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Shovel Knight and Nailing Nostalgia

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The bottom line

Shovel Knight nails nostalgia by borrowing from the whole NES library, keeping what was good, fixing what was bad, and dressing it in how retro games feel in memory. Those principles explain why other nostalgic games succeed or fail.

Key takeaways

  • Nostalgia is tied to our rose-tinted memory of old games, not to the games themselves. 2:06
    • We misremember the size of the worlds and the length of the quests.
    • We remember the epic moments but forget the grinding and the one-hit kills that had us breaking controllers.
  • Borrowing from many NES games lets a new game avoid competing with memories of one. 1:42
    • Shovel Knight mixes Mega Man's look, Ninja Gaiden's short swipe, DuckTales' downward plunge and Castlevania's throwing anchor.
    • Its level map comes from Super Mario Bros 3 and its towns from Zelda 2.
  • It keeps what made retro games good and drops or modernises what sucked. 2:41
    • It keeps the single-mechanic focus, secrets, bosses and teaching through level design.
    • It drops lives and cheap hits, and borrows a Dark Souls style system where you lose money on death and can win it back.
  • The look and sound feel like the NES but break its hardware limits to match memory. 4:48
    • It uses widescreen, true parallax layers, more colours and sprites, and plays sound effects over the music.
    • A strictly faithful game like Mighty Gunvolt looks too plain by comparison.
  • These principles explain why other nostalgic games worked or failed. 7:10
    • Hyper Light Drifter mixes many sources, with retro challenge but modern controls and checkpoints.
    • Mighty No. 9 copies only Mega Man, frustrating deaths and limited lives included, and recalls its worst traits.

Shovel Knight is tricking you. It makes you think you're playing an NES game, without you fully realising that you're actually playing one without the limitations of that console.

Mark Brown

Chapter summaries

0:00 Nostalgia games and Shovel Knight's approach

Shovel Knight is stitched from the whole NES library
Borrowing from many games means it never has to compete with players' rosy memory of any single one.

Shovel Knight stands out among Kickstarter nostalgia games because it borrows from the whole NES library instead of copying one game.

  • Kickstarter turned nostalgia into a funding model. 0:14
    • Backers paid for deliberately old-style games like Bloodstained, Yooka-Laylee and Thimbleweed Park.
    • Shovel Knight raised about $300,000 and tapped the sentiment better than any of them.
    • Brown jokes that we should thank or blame Kickstarter, depending on our experience.
    • He sets this against the days before microtransactions, military shooters and massive updates.
  • Shovel Knight is a patchwork of NES references. 0:59
    • It recalls Mega Man, but the hero swings a shovel instead of firing from his arm.
    • Copying one game would mean competing with players' memories of it, which are better than the game itself.
    • Mega Man's boss characters share similar shapes and similar names, and Shovel Knight does the same.
    • Simon Belmont's axe works the same way as the throwing anchor.

2:46 Keep the good, throw away the bad

Shovel Knight keeps what made NES games great, discards their punishing leftovers, and borrows modern ideas where they fit.

  • It keeps the strengths of retro design. 2:46
    • Chunky characters and grid-like levels give precision and consistency.
    • Level design teaches the player, and play starts within seconds.
    • Each game explored a single mechanic in dozens of imaginative ways.
    • Secrets and bosses are kept as well.
  • It drops the punitive death systems of the arcade era. 3:10
    • Those systems existed to stop you finishing in an afternoon.
    • There are no lives, few cheap hits and no respawning enemies.
    • Knockback remains, which killed players again and again in Castlevania, but air control lets you recover quickly.
    • You also don't need to blow on the cartridge.
  • Modern ideas fill the gaps. 3:43
    • Dying costs your money, and you can reclaim it where you failed, as in Dark Souls.
    • Breaking a checkpoint gives big loot but removes it as a safety net, so you choose your own difficulty.
    • Death gains meaning and tension without replaying whole levels.
    • The checkpoint risk and reward shows the game has ideas of its own.

4:41 Shovel Knight looks and sounds better than an NES could

Shovel Knight quietly breaks every NES hardware limit
NES hardwareShovel Knight
Screen4:3Widescreen
Background layersOne; parallax faked with tilesMultiple, true parallax
Sprites per lineFlicker when crowdedMany, no flicker
ColoursFew per sprite and paletteMore per sprite, more palettes
SoundSFX cut into musicVRC6-style, SFX over music
It feels faithful because it matches how retro games look and sound in memory, not how they really were.

Shovel Knight breaks the NES's hardware limits because players remember the look and sound of retro games as better than they were.

  • The visuals cheat past the NES's limits. 5:05
    • It uses widescreen and real parallax scrolling with multiple layers, like a Super Nintendo.
    • It shows more particles, colours and sprites than the hardware allowed.
    • The NES had one layer. Shatterhand, Return of the Joker and Sword Master faked depth with animated tiles and backgrounds with distinct horizontal lines.
    • It draws many sprites on one horizontal line with no flicker.
    • It has more colours per sprite and more palettes on screen at once than the NES allowed.
  • The music is faithful, but to a Japanese chip. 5:48
    • It mimics Konami's Famicom-only VRC6 sound chip, which added three sound channels.
    • Sound effects play over the music instead of cutting into it.
    • The VRC6 chip gave the Japanese version of Dracula's Curse its richer sound, which is why it may sound odd to western ears.
    • On the NES, sounds and music shared channels, so effects cut through the music.
  • Few players notice the tricks. 6:38
    • It feels faithful because it matches memory, not the real hardware.
    • Mighty Gunvolt is more slavishly faithful to the 8-bit look and seems too plain.
    • Even Shield Knight is flipped on her head: she is made strong and capable.

6:55 Four principles explain which nostalgic games work

Four principles separate nostalgia that works from nostalgia that fails
PrincipleHyper Light DrifterMighty No. 9
Borrow widelyZelda, Mega Man Zero, Miyazaki, DiabloOnly Mega Man
Keep the bestChallenging, obliqueBoss fights, themed levels
Modernise the restAnalogue controls, liberal checkpointsLimited lives, frustrating deaths
Rose-tinted lookUnique palette, busier than SNESPlain, 'this isn't anything'
Mighty No. 9 copied one series wholesale, including the limited lives and frustrating deaths.

Borrowing widely, keeping the best, modernising the rest and adding a rose-tinted look is a test for any nostalgic game.

  • Hyper Light Drifter follows the principles and works. 7:16
    • It draws on A Link to the Past, Mega Man Zero, Miyazaki films and Diablo.
    • It is oblique and challenging, but with analogue controls and liberal checkpoints.
    • Its 16-bit pixel art has a unique palette and more on screen than any Super NES game would dare.
  • Mighty No. 9 ignores them and fails. 7:37
    • It only tries to be Mega Man, so it takes the frustrating deaths and limited lives too.
    • Its visual style is just... what is this? This isn't anything.
    • It was meant to recall Capcom's best bits but reminded players of its worst traits, even the awful voice acting.

8:21 Shovel Knight is more than nostalgia

Craft, not only nostalgia, makes Shovel Knight a fantastic example of nostalgia done right.

  • Experienced developers and strong design back the nostalgia. 8:21
    • Ex-WayForward developers with years of 2D platformer experience built it.
    • The level design is top notch.
    • It is charming and funny without relying on memes or groan-worthy references.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Nostalgic design works by recreating how old games feel in memory, not how they actually played. Shovel Knight borrows widely from the NES catalogue, drops the punitive parts, and quietly cheats the hardware limits, while Mighty No. 9 copies Mega Man's flaws along with its strengths.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript104 lines
0:04

Some games are all about nostalgia. They remind us of the good old days. The days before microtransactions and military shooters and massive updates. And maybe we should thank (or blame, depending on your experience) Kickstarter - the crowdfunding platform where we give designers millions of dollars not to make new games, but to make distinctly old ones. Games like Bloodstained, and Yooka-Laylee, and Thimbleweed Park.

0:31

But I hope all of those developers have played this game: Shovel Knight. It was also a Kickstarter project, generating some $300,000 for its developer, and - perhaps more than any other game - successfully tapped into this sentimentality for the past. Well I'm Mark Brown. This is Game Maker's Toolkit. And here's how Shovel Knight did it. With his blue armour plating, and the way he battles similarly-shaped boss characters, all with similar names, Shovel Knight is definitely remisicent of Mega Man. But he doesn't shoot lemons out of his arm...

1:12

Instead, he's got a short shovel swipe that brings back memories of Ninja Gaiden's stubby sword, and his downward plunge is reminiscent of Duck Tales. Shovel Knight's special moves are cribbed from Castlevania, most notably the throwing anchor that works exactly like Simon Belmont's iconic axe. Levels are picked from a map like in Super Mario Bros 3, complete with these enemy encounters. And the towns, where you level up and talk to other characters, look like the ones in Zelda 2.

1:42

Instead of trying to copy a specific game from yesteryear, Shovel Knight borrows liberally from the entire NES catalogue to make a game that's remisicent of 8bit games in general. And that's smart. Because when you're trying to evoke the memories of one game or one series, you're not only trying to compete with the actual game, but also people's nostalgic memories of that game. And that's something else entirely. Old games look better, sound better, and feel better in our heads. We misremember the size of the worlds and the length of the quests. And our memory is rose-tinted: we remember the epic moments but we forget about the grinding. We remember the thrill of beating a tricky level but block out the one-hit kills that had us breaking controllers.

2:29

Shovel Knight dodges most of that, because it isn't tied to the expectations and baggage of a specific game. But it does have to contend with our cognitive bias of what retro games, in general, were like to play. To do this, it first takes everything that made those games so good. The strict focus on a single mechanic, and imaginative level design that conjures up dozens of ways to explore that idea. The precision and consistency that comes from chunky characters and grid-like levels. The secrets and the bosses. The way these games taught you stuff through level design, instead of tutorials, and the way they let you start playing in a matter of seconds.

3:06

But it's not afraid to throw away the stuff that sucked about those games. Most notably, the punitive death systems that were a hold over from arcade game design, and a way to stop you finishing these games in an afternoon. So you won't find yourself running out of lives, or witnessing too many cheap hits or respawning enemies. The game might knock you back when you get hit, which is what sent you to your death over and over again in Castlevania, but Shovel Knight quickly gives you air control to get back to safety.

3:32

Oh, and you also don't have to blow on the cartridge to stop the game from glitching out. When fixing those issues from the past, Yacht Club borrows from modern games, when it makes sense. The game's got a system where you lose your money when you die, and you have to make your way back to where you failed to reclaim your loot - a system ripped straight out of Dark Souls. But it makes sense: it gives your deaths meaning and introduces a layer of tension, without forcing you to replay entire levels or start from scratch.

4:09

The checkpoints also let you pick your own difficulty, which is a more modern way of thinking about challenge. If you break a checkpoint you will get a big load of loot, but you won't come back to that area when you die: a clever risk versus reward set up, and proof that Shovel Knight isn't just ripping off other games, but coming up with ideas of its own. And - here's the one that's going to get me in trouble with the commenters - but Shovel Knight is almost more progressive than most NES games. Many 8 bit adventures were about saving your girlfriend or your sister or a princess from capture and while Yacht Club does reference this, it flips it on its head by making Shield Knight strong and capable.

4:48

In essence, Shovel Knight is tricking you. It makes you think you're playing an NES game, without you fully realising that you're actually playing one without the limitations of that console. And nowhere is that more true than in the presentation of the game because, hey, no NES game looked like this. The most obvious change is the switch to widescreen, to fit modern TVs and handhelds. But it also has full parallax scrolling, which is where the foreground and background layers move at different speeds to suggest depth. The NES only had one layer so games like Shatterhand, Return of the Joker, and Sword Master used animated tiles and backgrounds with distinct horizontal lines to fake the effect. But Shovel Knight totally cheats by using multiple layers, like on a Super Nintendo.

5:34

The game can also render loads of sprites on one horizontal line without flickering, there are more particles on screen than the NES could handle, the game's got a higher colour palette, and there are more colours per sprite and more palettes simultaneously on screen than were allowed by the hardware. The music is more faithful, but perhaps not to western ears. It mimics Konami's powerful, Famicom-only VRC6 sound chip that gave the Japanese version of Dracula's Curse three more sound channels to play with. Here's how that compares to the US release.

6:26

Plus, Shovel Knight ignores the limitation that saw sound effects cut through the music on the NES, as sounds and music had to share the same channels. This game cheats and plays both simultaneously. To most people, they won't even notice these tricks. It looks and sounds faithful to the NES because this is what retro games feel like in our memory. And when you play a game like Mighty Gunvolt, which is more slavishly faithful to the 8bit aesthetic, it just looks a bit too plain.

6:55

Shovel Knight presents us with four principles for successful nostalgic design. It borrows from multiple sources. It takes the best bits of its source material, and isn't afraid to modernise what didn't work. And it presents the game with a familiar retro aesthetic, but with a rose-tinted filter. And we can use this to see why other nostalgic releases did or did not work. Hyper Light Drifter borrows not just from A Link to the Past, but also Mega Man Zero, Miyazaki movies, and Diablo. It's challenging and oblique like a good retro game, but has smooth analogue controls and liberal checkpoints. And while it has 16 bit pixel art, it has a unique colour palette and more things on screen than any Super NES game would dare show.

7:37

But Mighty No. 9, on the other hand, is just trying to be Mega Man. And it takes everything from those games: not just the frantic boss battles and themed levels but the frustrating deaths and limited lives. And its visual style is just... what is this? This isn't anything. It was supposed to remind us of the best bits of Capcom's forgotten hero, but ended up reminding of us all his worst traits. Even the awful, awful voice acting.

8:21

There is, of course, more to Shovel Knight than nostalgia. It's built by ex-WayForward developers who have years of experience making 2D platformers, the level design is top notch, and it's charming and funny without relying on memes or groan-worthy references. But above all, it's a fantastic example of nostalgia done right. Hi there. Thanks for watching. One big way to help Game Maker's Toolkit reach more people is to subscribe on YouTube. The site will then think I'm really popular and cool and recommend my videos to more people. But the big one, as ever, is Patreon. Here are this month's mega rad $5 contributors.