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Rumour: FIFA 18 To Get New World Cup Mode As A Digital Add-On

FIFA 18 marked the first time EA Canada’s world-conquering footie sim had appeared on Nintendo Switch (minus a few modes, that is), but if a new data leak is anything to by, handheld owners will be getting a brand new mode in time to celebrate this summer’s World Cup in Russia.

The recently data-mined image shows a ‘Free FIFA World Cup Pack’ hidden among plenty of incoming FUT packs, and it’s already set owners of FIFA 18 on all platforms into a second-guessing frenzy. Of course, EA has yet to comment on the purported leak, so it could just be a hoax, but it certainly makes sense.

After all, EA has been producing World Cup-themed games since France 1998 and has produced plenty of separate physical editions, but World Cup and Euro modes have often been patched in as free add-ons in recent years. Will this version follow suit or will FIFA 18 owners have to cough up some cold hard cash to play as their home nation in this year’s official tie-in?

Share your thoughts with the community below. Does a World Cup 2018 tie-in bother you? Is it enough to tempt you back if you’ve been having a break from all things FIFA 18?

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Talking Point: Does Sega’s AGES Announcement Mean The Virtual Console Is Dead?

It’s fair to say that the Virtual Console was quite a significant part of Nintendo’s plans back when the Wii launched; it was certainly significant in the development of the site you’re reading now, which some of you may remember as Virtual Console Reviews prior to the triumphant merger with Nintendo Life in 2009. For a company that is so often lambasted for being hopelessly behind the curve, it was a startlingly forward-thinking concept; a service which allowed you to download classic titles from a wide range of vintage systems at a low price, all in one place.

Thanks to the Virtual Console, gamers got to experience the likes of Castlevania: Rondo of Blood, MUSHA Aleste and Earthbound – games that cost extortionate amounts of money in physical form today – at a reasonable cost, thereby exposing them to an entirely new generation of players. While there were annoyances to speak of – the most grievous of which were the 50hz speed issue in Europe and the agonising drip-feed of titles, the latter of which was infuriatingly reset once the service hit the Wii U and 3DS – the Virtual Console must surely rank as one of Nintendo’s most notable success stories in the digital era. So why then has the company seemingly turned its back on the idea with the Switch?

Just to be clear, we don’t actually know what Nintendo’s plans are for retro games on its latest system; the much-hyped online subscription service is yet to launch, and Nintendo has previously mentioned “classic” games being part of this package – and even then, it’s hinted that retro games won’t be ‘for sale’ as such, but rather included as free downloads in your subscription. Nintendo’s vagueness on this point means that when the paid-for service eventually arrives, it could well be accompanied by a Virtual Console of some description – however, it’s looking increasingly likely that if that does happen, it will be almost unrecognisable to what has gone before.

Look at the landscape of the Switch eShop now; not only have we had a flood of Neo Geo games since launch – titles which have traditionally been released as part of the Virtual Console service – but last week saw Sega announce its AGES range, which will include Master System, Mega Drive, Dreamcast, Saturn and coin-op titles from its illustrious history. In addition to this, we’ve seen retro releases from Zerodiv and Flying Tiger – such as Gunbird and Bad Dudes – which would, during the Wii era, have been prime candidates for release under the Virtual Console banner. What gives?

If companies like Sega are willing to bring classic games to market under their own steam rather than as part of the Virtual Console service, it would suggest that whatever Nintendo has planned will be very, very different from what we’ve become accustomed to on the Wii, Wii U and 3DS; Sega – and other companies like it – has presumably been briefed by Nintendo regarding its plans and has therefore decided to bring its vintage games to the Switch eShop as stand-alone downloads rather than as part of a system-wide classic games service. While this might seem odd, we perhaps need to remind ourselves that the Virtual Console, despite its name, was effectively just a sub-branding of the eShop on the Wii, Wii U and 3DS anyway; perhaps Nintendo is doing away with this branding and instead adopting a more open approach for retro on the eShop – very much like Sony and Microsoft do with their respective stores.

Should this be the case, then the death of the Virtual Console name shouldn’t mean an end of quality retro gaming on Switch; quite the opposite, in fact. It means that companies will be free to release titles (as they have been doing thus far) with the same regularity as standard eShop releases. We can’t say for sure, but we suspect that Nintendo has strictly controlled the rate of Virtual Console titles in the past, being careful to ensure that a neat balance was achieved between purebred eShop downloads and recooked retro titles. By ditching the Virtual Console sub-brand, the gates are open for publishers to release as many retro games as they wish – so it could actually be a good thing for players.

The catch is that with the Virtual Console, Nintendo (or, to be more specific, M2) handled the emulation side of things to ensure that quality was maintained. Games would be packaged up with top-notch emulators which were largely standardised across platforms, using the same basic interface and blessed with embellishments like save state support. By working outside of this framework, publishers lose the valuable experience of M2 (although, in Sega’s case, it has commissioned the Japanese company to handle its AGES ports) as well as a built-in UI which is instantly familiar with players. The upshot is that companies can do unique things with their games; Hamster includes various screen mode options and high-score settings with its Neo Geo games, and M2 is apparently working on adding unique enhancements to each Sega AGES title, just as it did with the superb 3D Classics range on the 3DS. This means that we could see less retro games being released as the amount of effort required could potentially be more – assuming that is that publishers actually want to go the extra mile and aren’t content to simply dump emulator-plus-ROM releases onto the eShop.

So, to say that the Virtual Console service is dead perhaps isn’t actually as dramatic as it sounds; it was only a name, a banner under which publishers could flock in order to gain some valuable revenue from their older releases. However, we perhaps shouldn’t underestimate the amount of preliminary work Nintendo – along with M2 – undertook in order to ensure that all of the supported consoles were properly emulated; if Nintendo does decide to “kill” the Virtual Console – or at least restrict access to third-parties – then it could result in a flood of poorly-ported titles, or a lack of content altogether.

We’ll no doubt have a better idea of what Nintendo has planned later this year, but it could well be a future which doesn’t include the words “Virtual Console” at all. Let us know your hopes by posting a comment below.

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Horizon Chase Turbo Could Be Speeding Towards Nintendo Switch

Update: And it’s official!


Original Story: Remember Horizon Chase? We reported on this Top Gear and Out Run-inspired racer back in 2015, when it was reported that the title – which later launched on smart devices – would also be coming to consoles.

It may have taken longer than expected, but the game is indeed making the leap to home systems in an updated form. Horizon Chase Turbo is currently confirmed for PS4 and Steam, but Brazilian developer Aquiris Game Studio seems keen to also bring it to Switch, posting on Facebook:

We’ll work to make Horizon Chase Turbo possible for Nintendo Switch after PS4 and Steam release!

Horizon Chase Turbo comes with a split-screen multiplayer mode as well as new cars and tracks. Let us know if you’d like to see this one on Switch by posting a comment.

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Review: Streets Of Red – Devil’s Dare Deluxe (Switch eShop)

Back in the glory days of the arcade, beat ‘em up games represented some of the most fun and most challenging games that you could find. With a clear narrative and finite stages to follow, these games could be ‘beaten’, but it often took a monumental effort and a fistful of quarters. Secret Base wanted to revisit that experience in the modern age with Streets of Red – Devil’s Dare Deluxe, and it’s done a fantastic job of creating an arcade experience that both pays homage to the past while introducing new elements that bring it in line with current gameplay standards.

Streets of Red follows standard beat ‘em up gameplay, though there are a few modern infusions that breathe new life into the tried and true formula. You’ll still be spending much of your time mashing buttons, but there’s a little more method to it than basic attacks. Every character has three special attacks that are tuned to be effective in different situations, and these can be chained together with your standard attacks for some impressive and satisfying juggle combos. 

The special attacks are governed by a constantly refilling skill gauge that’s used up in chunks depending on the attacks that you use, but these attacks form the backbone of your battle strategy. If you finish off an enemy with a special attack, they’ll drop more money then usual, and if you finish off three or more enemies with the same special attacks, it’ll trigger a Massacre and drop a health item in the field. All of this combines to make for a beat ‘em up experience that’s a little more cerebral than usual, as you’ll have to account for proper spacing, timing, and resource management while you’re cutting through the hordes.

There are four characters to choose from (and two more unlockables) which all manage to have varied movesets, yet still feel quite similar to each other, rather like how characters are designed in the Super Smash Bros. series. The button inputs are all the same and the specialized attacks generally all have the same effect (i.e. the neutral ‘B’ input is an AoE defensive attack for everybody), but the way that each character handles it is different. One character’s side-B attack may be a flamethrower while another’s is an aggressive shield charge, and it can be fun to do multiple playthroughs to try out different playstyles and to see how they link together. There can be moments where the button mashing can become a bit mindless, but Secret Base has done a fantastic job of creating a diverse combat system that favors experimentation.

Upon beating the boss of a stage, you’re greeted with a short menu screen that offers you the chance to upgrade your character, and this is where the rogue-lite elements come into play. The upgrades you can pick from are different every time, ranging from upgrading your special attacks to increasing the amount of money that you gain from enemy drops. These do a great job of adding a sense of progression and empowerment to your character, and if you feel that the upgrades make the game a little too easy, you can choose to forgo the buff in exchange for a cash reward. 

That might not be a bad idea, either, as you will also need to spend money to revive your character if they’re killed, and the amount needed to revive goes up drastically each time. Should you be too poor to resurrect your character, the save is deleted and you restart from square one. These rogue-lite elements are a welcome inclusion, then, as they add diversity to each run and high-stakes to keep you on edge.

Technically, there are only four stages in Streets of Red, but it goes about expanding them in interesting ways. Stages are divided into levels that are referred to as ‘Nights’ and the number of nights per stage increases with each one you pick. So, the first stage you pick only has one night (and one boss), the next stage has two nights, and so on. Every stage has a total of four nights, but you’ll only see all four of those nights if you pick that stage last. This adds in a welcome amount of replay value, as each night has distinct environments and bosses to incentivize you to pick a different route on another playthrough. 

Certain bosses are much tougher if the stage they show up in is picked later, so there’s an element of strategy to how you choose to navigate the game’s levels. There are also branching endings depending on the route you picked and your performance in the stages, and considering that it only takes maybe an hour to complete a run, this adds a healthy amount of incentive to dive back in and do a run differently.

Streets of Red also supports local four-player co-op, and this is where the game really begins to shine. Enemy numbers and difficulty scale up according to how many players you have at once, and everyone shares the same pool of money for revives and upgrades. It can be interesting to see how the various characters’ movesets link together, and setting up combos that require two or more people can be immensely satisfying once you master the timing. We’d highly recommend you give this one a go with a buddy; it’s fantastic fun when playing alone, but adding more players into the mix adds some variety and chaos to the experience that’s quite satisfying. 

One minor complaint, however, is that it can be a little easy to lose your character in the madness on screen, and we took a few hits that maybe could’ve been avoided if it were easier to differentiate your character. Tapping the left shoulder button will temporarily shine a colored light on your character to help combat this, but it’s easy to forget about this when in the heat of battle.

From a presentation perspective, Streets of Red does a great job of crafting its own distinct charm, even if the visual style isn’t the greatest. The pixel art and animations are beautifully drawn and rendered, making for a lively experience, but the color palette is a little more muted than we’d prefer. Much of the visuals are characterised by a monochromatic brown, with red and blue being the only other colors. It’s an interesting design choice, and we can see what the developers were going for, it nonetheless falls a little flat. The soundtrack is similar, going for an 8-bit horror vibe, and while it provides a lovely and authentic sonic background to the action on screen, it can be rather forgettable.

We’d be remiss not to mention Streets of Red’s heavy reliance on pop culture references, which add plenty of humor and charm to the game’s stages. Whether you’re fighting Jason Voorhees wielding Cloud’s buster sword or a hybrid cross between the Demogorgon and Xenomorph, nearly every boss character is memorable and humorous in their design. The references show up in more subtle ways, too, such as how the stage intros mimic the act introductions from Sonic the Hedgehog, or how Shovel Knight appears in the background as a sculpture. There’s plenty of Easter eggs like these hidden around the game, and this is part of the reason for why it can be fun to try different routes and see what other nights have to offer.

If you happen to find the core game too easy, there’s an expert mode that doesn’t heal you between nights, and let you spend money to make bets before entering a night which will raise the strength of the enemies you’ll face. This does a good job of infusing the main mode with some higher intensity, and will no doubt challenge even the most seasoned gamer in the later stages. And if the main arcade mode is getting a little stale, there’s also an endless survival mode that tasks you with fending off more and more difficult waves of enemies in pursuit of a higher score. An in-game achievement system works across all of this, tasking you with playing the game in unconventional ways, and this adds some interesting wrinkles to challenge you in successive runs.

Conclusion

All told, Streets of Red is a surprisingly varied and replayable game with plenty of clever ideas and riffs on the old school arcade beat ‘em up formula. Though the visuals and music may not be terribly exciting, the pop culture references crammed into every stage help to give the game lots of charm. Engaging gameplay, high replay value, and a great co-op experience make this one an easy recommendation for anybody looking for a little arcade game to play in short bursts either when alone or with friends. We’d recommend you give this one a look if you’re into arcade beat ‘em ups; for under ten bucks, this one’s a steal.

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Sega AGES Is Officially Coming to Nintendo Switch In The West

With its official Japanese reveal last week – and confirmation that Alex Kidd and Ground Gain are joining the lineup – Sega has now officially confirmed Sega AGES (the revived retro collection) is headed to Nintendo Switch in the West sometime in the summer of 2018.

As we’ve previously reported, the first five games are Alex Kidd in Miracle World, Ground Gain, Sonic the Hedgehog, Thunder Force IV and Phantasy Star. More titles are planned from the annals of Sega’s vast gaming library, so with this unique virtual console headed to Switch in the coming months Switch is fast becoming the place to enjoy your favourite retro classics.

No word on an official price point yet, but expect more details to emerge as we approach a firm release date in the summer.

Will you be picking up Sega AGES when it arrives on Switch? We certainly will, but we want to hear your take on this revived retro series…

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My Hero Academia: One’s Justice Gets New Name And Some Juicy New Details

The game once known as My Hero Academia: One’s Justice is getting a slight name change for its western release, adopting the new moniker My Hero One’s Justice. With a title that’s far less of a mouthful, Bandai Namco has also unveiled some of the new gameplay features set to appear in the anime-based brawler.

This being a game all about a world filled with super-powered characters, you’ll fittingly be able to pull of assists by using the new sidekick system. You’ll be able to choose up to two other characters to help you out in a fight (and turn the tide if you’re in a bit of a tight spot).

We’ve also got more details on League of Villains leader Tomura Shigaraki, whose quirk power ‘Decay’ will make his opponents rot. For every consecutive hit of his special skill, a countdown starts to decide your opponent’s fate! When this special attack hits four times in a row, it will automatically decrease the opponent’s HP to zero.

Check out the latest multiplatform trailer above. And let us know what you make of the new features coming to My Hero One’s Justice when it arrives later this year…

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Chose Your Own Adventure And Solve The Case As Late Shift Arrives On Switch This Month

Hot on the heels of its recent release on PC and other console platforms, British publisher Wales Interactive has confirmed FMV-based crime thriller Late Shift is headed to Nintendo Switch as well – and it’ll be sidling onto the eShop on 26th April.

Created by developer CtrlMovie – and written by screenwriter Michael R. Johnson (whose previous work includes Sherlock Holmes, Pompeii and Mute) – it features 180 different decision points spread across a live-action story shot in HD across London. There are countless story threads to follow, with seven full endings to unlock depending on where your moral compass is pointing.

It’ll drop next week, with a price tag of £9.99/$12.99 attached. Check out the trailer below and let us know whether you’ll be signing up for a Late Shift on your handheld…

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Guide: Pokémon Go Moves List And TMs – All Fast Moves And Charge Moves, How To Get TMs, And How It All Works

Catching the right Pokémon, training it, and evolving it is only half the battle in Pokémon GO. Arguably, the most important aspect of a Pokémon is its moves, as you can bring down a much more powerful Pokémon if yours has the better moveset.

It gets a little bit more complicated when you realise that there are two different types of moves: fast moves and charge moves. The names are pretty self-explanatory.

In this guide, we’re going to list every single move in Pokémon GO in order of the damage they inflict, and explain how it all works from getting TMs to using a charge move.

How do fast moves and charge moves work in Pokémon GO?

Basically, you use fast moves to build up energy and then use that energy to unleash a charge move when you’ve built up a sufficient number.

Each fast and charge move has a different energy gain or cost associated with it, and finding the balance that’s right for you is key.

Efficiency is the most important aspect, though. You want to deal solid damage with your fast attacks, while also building up a steady stream of energy. Then, you want to spend that energy wisely with a charge attack that deals sufficient damage.

It’s not all about how much base damage each move inflicts, either. Arguably, the most important thing to note is how much damage per second (DPS) you can inflict with each move.

Seeing as not every Pokémon can use every move, you need to pick that particular Pokémon’s best fast and charge moves.

Wait a minute – moves are distributed randomly, aren’t they? Well, yes, but you can mitigate that somewhat with the use of TMs. Let’s take a look at those.

What are fast and charge TMs and how do I get them?

Put simply, TMs (Technical Machines) are items in Pokémon GO that let you reroll a single fast or charge move. There’s a TM for each of the different types of moves, and when you use one, you’ll get a new fast or charge move at random, depending on the TM used.

A Pokémon can’t just learn any move though – the moves rolled at random will only ever be a move that the particular Pokémon you’re rolling for can use. It’s important to bear that in mind so you don’t waste TMs.

So how do you get TMs? Well, at the moment the only way you can get TMs is by raiding. Each time you complete a raid, you’ll have a chance to earn some fast or charge TMs. The number is very small though, and smaller still is your chance of getting them.

Don’t use them willy-nilly, then. TMs should only ever be used on your most powerful Pokémon that you absolutely plan to use over a prolonged period of time. You should do some research into the best Pokémon and then check the IVs (individual values) of any Pokémon you own that are considered best. Really, you should only use TMs on the best Pokémon that has perfect (or close enough to perfect to satisfy you) IVs.

As for the moves themselves, we’ve included a list of every single one of them in the game below so you can choose the best. Remember what we mentioned before, and aim for those that have the highest DPS.

All Fast Moves in Pokémon GO

Move Type Base Damage DPS Energy Gain
Struggle Normal 35 13 0
Confusion Psychic 20 12.5 15
Volt Switch Electric 20 8.7 25
Waterfall Water 16 13.3 8
Dragon Tail Dragon 15 13.6 9
Iron Tail Steel 15 13.6 7
Rock Smash Fighting 15 11.5 10
Mud-Slap Ground 15 10.7 12
Struggle Bug Bug 15 10 15
Hidden Power Normal 15 10 15
Fire Spin Fire 14 12.7 10
Air Slash Flying 14 11.7 10
Razor Leaf Grass 13 13 7
Rock Throw Rock 12 13.3 7
Counter Fighting 12 13.3 8
Zen Headbutt Psychic 12 10.9 10
Extrasensory Psychic 12 10.9 12
Snarl Dark 12 10.9 12
Ice Shard Ice 12 10 12
Bubble Water 12 10 14
Steel Wing Steel 11 13.8 6
Fire Fang Fire 11 12.2 8
Poison Jab Poison 10 12.5 7
Frost Breath Ice 10 11.1 8
Feint Attack Dark 10 11.1 9
Ember Fire 10 10 10
Peck Flying 10 10 10
Infestation Bug 10 9.1 14
Hex Ghost 10 8.3 15
Shadow Claw Ghost 9 12.9 6
Acid Poison 9 11.3 8
Bullet Punch Steel 9 10 10
Metal Claw Steel 8 11.4 7
Karate Chop Fighting 8 10 10
Wing Attack Flying 8 10 9
Quick Attack Normal 8 10 10
Charge Beam Electric 8 7.3 15
Astonish Ghost 8 7.3 14
Bullet Seed Grass 8 7.3 14
Take Down Normal 8 6.7 10
Vine Whip Grass 7 11.7 6
Pound Normal 7 11.7 6
Sucker Punch Dark 7 10 8
Bite Dark 6 12 4
Dragon Breath Dragon 6 12 4
Scratch Normal 6 12 4
Low Kick Fighting 6 10 6
Spark Electric 6 8.6 9
Powder Snow Ice 6 6 15
Bug Bite Bug 5 10 6
Lick Ghost 5 10 6
Tackle Normal 5 10 5
Cut Normal 5 10 5
Water Gun Water 5 10 5
Thunder Shock Electric 5 8.3 8
Mud Shot Ground 5 8.3 7
Psycho Cut Psychic 5 8.3 8
Poison Sting Poison 5 8.3 7
Present Normal 5 3.8 20
Fury Cutter Bug 3 7.5 6
Splash Water 0 0 20
Transform Normal 0 0 0
Yawn Normal 0 0 15

All Charge Moves in Pokémon GO

Move Type Base Damage DPS Energy Cost
Solar Beam Grass 180 33.3 -100
Overheat Fire 160 35.6 -100
Draco Meteor Dragon 150 36.6 -100
Hyper Beam Normal 150 34.9 -100
Focus Blast Fighting 140 35 -100
Zap Cannon Electric 140 33.3 -100
Fire Blast Fire 140 29.8 -100
Origin Pulse Water 130 59.1 -100
Precipice Blades Ground 130 59.1 -100
Blizzard Ice 130 36.1 -100
Gunk Shot Poison 130 36.1 -100
Hydro Pump Water 130 34.2 -100
Moonblast Fairy 130 29.5 -100
Future Sight Psychic 120 37.5 -100
Earthquake Ground 120 29.3 -100
Petal Blizzard Grass 110 35.5 -100
Hurricane Flying 110 34.4 -100
Sludge Wave Poison 110 29.7 -100
Outrage Dragon 110 25 -50
Stone Edge Rock 100 35.7 -100
Close Combat Fighting 100 35.7 -100
Thunder Electric 100 34.5 -100
Frenzy Plant Grass 100 32.3 -50
Flash Cannon Steel 100 31.3 -100
Psychic Psychic 100 30.3 -100
Shadow Ball Ghost 100 28.6 -50
Dazzling Gleam Fairy 100 25 -50
Dig Ground 100 19.2 -50
Heart Wave Fire 95 27.1 -100
Brave Bird Flying 90 36 -100
Megahorn Bug 90 33.3 -100
Power Whip Grass 90 29 -50
Wild Charge Electric 90 29 -50
Grass Knot Grass 90 29 -50
Dynamic Punch Fighting 90 28.1 -50
Avalanche Ice 90 28.1 -50
Play Rough Fairy 90 26.5 -50
Ice Beam Ice 90 23.7 -50
Dragon Pulse Dragon 90 22 -50
Bug Buzz Bug 90 21.4 -50
Energy Ball Grass 90 20.5 -50
Doom Desire Steel 80 36.4 -50
Sky Attack Flying 80 32 -50
Sludge Bomb Poison 80 28.6 -50
Thunderbolt Electric 80 26.7 -50
Hyper Fang Normal 80 26.7 -50
Rock Slide Rock 80 25 -50
Drill Run Ground 80 24.2 -50
Power Gem Rock 80 23.5 -50
Dark Pulse Dark 80 22.9 -50
Gyro Ball Steel 80 21.1 -50
Bulldoze Ground 80 20 -50
Aurora Beam Ice 80 19.8 -50
Scald Water 80 19 -50
Sand Tomb Ground 80 17.8 -50
Signal Beam Bug 75 22.1 -50
Foul Play Dark 70 28 -50
Heavy Slam Steel 70 26.9 -50
Flamethrower Fire 70 25.9 -50
Leaf Blade Bug 70 24.1 -33
Flame Burst Fire 70 22.6 -50
Magnet Bomb Steel 70 21.2 -33
Psybeam Psychic 70 18.9 -50
Rock Tomb Rock 70 18.9 -50
Water Pulse Water 70 18.9 -50
Crunch Dark 70 18.9 -33
Ancient Power Rock 70 17.5 -33
Silver Wind Bug 70 16.7 -33
Flame Charge Fire 70 16.3 -33
Disarming Voice Fairy 70 15.9 -33
Psycho Boost Psychic 70 15.6 -50
Surf Water 65 29.5 -50
Discharge Electric 65 21.7 -33
Psyshock Psychic 65 20.3 -33
Weather Ball Fire Fire 60 28.6 -33
Weather Ball Ice Ice 60 28.6 -33
Weather Ball Rock Rock 60 28.6 -33
Weather Ball Water Water 60 28.6 -33
Iron Head Steel 60 25 -50
Submission Fighting 60 22.2 -50
Drill Peck Flying 60 21.4 -33
Brine Water 60 21.4 -50
Draining Kiss Fairy 60 19.4 -50
Night Shade Ghost 60 19.4 -50
Mirror Coat Psychic 60 19.4 -50
Flame Wheel Fire 60 18.8 -50
Air Cutter Flying 60 18.8 -50
Swift Normal 60 18.2 -50
Wrap Normal 60 17.6 -33
Icy Wind Ice 60 15.8 -33
Stomp Normal 55 25 -50
Seed Bomb Grass 55 21.2 -33
Fire Punch Fire 55 20.4 -33
Mud Bomb Ground 55 19.6 -33
Aerial Ace Flying 55 19 -33
Cross Chop Fighting 50 25 -50
Dragon Claw Dragon 50 22.7 -33
Ice Punch Ice 50 20.8 -33
Aqua Tail Water 50 20.8 -33
Body Slam Normal 50 20.8 -33
Sludge Poison 50 19.2 -33
Rock Blast Rock 50 19.2 -33
Night Slash Blind 50 18.5 -33
Ominous Wind Ghost 50 17.9 -33
Shadow Sneak Ghost 50 14.7 -33
X-Scissor Bug 45 21.4 -33
Thunder Punch Electric 45 19.6 -33
Bubble Beam Water 45 18.8 -33
Aqua Jet Water 45 14.5 -33
Twister Dragon 45 13.6 -33
Cross Poison Poison 40 20 -33
Bone Club Ground 40 19 -33
Brick Break Fighting 40 19 -33
Shadow Punch Ghost 40 18.2 -33
Horn Attack Normal 40 17 -33
Low Sweep Fighting 40 16.7 -33
Poison Fang Poison 35 15.9 -33
Vice Grip Normal 35 14.6 -33
Struggle Normal 35 13 0
Transform Normal 0 0 0
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AtGames Confirms It’s Making The Mega Drive Mini, Then Deletes Tweet

Yesterday, it was revealed that Sega is bringing its own “classic edition” system to market in the form of the Mega Drive Mini.

A micro-console pre-loaded with classic titles, the system was shown off during an event in Japan, instantly triggering speculation that AtGames – a US firm which has been making officially-licensed Sega consoles for the past decade – might be involved. Shortly before the reveal, Sega had spoken publicly about bringing AtGames hardware to Japan.

Following the announcement, AtGames tweeted this message:

This tweet has since been deleted, which would suggest that AtGames jumped the gun somewhat. Perhaps Sega wasn’t happy that AtGames stole some of the company’s thunder by pointing out that it, and not Sega, is responsible for the product, or maybe the overwhelming negative reaction to the tweet is the reason; AtGames’ systems don’t have the best reputation among gamers, and are plagued by poor quality emulation and bad audio.

At the start of the year, following our scathing verdict on one of its Sega products, an AtGames representative got in touch to tell us that its 2018 Sega system would feature improved technology and features; we assumed at the time it would simply be a revised Mega Drive clone, like the ones the company has been releasing on a regular basis for years. 

Perhaps the Mega Drive Mini will indeed be a step up from previous licensed models, but the fact that AtGames is involved again this time around doesn’t do much to inspire confidence; we wish Sega would take Nintendo’s lead and create the software for this system internally, as Nintendo did with both the NES Classic and SNES Classic.