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Guide: Where To Find All The Upgrades In Metroid: Samus Returns

Like any Metroid game before it, Metroid: Samus Returns is full of secrets, passages and loot for the famous bounty hunter to find. Your progression through the game is tied to finding these items as you’ll invariably encounter doors, passageways and environmental hazard that necessitate the locating of these gadgets. 

To that end, we here at Nintendo Life felt it might be helpful to give you, dear reader, a little leg up on gathering these items, should exploring the wilds of SR388 wear on you. Read on to find those lost bits you’re looking for.

Surface Area

  1. Morph Ball – The Morph Ball can be found immediately following the tutorial. You’ll happen upon your first red-barrier door. Shoot it with a missile to open it, then walk inside, shoot the orb in the Chozo statue’s hand, then jump into the orb to claim  your prize.

  2. Charge Beam – Just after defeating your first metroid, in the next room you’ll find an ammo refill and a ledge up above. Jump up to the ledge and open the door with a missile to find another Chozo statue, this time carrying the charge beam.

  3. Scan Pulse – Scan Pulse is your first Aeion ability, and you’ll find it through the course of your exploration. You’ll reach an area where a brief cutscene plays showing you the snake-like structure in the room holding a blue energy ball in its jaws. Roll into your morph ball, to collect the blue energy, which will result in the structure swallowing you up and granting you the scan pulse ability.

Area 1

  1. Bomb – No fancy tools are required to get the bombs, as it’s still early going. Head to area marked on the map above, use a missile to open the door and collect the bomb.

  2. Ice Beam – As before, locate this area on the map above, use a missile to open the door and collect the Ice Beam.

  3. Spider Ball – On your way to the Ice Beam, there was an area where going upward was just out of your reach. Equip your Ice Beam and freeze the enemies here, turning them into platforms. Use this to make your way up to a morph ball tunnel to open up a door. Open the door, then go back the way you came and go through it and drop to the bottom of the room to find the Spider Ball.

Area 2

  1. Lightning Armour – Just before this area on the map is a door that must be opened with the charge beam. Note that you’ll need the Spider Ball in order to reach this area. Once you’ve claimed the Lightning Armour, you’ll be able to run through the red plants that drain Samus of her health without taking any damage.

  2. Spring Ball – The Spring Ball is held by Arachnus. Defeat it to claim the ability to jump without bombs in Morph Ball mode.

  3. Varia Suit – As you approach this point on the map you’ll find a door leading to an area too hot to proceed through with a path in the ceiling above. Use your Spider Ball to bomb the ceiling and climb through the path to find another door. Go through that door and proceed through the room to find the Varia Suit.

  4. Wave Beam – With the Varia Suit enabling you to get through the hotter environments on the map,  you’ll now be able to collect the Wave Beam. Make your way through the room you previously couldn’t enter after getting the Varia Suit, then get to the point on the map above. You’ll encounter a Gamma Metroid before getting there; kill it, then head to the spot on the map to find a hallway. Use your Scan Pulse to reveal a weak point in the wall, then destroy it with a missile. Follow the path opened by it to find a door that will lead to the Wave Beam.

  5. High Jump Boots – With the Wave Beam acquired, you can now open even more doors, meaning you’re able to make your way over to one of Samus’s most useful upgrades, the High Jump Boots. Make your way over to the spot on the map above by opening up a Wave Beam door situated above where you’ll eventually grab the item. Once you reach the point marked on the map, all that remains is to open the door, walk in and claim your shiny new shoes.


That does it for this installation. Still stuck? Never fear, We’ve got you covered with detailed information on where to find the rest of your gear, from Screw Attacks to Space Jumps in the next installation. Stay tuned!

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Stern Pinball Arcade Will Test Your Flipping Skills On Switch This December

If you fancy yourself as a bit of a pinball expert then you’ll be interested to hear that Stern Pinball Arcade is headed to the Switch on 1st December. That is at least what the Amazon UK product listing says; there is also a ESRB rating to back this up, too.

Here’s what we can expect from the Switch version of the game:

The most realistic and accurate pinball game ever created, Stern Pinball Arcade comes to Nintendo Switch.. Packed to bursting point with the latest and greatest machines from Stern Pinball Inc.

Stern have created many of the all time greatest pinball tables and are the most experienced and largest producer of physical pinball machines in business today.

Ultimate realism – ROMs created from the latest Stern code, physical meshes and high res textures provided by Stern Pinball, Inc. help provide 100% accurate gameplay and graphics of the real Stern pinball machines.

Table Goals – Accomplishments help serious players learn and master each table

Table Instructions – Detailed instructions of each table teach you how to become a pinball wizard!

Stern Challenge – Master the tables and challenge yourself to hit a target score on each of the tables to earn enough challenge points to complete the Stern Pinball Arcade gauntlet.

As if all that wasn’t enough, there are 11 modern classics in the collection to enjoy:

  • Star Trek Vengeance Premium
  • Harley-Davidson Third Edition
  • Mustang Premium Boss
  • AC/DC Premium
  • High Roller Casino
  • Starship Troopers
  • Last Action Hero
  • Mary Shelley’s Frankenstein
  • Ripley’s Believe It Or Not!
  • Phantom of the Opera
  • Ghostbusters

Who wouldn’t want to play pinball on a Ghostbusters table, eh? Let us know if you you plan to pick this up in December with a comment below.

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Devs swap fun stories of how they named their game

How does a game get its name?

That’s the question No More Robots founder (and onetime Gamasutra staffer) Mike Rose posed on Twitter today, and the responses he got are worth reading if you’re at all curious about how much (or how little) work goes into naming games like 80 Days, Rock BandDayZ, and more.

Luckily, Rose was thoughtful enough to make a Moment out of the whole thread, which we’ve taken the liberty of embedding below for easy reading. 

It’s fun to compare this list with the weird trivia, posited earler this year, that (based on surveys of Steam data) game names are actually getting shorter over time.

Devs hungry for more bite-sized bits of game industry insight might also enjoy this Twitter-sourced story from 2014 about the different ways people talk about “beating” games around the world, or the more recent Twitter thread of game devs sharing the hidden mechanics that make their games stand out.

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Gears of War Pro Circuit Season 2 Announced with new expected prize pool of $2,000,000!

Xbox, Gears of War Esports, and The Coalition are proud to announce Season 2 of the Gears Pro Circuit for Gears of War 4. Gears players from around the world can compete in marquee live open events for a starting $1,000,000 in cash prizes. With the addition of new regional events and grassroots tournaments, plus crowdfunding through Esports Supporter Packs, the total prize pool for Season 2 is expected to reach $2,000,000.

Players in North America, Latin America, and Europe can earn “Gears Pro Points” by competing in regional MLG GameBattles.com online ladders and in weekly tournaments. Players can also earn Gears Pro Points through grassroots and community-run approved tournaments and Microsoft Store LAN events. Gears Pro Points qualify teams for seeding and travel coverage to the international open LAN events taking place every 2 months between December 2017 and December 2018.

This season’s exciting Gears Pro Circuit features both major and minor open LAN events in the following locations, open to all players around the world:

Date Location Partner Prize Pool (USD)
Winter 2017 USA MLG $250,000 minimum
January 26-28 Mexico City, Mexico Gamelta $150,000 minimum
Spring 2018 North America TBD $150,000 minimum
Spring/Summer 2018 North America MLG $250,000 minimum
Summer/Fall 2018 Mexico Gamelta $150,000 minimum
Summer/Fall 2018 North America TBD $150,000 minimum
Fall/Winter 2018 North America MLG $250,000 minimum

*All locations and dates subject to change.

With the postponement of the Mexico City event to January (from the original date of October), the Gears Esports team is proud to present an additional series of sanctioned events in the Fall for Gears Pro Points and cash prizes.

Gears Esports Fall Regionals – 24 Team 5000 Series Pro Point Events
Date Location Partner Prize Pool (USD)
November 11-12 New York, NY, USA Microsoft Store $20,000
November 11-12 Corona, CA, USA CMG $20,000
November 11-12 London, UK EGL $20,000
November 11-12 Mexico City, MX Gamelta $20,000

In addition, we are proud to announce several new community tournaments with some in new cities and regions:

Date Location Partner Starting Prize Pool (USD)
October 20-22 Madrid, Spain Xbox Spain Fan Fest $5,000
November 25-26 Sydney, Australia ESL $10,000 AUD + Winning Team Travel to MLG Fall/Winter 2017 Major
Spring 2018 Birmingham, UK Insomnia Festival $10,000 minimum
TBD Brazil Gamelta TBD
TBD Italy Xbox Italy TBD
TBD France Xbox France TBD

*All locations and dates subject to change.

More community and regional tournaments will be announced and funded through to December 2018.

We are also excited to announce significant funding increases for travel coverage for this season’s Gears Pro Circuit based on Gears Pro Points rankings. Latin America events will see a big increase to the Top 8 North American teams, Top 8 Latin American teams, and Top 3 European teams all receiving travel coverage. North American Minor events cover the Top 8 North American teams, Top 3 Latin American teams, and Top 3 European teams. MLG Major events will cover the Top 8 North American teams, Top 4 Latin American teams and Top 4 European teams.

Season 2 will also see the return of Gears Esports Supporter Packs that help provide prize pool crowdfunding to events and support the expansion of the regional community events. Gears Esports will continue to collaborate with popular esports team organizations to bring their brands into cosmetic digital in-game content that fans can wear and equip. This season also sees the addition of a Preferred Partner program for major esports organizations. Organizations can qualify for financial incentives based on audience size, participation, and regional representation. Organizations can also work with the Gears Esports team to raise the visibility of their brands in additional content planned for Season 2 such as our new reality series, event content and profile features, in-game promotions and on social media.

Weekly Gears Fight Nights broadcasts will return live from the MLG Studios in New York, featuring weekly Pro Circuit online tournament finals with teams from around the world. These weekly broadcasts will continue to feature both pro and amateur teams and special prizes for viewers.

Season 2 of the Gears Pro Circuit has already officially kicked off in September with Gears Pro Points activity via MLG online tournaments and ladders. For more information on how to participate in Season 2, check out this information page here.

For more detailed information on the Gears Pro Circuit and Gears Esports, please visit www.gears.gg. You can also follow us on Twitter @EsportsGears and @GearsofWar and on Facebook at /GearsofWar.

We’re proud to present the largest ever Gears of War Esports program and can’t wait to see all the pro and amateur teams from around the world compete in Season 2!

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Nintendo Aims to Heat Things Up With Its Latest Zelda: Breath of the Wild Free Gift

While we wait (im)patiently for more news on the upcoming story DLC for The Legend of Zelda: Breath of the Wild (will it arrive on the same date as the Champions amiibo?) we have another free gift to collect in the Switch version. For those of you unaware, within the ‘News’ tab you can access Tips from the Wild posts with some advice for beginners; when you launch the game from within the post you get a free item.

This time around the post explains that equipping a flame weapon like the Fire Rod can help keep Link warm in cold locations; when you boot the game you get the standard weapon (with 5 power).

You can do this as many times as you want, though most players are likely past the point where it’ll be useful. That said, it is an item needed for a side quest where you show off various weapons to a slightly annoying child, so it could be handy for that.

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Music: Super Metroid’s Mother Brain Battle Theme Is Much Less Threatening In Jazz Form

Video game battle themes are normally strident and forceful, creating tension at moments in a game when rapid responses and cunning reflexes are required.

However, Japanese music act Gentle Love – which consists of Metal Gear Solid composer Norihiko Hibino (saxophone) and Etrian Odyssey performer AYAKI (piano) – have harnessed some of the most famous battle tunes in video gaming history (plus one from 1986’s legendary Transformers: The Movie) for their next Prescription for Sleep album. In case you didn’t know, these are selections of video game music designed to help you sleep, relax or study to.

Prescription for Sleep: Fight for Your Dreams is the sixth album in the series and we’re delighted to exclusively bring you a little taster of what it includes: the iconic Mother Brain battle theme from Super Metroid presented in a way you’re unlikely to have heard before.

Here’s how it sounds in the game:

And here’s Gentle Love’s take:

The full track listing is as follows:

  • Veiled in Black (Final Fantasy XV)
  • Boss (Mega Man 2)
  • MEGALOVANIA (UNDERTALE)
  • Battle with the Four Fiends (Final Fantasy IV)
  • People Imprisoned by Destiny (Chrono Cross)
  • Mini-Boss (Yoshi’s Island)
  • Autobot-Decepticon Battle (Transformers: The Movie)
  • Beasts as Black as Night (Ys III)
  • Ornstein & Smough (Dark Souls)
  • Intolerance (Raystorm)
  • Mother Brain (Super Metroid)
  • In a Better Place (Original)

If you like what you hear – and let’s be honest, what’s not to like – then you can pre-order the album ahead of its October 10th release date here.

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DeepMind wants to answer the big ethical questions posed by AI

Google’s DeepMind artificial intelligence (AI) division has established a new research group to learn more about the ethical questions posed by the dawn of AI.

The British artificial intelligence outfit was acquired by Google in 2014, and often uses video games as part of its projects.

For instance, back in 2016 the company partnered with Blizzard to create an API tailored for research environments based in StarCraft II, and prior to that the DeepMind team developed an artificial agent capable of learning how to play Atari 2600 games from scratch. 

Now, the DeepMind Ethics & Society unit hopes to unravel some of the biggest ethical quandaries posed by the creation of artificial intelligence to pave the way for “truly beneficial and responsible AI.” 

“We believe AI can be of extraordinary benefit to the world, but only if held to the highest ethical standards. Technology is not value neutral, and technologists must take responsibility for the ethical and social impact of their work,” reads a blog post on the DeepMind website. 

“The development of AI creates important and complex questions. Its impact on society — and on all our lives — is not something that should be left to chance. Beneficial outcomes and protections against harms must be actively fought for and built-in from the beginning. But in a field as complex as AI, this is easier said than done.

“As scientists developing AI technologies, we have a responsibility to conduct and support open research and investigation into the wider implications of our work. At DeepMind, we start from the premise that all AI applications should remain under meaningful human control, and be used for socially beneficial purposes.”

DeepMind isn’t the only institution asking looking into this area. Other research projects, such as Julia Angwin’s study of racism in criminal justice algorithms, and Kate Crawford and Ryan Calo’s examination of the broader consequences of AI for social systems, have also begun to peel back the curtain. 

For DeepMind, the hope is that its new unit will achieve two primary aims: to help technologists puts ethics into practice when the time comes, and to ensure society is sufficiently prepared for the day AI becomes part of the wider world.

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Nintendo Switch Surges in Japanese Charts as Fire Emblem Warriors Makes Debut

The Media Create results are in for the Japanese charts, and last week was relatively busy – it’s was also another solid seven days for Nintendo.

Every title missed out to The Legend of Heroes: Trails of Cold Steel III on PS4 in first place, but it was a mixed debut for Fire Emblem Warriors; on Switch it secured third place with 41,491 sales, while on New Nintendo 3DS / New 2DS it only shifted 18,357 copies. The combined total is less than Hyrule Warriors managed in its debut week, while Hyrule Warriors Legends shifted 54,479 copies when it arrived in early 2016.

Moving on, Splatoon 2 keeps ticking along while Pokkén Tournament DX had a relatively modest second week. Also of note is FIFA 18; the PS4 version secured second spot, while the Switch iteration (admittedly working with a smaller userbase) only managed less than a quarter of the PS4 sales with 12,616 units. FIFA was given a big push for Switch in Japan; in fact the earliest real footage of the game earlier this year was in a Japanese commercial.

The top 20 is below with lifetime sales in brackets.

  1. [PS4] The Legend of Heroes: Trails of Cold Steel III (Limited Edition Included) (09/28/17) – 87,261 (New)
  2. [PS4] FIFA 18 (Electronic Arts, 09/29/17) – 55,919 (New)
  3. [NSW] Fire Emblem Warriors (Nintendo, 09/28/17) – 41,491 (New)
  4. [NSW] Splatoon 2 (Nintendo, 07/21/17) – 29,704 (1,190,563)
  5. [NSW] Pokken Tournament DX (Nintendo, 09/22/17) – 23,543 (76,938)
  6. [NEW 3DS] Fire Emblem Warriors (Nintendo, 09/28/17) – 18,357 (New)
  7. [NSW] Mario Kart 8 Deluxe (Nintendo, 04,28,17) – 15,098 (720,741)
  8. [NSW] FIFA 18 (Electronic Arts, 09/29/17) – 12,616 (New)
  9. [PS4] Genkai Tokki: Castle Panzers (Compile Heart, 09/28/17) – 10,389 (New)
  10. [PS4] Pro Evolution Soccer 2018 (Konami, 09/14/17) – 10,250 (91,446)
  11. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 7,615 (598,670)
  12. [PS4] Destiny 2 (SIE, 09/06/17) – 7,371 (88,688)
  13. [PS4] Fallout 4: Game of the Year Edition (Bethesda Softworks, 09/28/17) – 6,507 (New)
  14. [NSW] Monster Hunter XX (Capcom, 08/25/17) – 6,350 (146,883)
  15. [PS4] Coven and Labyrinth of Refrain (NIS, 09/28/17) – 5,681 (New)
  16. [3DS] Dragon Quest XI: Echoes of an Elusive Age (Square Enix, 07/29/17) – 5,639 (1,733,552)
  17. [3DS] The Snack World: Trejarers (Level-5, 08/10/17) – 5,073 (172,833)
  18. [PSV] Shinobi, Koi Utsutsu: Kanmitsu Hana Emaki (Idea Factory, 09/28/17) – 4,629 (New)
  19. [NSW] Dragon Ball Xenoverse 2 for Nintendo Switch (Bandai Namco, 09/07/17) – 4,419 (36,085)
  20. [PS4] Everybody’s Golf (SIE, 08/31/17) – 4,213 (148,645)

Moving on to hardware sales, the Switch saw a healthy boost to increase its already sizeable lead. The New 3DS LL (XL) also saw a small jump, and it was closely followed by the New 2DS LL; results are below with last week’s sales in brackets.

  1. Switch – 73,231 (43,426)
  2. PlayStation 4 – 22,822 (18,396)
  3. New 3DS LL – 9,915 (8,726)
  4. New 2DS LL – 8,359 (8,508)
  5. PlayStation 4 Pro – 6,547 (5,418)
  6. PlayStation Vita – 3,732 (3,707)
  7. 2DS – 1,655 (1,659)
  8. New 3DS – 392 (379)
  9. Xbox One – 71 (76)
  10. Wii U – 68 (56)
  11. PlayStation 3 – 64 (87)

A solid week for Nintendo all around, with no sign yet of the Switch hardware momentum dropping away.

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Guide: Getting Started With The Pokémon Trading Card Game

Since launching way back in December 1996, the Pokémon Trading Card Game has been an ongoing concern ever since and is the most popular and played aspect of competitive Pokémon – even more so than the video games, incredibly. However, while it’s beloved of youngster in playgrounds all over the world, it’s a game of surprising tactical depth and complexity, which has led to many fans simply collecting the cards rather than playing with them. If you’re intimidated by the sheer scope of the Pokémon Trading Card Game, don’t feel downhearted – you’re not the only one out there.

What follows below is a very basic beginner’s guide to the Pokémon Trading Card Game which will explain the core foundations of the game and hopefully allow you to overcome your nerves and get stuck in. This won’t give you all the intricacies of the game, but it’s a good starting point to get you on your way to understanding the mechanics.

Pokémon Trading Card Game: The Basics

The Pokémon Trading Card Game is much like the video games in which Pokémon types come into play. Pretty much every Pokémon card has got a Weakness, and many have got a Resistances. 

There are 11 different types of Pokémon cards in the game: Colorless, Darkness, Dragon, Fairy, Fire, Fighting, Grass, Lightning, Metal, Psychic and Water, with the Pokémon’s type typically representing the Pokémon in game but as there are fewer, some types are combined into one such as Ground, Rock and Fighting all being Fighting. So, for example, you will find both Fire and Psychic cards for Salazzle. 

Each Pokémon has specific Hit Points, which determine its health and some Pokémon can only be played by evolving their lower evolutions.

You can only have 4 of each card with the same name in your deck, but if the Pokémon has a suffix or prefix, you can have additional ones; so you can only have 4 Celebi in your deck, or you can have 4 Celebi & 4 Celebi EX or 4 Vulpix & 4 Alolan Vulpix, and so forth.

Energy cards are key. They are essential for allowing your Pokémon to use Attacks. Each attack has a cost of how many Energy you need attached to the Pokémon in order to use it, and typically the better the attack, the higher the cost. You can have any amount of Basic Energy cards in your deck, but there are also Special Energy cards, which you can only have 4 of each kind. These Special Energy cards typically have special effects such as Rainbow Energy which can be used as any type of Energy, or Warp Energy which allows you to switch your Pokémon when you attach it.

There are also Trainer cards. There are multiple different kinds of Trainer cards that can be used. First are Item cards; these typically have simple effects and you can use any amount of them per turn. Next are Supporter cards. These cards are based on characters from the games and other prominent characters and have a useful effect such as allowing you to manipulate your hand. You can play one of these per turn. Finally, there are the Stadium cards. These cards are placed on the table and have an overall effect that affects both players cards, such as increasing damage from Water Pokémon.

The goal of the game is obviously to win the match. This can be done through multiple methods:

  • Prize Cards – Each player, at the start of the game, places the top 6 cards from their deck face down on the table as prize cards. If a player collects all six, they win.
  • Deck out – If a player runs out of cards in their deck, then they lose a game.
  • Defeated Pokémon – If a player defeats the opponent’s Pokémon and there are no Pokémon on the player’s bench to replace it, the game is won.
  • Time Limit – If the match is in an official event, then when the time runs out, the player with the least amount of prize cards (after a few turns to round the game out) wins the match.

Pokémon Trading Card Game: The Flow Of Play

The structure of each turn goes as follows:

  • Draw a card from your deck

Then, perform the following actions in any order:

  • Put any number of Basic Pokémon from your hand to your Bench until you have 5 (or amount set by abilities or trainer cards) on your Bench
  • Evolve a Pokémon. With the exception of some abilities and Trainer cards, you can’t evolve a Pokémon on the turn you played it
  • Use Abilities. Some Pokémon have got abilities. Some activate when you play the card, others are latent and are always active and others activate when you wish them to
  • Attach an Energy. You can attach one Energy from your hand per turn. There are Abilities & Trainer cards that can alter this
  • Retreat your Pokémon. You may retreat your Active Pokémon and switch it with one from your Bench. You may need to discard a required amount of Energy from your Pokémon to do this. This is called Retreat Cost and can be found on each Pokémon’s card and is typically between 0 and 4
  • Use Trainer cards. As stated above, you can use Item cards and Pokémon Tools any number of times during your turn but can only use Supporter cards once per turn
  • Attack. Attacking requires you to have the required energy. You then put the correct amount of damage counters on the opponent after factoring in Weakness, Resistance and any other effects on the Pokémon

When you attack, your turn ends so make sure you have done everything you want to do before attacking. You can also end the turn without attacking either by your choice or through the effects of other cards.

Pokémon Trading Card Game Formats

Even though there have been over 70 Pokémon Trading Card Game sets released in the west since the first Base set, not all the cards are usable. This means you don’t have to go way back to get cards with certain effects. In official competitive play, there are two different formats:

Standard Format – This is the main format and rotates every year. At time of writing, all card sets from XY BreakThrough onwards are legal. New sets get allowed in Standard on the third Friday of the month the set was released in. Same goes for three weeks after a Promotional Card is released through various means.

Expanded Format – This format allows for more open play, allowing for all cards from the Black & White series onwards. Like Standard, it does rotate in time, but it is far more flexible.

With the two formats, it keeps the game fresh and stops players relying on specific strategies. For example, Shaymin EX from Roaring Skies was legal in Standard Format from 2014 up until September 2017 and was a staple of so many decks, but now that it cannot be used in Standard, players have to look for new strategies.

Over time, The Pokémon Company reviews cards to see if they are broken and some may get banned or corrected. You can find a banned card list on the official site. For full details on the rules, check out the official site here and here.

Pokémon Trading Card Game: Deck Building

Deck building is something for which perfect advice simply doesn’t exist. Each deck depends on your style of play, whether you want to be a more offensive player or more strategic.

Each deck can only have 60 cards in it, but there are no limits to how many are Pokémon, Trainer or Energy cards you have, other than the limit of no 4 cards with the same name in a deck. In theory, you could have 4 Pokémon cards, 30 Energy and 26 Trainer Cards, if you really wanted to.

When making a deck, you need to think about what you want to do with it. With Trainer cards, you will want to focus on those which allow for you to find the cards you need to win, such as cards that let you search for Pokémon or other Trainers – such as Ultra Ball and Vs. Seeker. This might sound like strange advice but don’t try to fill a deck up with Pokémon as that’ll prevent you from doing what you want it to do. Focus on just a few species or evolution chains and work from there. There are lots of resources around the Internet that can help with team building, but it’s often situational and there is no such thing as a “perfect” deck.

Pokémon Trading Card Game: Getting Started

A good way to get started is to find one of the many Trainer Kits you can find, such as the current Alolan Raichu Vs. Lycanroc. These kits are designed for people who are totally new to the game and provide two 30 card decks which are ordered in a perfect way to showcase how to play the game, with all the rules and various effects.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

There are also Theme Decks. Theme Decks come out with each set and provide a full 60 card deck utilising cards from the new set and previous sets, and are often themed around certain Pokémon and/or types. These are a step up from the Trainer Kits in that they are fully fledged decks which mean you can get started right away, but they are typically not of much competitive value. You’ll need to invest on booster packs to obtain rare cards, a process which is costly and time consuming. However, if you’re simply interested in having fun with friends and don’t want to play at a competitive level, then Theme Decks are a good place to begin.

Pokémon Trading Card Game: Places to Play

While playing with friends is fun, there are lots of local tournaments being held in card shops around the globe, not to mention the official Play! Pokémon events that lead up to the Pokémon World Championships. However, there is another way. Each Pokémon booster pack comes with a code to redeem in the PC and Tablet game, Pokémon Trading Card Game Online. Here, you can build decks using virtual cards and play with other players around the world. It’s a great way of getting into the game and testing to see if your strategies will work.

As we said at the start of this piece, it’s not intended to be an exhaustive guide to the Pokémon Trading Card Game – it’s such a deep and involved experience that we’d need many more words to do that. Hopefully this taster guide has given you some idea about how to get started though, and there’s always scope for more detailed guides in the future – so let us know what you think by posting a comment below.

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Blog: The running joke behind my un-streamlined controls

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.



Press “O” to open: the running joke behind my un-streamlined controls

This weekend I traveled to Clujotronic — an arts and entertainment event — in Cluj, Romania, where I demoed my new game: Ebony Spire: Heresy. The audience of the event had very little in common with my target audience for the game but I learned a whole lot of from the people who tried the demo. Let’s take a look what people who never tried a old school RPG with un-conventional button mappings had to say.

Showing the game to a fellow designer who did not understand how to open doors.

The audience at Clujotronic was mostly young people in their 20’s. Most of them electronic fans with a taste for artsy stuff. A few of them were actual gamers of the mainstream kind (think AAA games). Most games featured at the venue (like Black the Fall, Second Hand: Frankie’s Revenge, Raiders of the Lost Island) were Indie games and it was great seeing people interacting with them for the first time. They all featured controller support and most players had little problems figuring out what to do. In my case there was only a screen and a keyboard and, for a few hours after setting up my “booth”, a mouse.

Arrow keys and Mouse are the first thing players look for in a game they know nothing about.

My target audience are technical, slightly older gamers who enjoyed dungeon crawling classics like Eye of the Beholder or Dungeon Master or fans of the roguelike genre that are looking for a more graphical game in the vein of the previously mentioned titles. The game relies heavily on the keyboard and breaks the conventional streamlined controls. I promised myself I won’t intervene and describe the game’s control to players until they all but gave up on trying. A good way to get data and see how much time they are willing to sacrifice before giving up.

What I noticed is that in the absence of a controller, when faced with a unfamiliar games, the first thing people gravitate towards is the mouse and arrow keys. If the game does not respond to those two types of inputs well… let’s just say that 70% of the people who tried the game gave up, assumed it froze/crashed and just left it at that. The remaining 30% are split between randomly pressing keys until something happens, checking out the monitor to see if it’s touch enabled (it wasn’t) or, those more interested in experiencing it, asking people around them for information. Touch screen-ers were more common than those willing to ask for information

First batch of players pre-key update

So after a few hours of me staring at people’s fingers gravitating towards the arrow keys I was faced with two decisions:

  • The easy way out: Print the controls on paper and stick it to the side of the screen
  • The slightly less harder way: Add support for the Arrow Keys and the Enter button.

I wanted as much data as I could get from the players and I didn’t feel like cheating and sticking a piece of paper in their face so I added support for the aformentioned keys in the Menu’s and the retention rate grew. I also hid the mouse from view.

 

Now that the “standard” way of navigating through the in-game menus was solved I almost had a full 100% retention rate until gameplay started (A few gave up once they entered the help menu and saw a wall of text). The first big hitch was met when the game started and arrow keys were once again useless. Here things took a weird turn.

Most players (a bit over 50%) went straight for W,A,S and D controls once the arrow keys were deemed useless. Twelve people asked if the mouse is missing. Around 25% of them moved on without wanting to hear any explanation about the controls. Slightly less than that asked for help immediately after the arrow keys failed to do anything.

The “O”gh moment when it all clicked

Once they figured out you can move around with WASD and turn the camera with Q+E they started exploring the first level. After experiencing the grid-based movement a few of them asked if the game was turn based. Spotting the first NPC made them want to grab a mouse out of instinct to shoot. This was a big amount of players (sadly I did not record this data). Others moved next to him and asked how to engage and attack. But the controls did not click with them until two more buttons were revealed: “I” to access the Inventory and “T” to throw items at the enemies. Quite a few of them questioned the decision to interact with the environment (here doors) by using the “O” key. They expected to press E or F. But as soon as they found their first items on the floor, and thinking about the previous keybindings it all clicked. More than once I heard: “How do I pick up an item.. Wait? Is IT P? Oh it is P! I GET IT NOW”. And then, suddenly, O to open doors, I to open the inventory, T to throw, P to pickup, L to access the log suddenly made sense for them. And after playing the game and noticing other people trying to figure it out they chimed in and helped excitedly. It even became a running gag around the venue. When people would ask if the bathroom is occupied some would answer: “Press O to open and see for yourself” or the now classic at the bar: “Should I press B for beer?”.


Let’s look at the facts for a minute

People figuring out the controls and being excited for the discovery was a great thing to witness however there’s a problem here hiding in plain sight: out of all progress data I recorded while the game was demoed the following things stand out:

  • Less than 3% of the total players reached the final (3rd) level of the demo
  • Only 15% explored the first level and its two portals
  • A whooping 40% of all people that tried the game gave up at the main menu

I cannot stress the last part enough: Because the default input method WAS NOT the norm almost half of the people who tried the game never even got to the game part. Imagine this data wasn’t picked up during the demo and I would have only found out about it after doing the steam release. A 40% refund rate would have killed me, my game and my business. Now I can argue that the drop rate would have been lower because of my target audience and their experience, because people that invest money in the game would stick around more and learn how to play it but it would still have dented my income and review scores.

The amount of polish before I launch next month is huge. I need to get a tutorial system in the game. Or a better way to present the controls. I am sticking to them but I learned that learning them through pure discovery, even if rewarding, can potentially put people off. People who are to be my customers and supporters.

I also learned that players who expect a mouse and do not find it will touch, press and even shake a regular monitor. Even when there is someone nearby to explain the game to them.

 

Ebony Spire: Heresy was demoed at Clujotronic. It’s a first person, dungeon crawling, turn based rpg inspired by roguelikes. The main mechanic revolves around picking up items and using them against your enemies. And the enemies can do the same things you can do. And you need to press “O” to open doors. It will release on steam in November. You can pick-up and play the Clujotronic 3 level demo for Linux and Windows from itch.io. And even buy the game at half-the-release price if you want to throw mean words about the controls at me.