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1-2-Switch

1-2-Switch is a developed and published by for the console. Released worldwide on March 3, 2017, as one of the system's launch titles, it consists of 28 quick-play mini-games designed to highlight the controllers' motion-sensing capabilities and HD Rumble feature in face-to-face multiplayer settings. The game emphasizes direct player interaction without relying on the television screen, encouraging participants to lock eyes and react to each other's movements in activities such as quick-draw duels, sausage-eating contests, and synchronized phone ringing simulations. Each mini-game supports up to four players, with most optimized for two-player duels that showcase the 's portable and detachable controller design. Developed by 's Entertainment Planning & Development , 1-2-Switch was created to demonstrate the innovative of the newly launched console, drawing inspiration from simple, intuitive experiences rather than complex narratives or graphics. Upon release, 1-2-Switch received mixed reviews from critics, who praised its ability to generate laughter in social settings and effectively utilize features but criticized the limited replay value and simplistic mini-game designs. awarded it a score of 6.8 out of 10, noting it as a "successful demonstration of unique hardware, but a shallow, gimmicky game." The title contributed to the early buzz around the launch alongside games like The Legend of Zelda: Breath of the Wild, helping to illustrate the system's versatility for both solo and group play. In 2023, released Everybody 1-2-Switch!, an expanded sequel supporting up to 100 players via integration, building on the original's party-focused formula.

Gameplay

Mechanics

1-2-Switch emphasizes the interactive capabilities of the Nintendo Switch's controllers, integrating motion controls, HD Rumble, and the Motion Camera to facilitate intuitive gameplay across its activities. Motion controls enable players to perform physical gestures, such as shaking or tilting the controllers, to interact in real-time competitions. HD Rumble provides nuanced haptic feedback that simulates sensations like rolling dice or drawing swords, enhancing immersion without relying on visual cues from the screen. The Motion Camera, located on the right , is used in specific challenges such as tracking mouth openings in the Eating Contest mini-game. A defining feature is the face-to-face play mode, where participants sit opposite each other and focus on one another rather than the screen, fostering direct social interaction. Audio cues from the speakers or the console guide timing and actions, such as synchronized movements or reactions, while the screen displays the results for spectators. This setup promotes sessions in any environment, turning the controllers into the primary medium of engagement. The game supports local multiplayer for 2 to 4 players using a single console, with no online connectivity options available. Players pass controllers between rounds, enabling seamless transitions in group settings without additional hardware. To ensure accessibility, 1-2-Switch incorporates a straightforward tutorial system that relies on brief, on-screen demonstrations and audio prompts, allowing players to learn rules quickly without needing to read extensive instructions or possess prior gaming experience. This approach minimizes setup time, making it suitable for casual gatherings and inclusive for beginners or non-readers.

Mini-games

1-2-Switch contains 28 mini-games that emphasize direct player interaction, utilizing the controllers' motion sensors for and HD Rumble for tactile feedback to simulate sensations like impacts or liquids. These activities are structured for two-player head-to-head competition, with players facing each other rather than the screen, and each round typically lasting under a minute. The mini-games demonstrate the Switch's portable through diverse physical , such as shaking, tilting, pointing, and rotating the controllers, without requiring complex setups. Completing all mini-games takes about 2-3 hours, with no overarching progression system or unlocks, though playing at least four initially available ones reveals the full set. The mini-games vary widely in theme and mechanics, often grouped conceptually by activity type to highlight Joy-Con versatility. Duel-style games focus on timing and deception, using precise motion aiming and for shots or clashes. For instance, in , players hold Joy-Con horizontally as guns, point at each other on the count of three, and tilt to "shoot," with HD Rumble providing recoil feedback to the winner based on speed. Fake Draw builds on this by requiring players to mimic drawing without firing, relying on Joy-Con sensors to detect subtle finger pressure on the trigger without activation. Samurai Training involves clashing held Joy-Con as swords through swinging motions, with simulating blade impacts to determine strikes. Sword Fight escalates to full duels, tracking broader arm swings for attacks and parries. Food and drink simulations emphasize rhythmic shaking and tapping to evoke consumption or preparation, leveraging rumble for immersive effects like bubbling or squirting. has players grip vertically and shake vigorously to "milk a cow," feeling increasing liquid flow through escalating rumble vibrations. In Eating Contest, players hold the right to their mouth and open and close it to simulate chewing, with the IR Motion Camera tracking the motion and rumble mimicking bites until one finishes first. Shake requires tilting and shaking the controller to mix a fizzy drink, where HD Rumble conveys buildup and release. Dance and performance mini-games utilize rotation and full-body posing, with Joy-Con gyroscopes detecting spins and tilts for scoring. (also known as Copy Dance) challenges players to mirror opponent's dance sequences performed with Joy-Con in hand, using motion tracking to judge accuracy. Runway simulates a fashion walk, where players stride in place and tilt Joy-Con for poses, earning points for flair detected via accelerometer data. lets players strum and fret on an imaginary , with Joy-Con vibrations and tilts translating to rock performance scoring. Sports and competition themes incorporate athletic gestures, often with paired Joy-Con for bilateral actions. Table Tennis uses horizontal Joy-Con swings to hit a virtual ball, rumble indicating contact strength and spin. Baseball features pitching and batting motions, with one player tilting to throw and the other swinging for hits, rumble simulating ball trajectory. Beach Flag is a race to grab a "flag" by diving forward with Joy-Con, motion detecting reach speed. Boxing employs punching jabs and hooks, Joy-Con gripped as gloves to track punch velocity and direction. Absurd and simulation games add humor through unconventional uses of rumble and motion for everyday or fantastical scenarios. Telephone simulates dialing and passing a phone by rotating and tilting Joy-Con, with rumble for button presses and ring tones. Ball Count involves shaking Joy-Con to count hidden balls inside via rumble patterns, testing sensory acuity. Zen requires steady breathing mirrored by gentle Joy-Con tilts to maintain balance without disturbance. Treasure Hunt (or Treasure Chest) uses pointing motions to "dig" and open a chest, rumble revealing contents. Safe Cracking demands twisting and aligning Joy-Con like a combination lock, with audio and vibration for correct turns. Shooting Gallery points Joy-Con at targets, motion aiming with rumble for each hit. Sneak Up has one player creeping forward undetected, using subtle Joy-Con tilts to avoid alerting the other via motion spikes. Typewriters simulates typing races by tapping Joy-Con buttons rapidly, rumble for key strikes. Joy-Con Rotation involves placing the Joy-Con flat on a surface and spinning it like a top, with gyroscopes measuring total degrees of rotation. Plate Spin balances spinning plates by tilting Joy-Con, gyroscopes tracking wobbles. Gorilla mimics chest-beating gestures with pounding motions, rumble amplifying thumps. Baby involves rocking and bouncing Joy-Con to soothe a virtual infant, sensors detecting calming rhythms. Wizard casts spells by waving Joy-Con like a wand, motion paths scoring magic potency. For replayability, all mini-games follow a best-of-three round format, encouraging quick rematches to settle ties, while Party Mode randomly chains selections for longer sessions without menu navigation. This structure promotes repeated play among groups, focusing on social competition over solo advancement.

Development

Conception

The conception of 1-2-Switch stemmed from 's need for a launch title that would demonstrate the 's innovative hardware, particularly the controllers' portability, motion controls, and HD Rumble feature. Developed as a collection, it was designed to highlight these elements through simple, intuitive mini-games that encourage immediate social play among players of . A central goal was to foster face-to-face interaction, shifting focus from the screen to direct engagement between participants, much like the social multiplayer experiences in previous Nintendo titles such as . During internal discussions, developer Koizumi proposed the core idea, questioning, “Couldn't we make a game where players look each other in the face?” Producer Kouichi Kawamoto oversaw the project. This vision aimed to create a "Switch Sports"-style experience that emphasized hardware novelty while keeping gameplay accessible and fun, positioning the title as the equivalent to for the new console. Early development focused on prototyping mini-games that balanced ease of use with the Joy-Con's unique capabilities, such as advanced vibration feedback and sensor-based actions, to pleasantly surprise players and showcase the system's potential for local multiplayer without complex setups. Shinya Takahashi, Nintendo's senior managing executive officer, later described 1-2-Switch as representing "the peak of their joy in playing the system" during internal testing.

Production

Development of 1-2-Switch was handled by (EPD), specifically a small team focused on creating innovative party experiences for the launch. The project spanned from approximately 2014 to 2017, aligning with the console's development timeline to ensure availability as a launch title in March 2017. This compact group emphasized rapid prototyping and idea consolidation from multiple internal brainstorming sessions. A core aspect of production involved iterating on the mini-games to maximize intuitiveness and , particularly for family audiences. Developers conducted extensive playtesting to refine mechanics, ensuring they were accessible without relying on visual screens, which encouraged face-to-face interactions among players. For instance, challenges like the Plate Spin mini-game underwent testing where even internal testers struggled to complete it within the allotted time, highlighting the team's commitment to balanced difficulty despite some ambitious designs. Key iterations focused on leveraging hardware features, such as motion controls and HD Rumble, to create varied gameplay without traditional on-screen guidance. Integration of Joy-Con technology was pivotal, with the team incorporating the infrared (IR) Motion Camera for specific mini-games like the Eating Contest, where it tracked player movements such as bringing the controller to the mouth to simulate actions. This feature enabled precise object and gesture detection, enhancing immersion in blind-style challenges. Other Joy-Con elements, including accelerometers for motion and for tactile feedback, were tested across prototypes to ensure seamless portable play. Significant decisions shaped the final product, including the initial exclusion of TV mode to prioritize portable, intimate group play, aligning with the Switch's nature. To support , an audio announcer was added to provide verbal cues for mini-game rules, allowing players to focus on each other rather than the screen. These choices stemmed from the project's mission to foster direct social connections, as articulated by EPD's general manager Shinya Takahashi: "With [1-2-Switch], for example, the mission was to make a where players would not have to look at the screen – where people would face each other." Post-launch, 1-2-Switch received no major patches or updates, reflecting its stable release as a straightforward collection of mini-games with minimal ongoing support needs.

Release

Launch and promotion

1-2-Switch was released on March 3, 2017, simultaneously worldwide as a launch title for the Nintendo Switch console. The game launched at a manufacturer-suggested retail price of $49.99 USD, available in both physical cartridge and digital download formats through the Nintendo eShop. While the initial Nintendo Switch console bundle did not include 1-2-Switch, subsequent bundles pairing the game with the console were offered in select markets starting in 2018, such as a package with Mario Tennis Aces. For the Nintendo Switch ecosystem overall, physical copies accounted for approximately 66% of packaged software sales in the fiscal year ending March 2024, though specific ratios for 1-2-Switch were not publicly detailed. The game's promotion centered on its role in showcasing the Nintendo Switch's innovative Joy-Con controllers and social gameplay. It was first revealed during the Nintendo Switch Presentation 2017 livestream on January 13, 2017, featuring live demonstrations of mini-games to highlight face-to-face interaction over screen-focused play. Nintendo emphasized this in marketing materials with the tagline promoting a style where "players look at each other—not the screen," positioning 1-2-Switch as an accessible party game for impromptu gatherings. Additional hype was built through trailers in subsequent Nintendo Direct broadcasts leading up to launch, underscoring its integration with the console's portable and multiplayer features. No re-releases or new bundles for the original 1-2-Switch have been announced as of November 2025.

Commercial performance

1-2-Switch shipped 3.74 million units worldwide as of December 2022, according to industry data from the Computer Entertainment Supplier's Association; no updated figures have been publicly released since. In its launch month of March 2017, the game was on track to ship nearly 1 million units globally, capitalizing on the console's debut as a title for the system's controllers. The title's market performance was bolstered by the Switch's strong initial sales of 2.74 million units in the same period, positioning 1-2-Switch as a key launch accessory game despite mixed perceptions of its value. However, it drew criticism for its $49.99 launch price relative to the limited 28 mini-games offered, which some outlets argued did not justify the cost compared to more substantial party titles. This perception may have tempered post-launch momentum, though the game achieved sustained sales through inclusions in console bundles, such as pairings with Mario Tennis Aces, and price reductions during holiday promotions. Regionally, 1-2-Switch had a modest launch in with first-week sales of 33,698 units, performing stronger in the United States and other Western markets. Sales were comparatively weaker in . As of September 2025, with cumulative hardware sales reaching 154.01 million units, 1-2-Switch's figures represent an attach rate of about 2.4 percent among console owners, underscoring its niche role in the platform's expansive software library of over 1.45 billion units shipped.

Reception

Critical response

1-2-Switch received mixed reviews from critics upon release, with an aggregate score of 58/100 on based on 63 reviews, indicating a "mixed or average" reception. On , it holds a score of 55/100 from 61 critics, classified as "weak" and recommended by only 10% of reviewers, placing it in the bottom 10% of games evaluated. Critics praised the game for its role as an innovative demonstration of the Nintendo Switch's hardware capabilities, particularly the controllers' HD Rumble and motion controls, which encouraged direct social interaction among players without relying on the screen. Many highlighted its fun in short bursts during parties, with mini-games like Ball Count and Sword Fight fostering laughter and engagement in group settings, evoking the spirit of titles like . Reviewers appreciated how it showcased the console's potential for face-to-face multiplayer, making it a memorable icebreaker for new Switch owners. However, common criticisms focused on the game's repetitive nature and lack of depth, with its 28 mini-games feeling insufficient for sustained play and many lacking or polish. Outlets noted the absence of multiplayer and deeper mechanics, rendering it more of a fleeting tech demo than a robust party title, especially at its $39.99 launch price, which many deemed overpriced for the content offered. Some mini-games, such as Beach Flag and , were called underdeveloped or reliant on unclear audio cues, contributing to frustration beyond initial novelty. IGN awarded 1-2-Switch a 6.8/10, describing it as a "totally bizarre " that elicited more laughter than collections like WarioWare or , though it criticized the short playtime and poor value as a standalone purchase. Life gave it a 6/10, commending its effective highlight of features and support for up to 20 players in team modes, but faulting its limited longevity and undercooked elements that made it feel unsuitable as a full release. In the years following its launch, particularly after the release of its sequel Everybody 1-2-Switch!, retrospective views have solidified the original as a successful hardware showcase that accomplished its mission as a launch demo, though its flaws in content volume and depth limited its lasting appeal as a standalone experience.

Accolades

1-2-Switch received nominations for its innovative use of controllers in party gameplay, though it did not secure major wins amid the game's mixed . In the 2018 National Academy of Video Game Trade Reviewers (NAVGTR) Awards, 1-2-Switch earned two nominations: one for Control Design, 2D or Limited 3D, praising its motion-based mechanics that showcased capabilities without relying on the screen, and another for Game, Music or Performance-Based, acknowledging its integration of sound cues in blind gameplay modes. Neither nomination resulted in a win, as the Control Design award went to : Samus Returns and the performance-based category to DropMix. These nods underscored the game's role in demonstrating the Switch's innovative hardware features, even as broader acclaim was limited by critiques of its content depth.

Sequel

Overview

Everybody 1-2-Switch! is a party video game developed and published by for the , serving as a to the 2017 launch title 1-2-Switch. Rumors of a troubled surfaced in mid-2022, with reports indicating poor reception during internal family playtesting sessions, where testers found the minigames unengaging and lacking motivation to complete them, leading to reconsider its direction. The game was officially announced on June 1, 2023, via a stealth listing on the without an accompanying trailer. Released on June 30, 2023, Everybody 1-2-Switch! is priced at $29.99 USD and supports local multiplayer for up to 100 participants when using smart devices alongside the console, or 2 to 8 players with controllers. It features 17 new party minigames designed primarily for TV mode play with larger groups, emphasizing motion controls and social interaction while requiring players to view the screen for instructions and scoring, building on the original's foundation of simple, accessible multiplayer experiences. The title received a day-one patch (version 1.0.1) addressing minor stability improvements, with no released as of late 2025.

Differences from original

The sequel, Everybody 1-2-Switch!, shifts gameplay emphasis toward TV mode, where the screen displays the host character, scores, and overall progress, addressing criticisms of the original's exclusive focus on Joy-Con screens for portable, screenless play. This design encourages larger group gatherings in living rooms, contrasting the original's intimate, two-player duels that worked better in handheld scenarios. While the original included 28 minigames, the sequel features 17, prioritizing team-based activities like quiz shows, balloon-popping contests, and dance battles to foster collaborative competition among 2 to 100 players. New features expand accessibility beyond Joy-Con controllers, introducing smart device mode where players use smartphones or tablets via QR code scanning for inputs, supporting up to 100 participants without additional hardware and enabling quicker session setups for impromptu parties. This mode retains HD Rumble feedback in variants but reduces reliance on motion controls for broader inclusivity, directly responding to the original's limitations in accommodating large groups or non-gamers. In terms of , Everybody 1-2-Switch! earned a score of 54/100, lower than the original's 58/100, with critics praising its enhanced variety in group dynamics but faulting the shorter playtime and simplistic minigames that felt underdeveloped compared to the first game's novelty. were notably weaker, with physical copies under 3,500 units in during launch week and overall estimates below 1 million globally—far short of the original's 3.74 million—partly due to its digital-heavy distribution and $30 price point positioning it as a budget title. Development occurred under Nintendo EPD, the same core team behind the original, but incorporated lessons from its repetitive structure by pivoting to team-oriented formats inspired by titles like , ensuring the sequel differentiated itself to avoid cannibalizing prior sales. Early playtests highlighted issues with family appeal, leading to refinements in pacing and inclusivity before its June 2023 release. By 2025, retrospectives view it as a partial redemption for the series, offering more engaging family entertainment than its predecessor despite ongoing critiques of depth, solidifying its role as an accessible party filler rather than a genre innovator.

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