World was a refinement of the series in comparison to how the second and third games distinctly innovated on previous gameplay mechanics, in any case, Super Mario World was an outstanding SNES launch game that fine-tuned the exemplary gameplay established in Super Mario Bros. 3. Earning a prestigious second place in our poll of the 20 debut SNES Games On Nintendo Switch Online, revisiting Super Mario World is an essential way of experiencing a triumph in 16-bit platforming.
While many retro games can claim to be a classic, not many are a solid gold masterpiece. Super Mario World is a masterclass in side-scrolling platforming design, to the point that modern 2D game developers should be encouraged to study it as a pre-requisite of mastering their craft. The artistry on display here is not just the way Koji Kondo’s tunes fit perfectly with Dinosaur Land’s locations in its creative world map – with courses that were presented with subtle 16-bit graphical flair for the November 1990 launch of the Super Famicom – but its success as an outstanding video game is predominantly due to stellar course design and its tantalising 96 level exits. It’s the hidden gameplay surprises that keep you playing and returning for more, so it’s the secrets that are ultimately Super Mario World’s ‘special’ sauce.
The first part of the broadcast will feature Sakurai alongside the Dragon Quest series creator Yuji Horii, who will apparently have a “special” chat, and this will be followed by a second segment inviting the Japanese voice actors of Dragon Quest XI S and the series in general to countdown to the midnight launch. Links for this broadcast have not yet been shared.
Dragon Quest XI S for Switch launches on the same day here in the west. If you can’t wait, you can download a demo of the game from the eShop right now and transfer your data across to the full game when it is released next week. Will you be making room for this epic RPG adventure? Tell us below.
Boundary Break – best known for going beyond boundaries in video games – recently uploaded a video to its YouTube channel about a Sailor Moon reference in Punch-Out!! on the Wii, that allegedly caused Nintendo and Next Level Games serious financial grief.
The story itself stems from a Boundary Break Punch-Out!! video dating back to June 2017, when there was a discovery made that hasn’t been revealed publicly until now. In between rounds, one of the characters in the game can be seen reading a manga – but what exactly is it? It’s a copy of Sailor Moon. Boundary Break knows this because an individual who “works on the inside” supposedly verified this, but wished to remain anonymous.
Upon closer inspection, the manga pages shown in this fighter’s cutscene between rounds reveal real Sailor Moon manga scans. A member of the Next Level team apparently thought it would be amusing to insert this and everyone knew about it. However, due to the low resolution, nobody was particularly concerned and the “easter egg” remained in the game.
When Nintendo received the assets, the situation quickly changed. The art director was supposedly let go and Next Level was informed it had breached its contract. The North American version allegedly had to be pulled from production until the artwork was changed and Next Level was required to settle the situation with Nintendo for the sum of one to two million USD.
It is believed Nintendo “proactively” reached out to Bandai Namco – the license holder of Sailor Moon – to inform it of this blunder and paid the fellow Japanese company to use the Sailor Moon license within the game. You can still see these images in certain versions if you go past the camera boundaries.
What do you think of this story? Do you think it is more than a rumour? Leave a comment below.
Some of the hardworking Nintendo Life team have shared their thoughts below, and we’d love for you to get involved via our poll and comment sections as always. Enjoy!
Gavin Lane, staff writer
Originally, I planned to sit down and revisit Koholint Island this weekend like most of the Switch-owning world, but after briefly firing Zelda:Link’s Awakening up last night after it unlocked (I literally wandered around Mabe Village in awe and saved after 2 minutes), I’m trying to talk myself out of it. You see, the minor framerate issues in the starting area gave me the excuse that perhaps I should wait for an inevitable performance patch. Breath of the Wild got various patches and there’s no reason to assume this won’t, either. The slight judder was only a minor distraction and apparently it’s not a consistent issue once you’ve started the adventure proper… but I’ve got a Mount Tamaranch’s worth of other things to play and it’s hardly like I’m in a race to avoid spoilers with this one.
Rejoice, for I am back, as it was foretold on the day Link awakes. This incredible, luxurious Summer of Switch came to its astonishing conclusion yesterday with The Legend of Zelda: Link’s Awakening and Untitled Goose Game, who join up with Astral Chain and Daemon X Machina to pretty much ensure zero social life for this current weekend (…and foreseeable future!)
My game of the week is none other than my left analogue-drifting Pro Controller! Make your gamer life extra-hardcore by introducing random left swerves on straights for both Horizon Chase Turbo and GRID Autosport; be baffled when your goalkeeper randomly starts running towards your own net with the ball in FIFA 19; watch in disbelief as Captain Falcon simply walks off stage on his last stock in Super Smash Bros. Ultimate. Random lefts: The hardcore gamer experience of your lifetime!
Liam Doolan, news reporter
Unfortunately my copy of Link’s Awakening is still in the mail, so this weekend I’ll instead be focusing my attention on the Sega Genesis / Mega Drive Mini loaded with 40 legendary games. I think I’m probably most excited about playing through Mega Man: The Wily Wars. And then there are various other classics like Sonic the Hedgehog and Streets of Rage.
When I’m not playing the Mega Drive, I’ll probably be revisiting a bunch of SNES classics on the Switch and playing some Super Smash Bros. Ultimate. Heck, I might even pick up Untitled Goose Game while it’s on sale. It looks like it could be a lot of fun.
Ryan Craddock, staff writer
Whenever I pop downstairs, that beautiful Zelda: Link’s AwakeningLimited Edition looks up at me from the dining table (where it’s currently sat for unknown reasons). I look at it longingly and feel content, and chuckle to myself as I remember the fact that the box feels strangely like a box of deluxe chocolates.
But then I snap out of it and remember that before I dive headfirst into Koholint Island, I must finish up with Astral Chain. I’ve been loving the Legion-wielding madness over the past few weeks and feel like I’m finally reaching the end of the story, so I’m pretty determined to get things all wrapped up over the next few days before tucking into Zelda.
Oh, and the goose. I’ll probably end up buying the goose because, well, how can you not?
Which games are you playing this weekend? (464 votes)
When Nintendo revealed the Switch Lite to the world in July, it was evident the new system was aimed at a different and arguably much younger market. This was reflected in the price of the unit, which according to Takashi Mochizuki of The Wallstreet Journal, was an ongoing concern for Nintendo during the development phase.
Mochizuki said Nintendo was very eager to capture the “low end” market by pricing the system below $199.99 / £199.99. Suppliers reportedly stated how the Japanese company even tried to “aggressively” cut the costs of the system prior to its release, and one executive claimed they “battled” Nintendo for months on end over the pricing of a key component.
Given the success of the low-cost 3DS / 2DS line with younger audiences, it’s easy to see why Nintendo would be so keen to drive down the costs of the Switch Lite. The new unit and new software – like Pokémon Sword and Shield – is expected to help maintain the Switch sales momentum this holiday season.
The WSJ also mentioned how Murata Manufacturing Co. is a new “lithium-ion battery” supplier for Nintendo. By having this company compete with TDK Corp. (Nintendo’s existing supplier), Nintendo hopes to lower battery costs.
Do you think the Switch Lite is reasonably priced? Will you be buying one? Leave a comment below.
Last week, Gearbox Software released the third mainline game in the Borderlands series. While the company previously stated this particular entry was unlikely to come to the Switch, that doesn’t rule out the series completely.
According to the creative director Paul Sage, there’s still a chance of any game in the Borderlands series being released on Nintendo’s hybrid system in the future – with the Gearbox employee stating “never say never” in response to a fan question during the recent Borderlands Show.
Earlier this year in April, Gearbox’s CEO Randy Pitchford responded to another fan on Twitter, revealing how he would “love” the looter shooter to make its way across to the Switch at some stage. There have even been a few rumours about a Switch version of Borderlands, but so far, the only Gearbox FPS the Switch has received is Bulletstorm: Duke of Switch Edition.
Would you like to see Borderlands on the Switch? Tell us below.