Iβve been asking for years, bring it on
In 2012, Nintendo released Kid Icarus: Uprising to the masses, and I was enamored. I couldnβt put that game down for hours at a time, and amid some odd 3DS controls (that I did get used to!): it was one of my favorite games of that year, and that entire era. It was bubbling with more personality than the vast majority of games released even still, and it was like watching a cartoon in game form. 10 years later, Masahiro Sakurai is ready for it to make a return. 11 years ago, I was too!
In his latest game creation/development class video, Sakurai muses on difficulty: specifically, howΒ Kid Icarus approached the concept with βthe fiendβs cauldron.β In case you skipped over Uprising entirely (which is extremely likely!), the gist is that players can set the tone of how they approach each level. You can swipe the difficulty up on a slider all the way to 10, or slide it down to make it easier, with the rewards appropriately increasing with that slider. Thereβs also a gambling mechanic, where you lose some hearts if you fail a level.
One recent similar take is the βheatβ system inΒ Hades, where you can add extra challenges and parameters on to each run. Sakurai still believes in this βcleverβ mechanic, and walks us through how the system works, and how it was implemented to give players a wide variety of experiences (while offering a fun risk/reward mechanic). He also talks about the gameβs faults, and how it could have bene implemented better (specifically some individual level designs, the unclear nature of the slider, and how it can potentially scare away players).
At the end of the video, Sakurai coyly states: βIt sure would be nice to playΒ Kid Icarus: Uprising on a home console. I wonder if someone out there will ever port it?β then smiles. The video abruptly ends. Sneaky!
I think I speak for the small legion ofΒ Uprising fans in that weβd love to see it. I donβt think itβll happen, but maybe this video will help push Nintendo in that direction eventually.