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I'm just looking at things from Nintendo's perspective. It is in their best interest to have as few hardware SKUs as possible. Any hardware company with an eye on profit does the same thing, another example is Apple. They want their production lines with as few products as possible so they can maximize profit with as few component variations as they can.
The exception for both companies is color or finish, but their hardware internals are very uniform.If there is price overlap you can count on a product getting put on the chopping block. In this case Nintendo looks at $200 for the premium New 3DS XL experience, $150 for the next step down with the New 2DS XL, and finally $80 2DS for the little ones. Of course they have $300 for the ultra-premium Switch.They have one piece of hardware per price tier. From a price standpoint the smaller 3DS was redundant for them, that's all. Off the top of my head.SM3DL was the biggest one that outright required 3D. Its platforming was far more reliant on depth perception than other 3D Marios, even SM3DW.
A lot of precise jumps you could only reliably make with the 3D on.Kid Icarus: Uprising arguably required it as well, because the action could get so hectic that trying to play it in 2D just led to everything blending together with no coherency, particularly in the flying segments (I still remember that atrocious ZP review where he had the 3D off the whole time out of spite, and then bitched he couldn't make anything out as if it were somehow the game's fault.)Pushmo and its successors greatly benefited from the 3D, though they didn't necessarily need it. Final fight 3. Comparing Pushmo to Pushmo World was a great example of how much the 3D aided visualizing and navigating the puzzles, and had Crashmo World not been cancelled, I bet that case would've been made even stronger.Ketzal's Corridors was an eShop game that was a successor to the WiiWare game ThruSpace (and if you ask me, ThruSpace kicked ass.) It was definitely a good example of how the depth perception helped with the 'walls rushing at you gameplay', although the game itself stumbled in other areas that made it not as good as the first. SM3DL and Kid Icarus definitely didn't require 3D, plenty of people played them without it just fine, myself included. They're in the same category as ALBW — 3D can be helpful, but it's not necessary.My girlfriend played and beat SM3DL on a 2DS without issues or complaints.Remember, I didn't mean that 3D wasn't a helpful feature in some games, only that it wasn't required. You can beat any game with the feature turned off.
Which means that nothing changed for developers when the 2DS came out — games have always been playable in 2D.
Unkilled (Free on, ) – An FPS from company, sees players completing missions to eliminate zombies by using a virtual joystick to move and dragging another finger on the screen to control the camera. As players aim at zombies, their weapon fires automatically, and players have unlimited regular ammo on each stage. Gamers also have access to a limited number of health packs, explosives and more while playing. Players spend energy to access each new mission, and will receive rewards as they progress, including free currency, new weapons and more.Happy Happy Donuts (Free on ) – From, this level-based match-three game sees players creating matches of three or more colorful donuts by rotating cubes. Each cube contains four donuts, and players can rotate each cube multiple times to create matches. Players create power-up donuts and animals by creating lines of four or more donuts, or those in special T or L shapes.
These can be used to clear large groups of donuts from the board in a single move. Levels become more complicated over time, and eventually include move limits, challenging players to complete specific goals without passing a set number of rotations.Fat Baby Galaxy (Free on, ) – From, Fat Baby Galaxy is a level-based side-scrolling platformer set in seven worlds throughout the galaxy. In each stage, the player character runs automatically, and players tap on the screen to jump to avoid obstacles or collect stars, the game’s currency. Players can take a power-up into each stage, like a shield or star magnet, as examples. These powers are charged by collecting stars while running, and, once charged, can be activated by tapping a power button in the top right corner of the screen.
At the end of each stage, players complete a ‘hypersurf’ segment, which sees them surfing away from the screen through space, tilting their device to target and destroy enemies on the path in front of them. As players collect stars, these can be spent on new items for their character, which can increase the duration of a specific power-up. Power Ping Pong ($4.99 on ) – From and developer, Power Ping Pong is described as a mix between table tennis and an arcade beat-em-up. The game offers a single-player mode against eight opponents (including a sumo wrestler, panda bear and mad scientist), with local and online multiplayer modes also available. Players can also test their skills against Yedai Sensei in a survival mode as they work to climb the leaderboards.
As gamers play, they’ll level up and can use special powers and gadgets in future games. Players have access to 12 different paddles in all.Cute Things Dying Violently ($0.99 on, ) – From, Cute Things Dying Violently challenges players to save critters across 48 levels by moving them to the exit point somewhere in the stage. Levels are filled with spikes, buzzsaws, fire walls, robots and more, which will eliminate the critters if they’re touched. In addition to the game’s stock levels, ApathyWorks will offer a free new level each week, and gamers can create their own stages with an included level editor.Continue Reading.