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 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
| NES hardware | Shovel Knight | |
|---|---|---|
| Screen | 4:3 | Widescreen |
| Background layers | One; parallax faked with tiles | Multiple, true parallax |
| Sprites per line | Flicker when crowded | Many, no flicker |
| Colours | Few per sprite and palette | More per sprite, more palettes |
| Sound | SFX cut into music | VRC6-style, SFX over music |
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
| Principle | Hyper Light Drifter | Mighty No. 9 |
|---|---|---|
| Borrow widely | Zelda, Mega Man Zero, Miyazaki, Diablo | Only Mega Man |
| Keep the best | Challenging, oblique | Boss fights, themed levels |
| Modernise the rest | Analogue controls, liberal checkpoints | Limited lives, frustrating deaths |
| Rose-tinted look | Unique palette, busier than SNES | Plain, 'this isn't anything' |
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.
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