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Unofficial Nintendo GameCube Anthology Book Hits Kickstarter

Remember the superb N64 Anthology we covered a while back? Well the team behind that excellent tome are now producing a sequel in the shape of the GameCube Anthology.

A crowdfunding campaign on Kickstarter has gone live, and currently sits at just shy of 29,000 Euros – the target goal is 40,000 Euros.

The final book will be 360 pages in length and will contain 388 game reviews as well as a complete history of the console and collector’s guides for both hardware and software.

Head over to the Kickstarter page now and you can see some sample images, as well as check out the various funding tiers available.

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Video: Check Out The Analogue Super Nt’s UI And Boot Animation, Created By Phil “FEZ” Fish

Analogue has lifted the lid on the UI of its forthcoming Analogue Super Nt system, as well as giving some details on the console’s unique boot sequence.

The man responsible for the clean look of the UI is none other than Phil Fish, creator of the cult indie platformer FEZHe has crafted all of the art, layout and animations for the UI, which you can see in action below.

Fish as also created the cool-as-hell start-up sequence which randomly cycles through 30 different retro-style logos to a piece of bespoke music by UK electronic act Squarepusher (AKA: Tom Jenkinson).

What makes all of this really impressive is that it’s all running on what is, on a hardware level, a humble SNES. That means that Analogue has had to work within the same limitations that developers did back in the ’90s.

We spoke to Analogue’s Christopher Taber about the system, and he had this to say:

This is the new standard for all our new products, $500 Nt-mini features at under $200! We’re beyond stoked to be able to get that level of hardcore features into this price point. I can see all our new customers are too!

The entire UI has been redesigned by Phil Fish and its pretty amazing. It was really cool of him to do this with us since it has so many crazy limitations to design on a Super Nintendo. The key thing to understand is that Super Nt is literally a Super Nintendo – it is not a computer or emulator. Meaning everything you see running in the UI is all designed and implemented the same way it would have been for a developer working on a Super Nintendo game nearly 30 years ago. So its quite esoteric to design for it. Phil did a brilliant job. He actually designed 2 different UI modes – one for SNES and one for SFC, you can switch between them depending on how you like it! 

Super Nt basically has all the in-system features that the Nt Mini has and of course some new ones specific to SNES/SFC. For example, one of the unique features is what we call ‘pseudo hi-res blending’ – this is a mode that blends certain sections of what’s on screen that would’ve relied on CRT technology to do this. So when you view it on an HDTV – minus the CRT – it actually shows up as lines, instead of water or something. So we implemented a special feature that blends all those parts so its exactly like it would be on a CRT. You can of course enable / disable this. 

A couple of other cool things: a Gamma boost mode, to match the gamma on a CRT when you turn on scanlines since the image will be darker. Then of course we implemented a 64 sprite mode, which doubles the sprites the original SNES/SFC could handle, meaning games that have flicker – this will be eliminated. We effectively gave the system 2x more tiles then it originally had. Again, this can enabled or disabled. There are also tons of aesthetic customisation options for the menus, just like Nt Mini. 

And this is just what’s on the launch firmware – we’ll be taking suggestions from customers for new features and continuing to develop for Super Nt to make it even more than it is!

In case you were still none the wiser, the Analogue Super Nt is a SNES clone which uses FPGA technology to emulate Nintendo’s legendary system on a hardware level. It will come pre-loaded with Super Turrican and Super Turrican 2, and will support cartridges from all over the world. You can pre-order one now.

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Guide: Super Mario Odyssey: Dark Side & Darker Side Power Moon Locations And Walkthrough

Welcome to our ultimate guide for collecting every Power Moon from Dark Side in Super Mario Odyssey! Below, you’ll find maps detailing the exact location for all 24 of the Power Moons located in this Kingdom, as well as descriptions on how to get each and every one of them. We’ve also added a small mention for the single Power Moon available from Darker Side.

The numbers on the maps correspond to the relevant Power Moon listed below and, whilst most of them appear in that spot from the beginning (or after you’ve completed the story at least), it is worth nothing that sometimes you are required to perform a specific action to make it appear. Use a combination of our maps and walkthrough information to grab each of the Power Moons with ease. Enjoy!

Dark Side Power Moons (1-24)

1. Arrival at Rabbit Ridge!: You’ll receive this Power Moon when you make it to the top of the giant carrot of doom™. The first four floors feature fights with the Broodals that you will have already encountered – the tricky part is keeping enough lives to see the whole thing through. On the fifth floor you’ll need to use the Hammer Bro to take down the mecha-robot and smash open each Broodal’s dome.

2. Captain Toad on the Dark Side!: As you’re making your way up the tower for Power Moon 1, walk past the green pipe that would normally take you up to the roof – after you have fought Rango on the fourth floor. You’ll find a hidden area with Captain Toad – talk to him to receive a Power Moon.

3. Breakdown Road: Hurry!: Just behind the Odyssey you’ll find a scarecrow standing next to a blue door. Throw Cappy at the scarecrow to enter and get ready for the Dark Side’s evil terror to begin. You may have seen this room before, except last time you still had Cappy to help you out. For this Power Moon, you’ll need to head to the back of the room to collect the key, and then make it back to the entrance without falling to your doom. If you’re after Power Moon 4 (which is in the same location), it would make sense to grab that one at the same time. (See below).

4. Breakdown Road: Final Challenge! (see location 3): In the same location as Power Moon 3, make your way to the end of the room with the key. You’ll have to let a Bonzai Bill come towards you to smash the floor you are currently standing on, using a backflip to jump over its head as it closes in. You’ll drop down to a lower level with another Bonzai Bill – you’ll need this Bonzai Bill to chase you all the way to the entrance of the room at this level. To make this happen, you’ll need to perform a series of very fast long jumps across tiny platforms that are lying in a straight line to a wall of bricks. The Bonzai Bill will smash open the bricks to reveal the Power Moon.

5. Invisible Road: Rush!: You’ll find a scarecrow standing in front of a blue door in an area off the side of the cliff in the main part of the Kingdom. Drop down to it and throw Cappy at the scarecrow to enter. You’ll find yourself in an area with invisible paths and Piranha Plants. To get this Power Moon you’ll need to make it to the end of the room (avoiding the poison as you try to land on invisible parts of the path) and defeat the three large Piranha Plants by jumping on their heads as they lower their bodies. If you touch them at the wrong time it will damage you instead so make sure to be careful.

6. Invisible Road: Secret! (see location 5): In the same area as Power Moon 5, make your way to the room until you reach the spinning section in the middle that appears to be shaped like a cross. Jump onto this platform and let it spin around until you are on the opposite side to where you initially jumped on. If you look in the direction that your current cross point is facing, you’ll notice a small hole in the wall – you’ll be able to walk directly into this hole using an invisible path. Head inside and ground pound the treasure chest to find a hidden Power Moon.

7. Vanishing Road Rush: At location 7 on our map you’ll find a scarecrow standing next to a blue door in a small alcove in the edge of the platform there – throw Cappy at the scarecrow to enter. You’ll find several sections that only appear when you’ve pressed the corresponding P-Switch and you’ll need to make it all the way across before their timers run out. The first section is easy if you keep pressing ‘Y’ to roll your way through; the second section is perhaps the hardest – you’ll need to use a combination of a triple jump at the start, dive jumps to get up the steps, and then long jumps in the longer stretches at the end; and the third section is easiest if you jump, and triple jump, up the crumbling steps on the right. If you make it to the end you’ll find a Power Moon waiting for you.

8. Vanishing Road Challenge (see location 7): In the same area as Power Moon 7, you’ll find this Power Moon sitting on the crumbling platforms in the third section. Hit the third P-Switch and make sure to stick to the right – you’ll need to jump up the steps perfectly with the occasional triple jump and long jump to make it to the end.

9. Yoshi Under Siege: You’ll find a grey warp pipe on a ledge just above the blue door that takes you to Power Moons 5 and 6. Enter the warp pipe to find a Yoshi egg waiting for you. For this Power Moon you’ll need to search the area as Yoshi and eat ten pieces of fruit. Don’t worry if the Sherm tanks make you lose all of your health – the fruit will still count as being found. Take your time and search the area thoroughly.

10. Fruit Feast Under Siege (see location 9): In the same area as Power Moon 9, you’ll need to use Yoshi to eat another ten pieces of fruit – meaning that you will have eaten all twenty in total. As before, you’ll keep the fruits you’ve already found even if you die, so take your time and make sure to search every area, climbing up to all of the platforms above you.

11. Yoshi on the Sinking Island: You’ll find a grey warp pipe just off the edge of a cliff near Uncle amiibo – enter it to find Yoshi in an area made up of small cliffs. You’ll need to eat ten of the twenty available pieces of fruit to get this Power Moon. As you climb the cliffs, use your flutter jump, and then extend Yoshi’s tongue at the area you’re aiming for so that he performs a front flip to land on it – his jump can’t make it otherwise and you’ll be swallowed up by the lava.

12. Fruit Feast on the Sinking Island (see location 11): In the same area as Power Moon 11, you’ll need to have Yoshi eat another ten pieces of fruit, meaning you’ll have eaten twenty in total. The same advice from before applies here.

13. Yoshi’s Magma Swamp: Enter the grey warp pipe at location 13 on our map to find Yoshi in an area with sinking platforms. For this Power Moon, you’ll need to have Yoshi eat ten of the fruit pieces that you can see dotted around the room. It is safest to cross between islands when they are raised and you’ll always want to return to the centre of each island when you can.

14. Fruit Feast in the Magma Swamp! (see location 13): In the same area as Power Moon 13, Yoshi will need to eat another ten pieces of fruit – meaning you’ll have eaten all twenty in total.

– The following Power Moons are all found using ‘hint art’. Our recommendation here is to find all ten pieces of art in Dark Side (the locations on map above show you where to find them) and use the Switch’s capture button to save them for reference before heading out to find them in the other Kingdoms. The descriptions below will help you to find the right areas in the corresponding Kingdoms after you have collected the hint art.

15. Found with Dark Side Art 1: This hint art depicts the Cascade Kingdom. Fly there and warp to the Fossil Falls Heights checkpoint, making sure to then walk over the bridge in the northwest. You’ll need to walk to the northeastern point of this area and perform a ground pound when you are standing at the spot indicated in the hint art – looking out to the waterfalls below.

16. Found with Dark Side Art 2: Fly to the Metro Kingdom and warp to the Heliport checkpoint flag. There is some yellow paint on the floor that looks just like the art in the picture – ground pound the spot that is indicated to receive the Power Moon.

17. Found with Dark Side Art 3: Fly to the Mushroom Kingdom and head over to Toad’s garden in the east. Use the hint art to locate the correct area – you’ll need to be standing in between the two bushes when performing the ground pound for the Power Moon. You can use the purple coin indicators as reference points.

18. Found with Dark Side Art 4: This picture is a representation of the Cloud Kingdom’s centre island map. Fly there and head to the mainland – you’ll notice that the raised platforms in this area all look like variations of the moon. Find the picture that matches the moon shape from the hint art (it’s the one in the northwest) and perform a ground pound in the centre for a Power Moon – you have to be quite precise with this one.

19. Found with Dark Side Art 5: Fly to the Snow Kingdom and jump down the well to find Shiveria Town. You’ll need to go down to the race area, stopping by the archway that serves as the entrance to the bottom floor. You’ll notice that the image from the hint art is in the middle of this archway – head to the side of it, perform a back flip and a Cappy dive to get onto it, and run up to the point above the picture. Perform a ground pound here for the Power Moon.

20. Found with Dark Side Art 6: Head to the Seaside Kingdom and locate the Talkatoo. From there, you’ll need to travel directly north until you reach the green binoculars (it has to be the correct set of binoculars). Then head directly east until you reach a bunch of parasols up on an island, and then south again to find two pillars that are close to the section with the rolling spiky shells. Ground pound on the spot indicated in the hint art to reveal the Power Moon.

21. Found with Dark Side Art 7: Fly to the Lost Kingdom and make walk north from the Odyssey. You’ll need to make sure that you are in the block labelled ‘C4’ on your map. The exact spot you need for the Power Moon is near the edge of the cliff on the eastern side – you should recognise the shadow from the hint art that is being created by a nearby tree.

22. Found with Dark Side Art 8: The two images in the hint art act as a game of ‘spot-the-difference’. The difference is the blue fork in the top-right of the image, standing next to one of the tall pillars. You’ll need to fly to the Luncheon Kingdom, head to Peronza Plaza, and ground pound this exact point for the Power Moon. 

23. Found with Dark Side Art 9: The pillars in this hint art can be found inside the Water Plaza in the Lake Kingdom. Head there, making your way to the bottom floor, and walk over to the right-hand side to spot the broken pillars from the image. Ground pound in the spot indicated to reveal the Power Moon.

24. Found with Dark Side Art 10: This hint art shows the Ruined Kingdom. Fly there, and ground pound the spot indicated in the image for the Power Moon (it’s very close to the Odyssey).

Darker Side Power Moon

You’ll unlock Darker Side when you have collected 500 Power Moons. There is only one Multi Moon available here but it’s locked behind a pretty hefty challenge!

1. Long Journey’s End: The journey to this Power Moon is a very tough one indeed. As you make your way through Darker Side, you’ll have to travel through what feels like an underground, pure evil in video game-form to eventually re-surface and claim your Moon at the top of the tower at the other end of the Kingdom.

The main reason that the challenge is so difficult is the lack of checkpoints – you’ll need to make it all the way to the end without losing all of your health. The best advice here is to start the challenge knowing that you’ll fail numerous times – use each of these times to learn from your mistakes and you’ll start to get better at each section every time that you complete it.

It’s also worth noting that you can grab yourself two Life-Up Hearts during your travels, increasing your maximum health to 6. The first one will be given to you if you defeat the optional Yoofoe right at the beginning (the thing that spits out Goombas). The easiest way to beat it is to climb the steps behind it until you reach the top, and then perform a long jump when it is at its closest point. This way, you don’t need to bother creating Goomba towers and you’ll find yourself with 6 health rather quickly.

The second is much later through the adventure – when you are running across the flower paths, make sure to visit the Sphynx and answer its question for a second Life-Up Heart. Once you’ve answered the Sphynx once, you’ll never have to do so again – the heart will just be waiting for you each time. The answer to the question is ‘Mushroom Kingdom’.

So, grab the hearts, memorise the sections, and – importantly – good luck!


We hope that you have found this guide on collecting all Power Moons in Super Mario Odyssey’s Dark Side useful. Let us know if you’ve managed to grab them all with a comment below.

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Nintendo Shares Gamers’ Breath of the Wild #ZeldaMoments

For a good while now Nintendo UK has been running a social media campaign encouraging gamers to share their #ZeldaMoments from The Legend of Zelda: Breath of the Wild. It’s now released a rather charming video in which some of those with the best submissions were seemingly given a nice t-shirt and a chance to talk about their experiences.

We certainly know of all sorts of gamers – with varying degrees of experience and different approaches – that have loved Breath of the Wild. The video does a pretty good job of reflecting that reality.

Share some of your favourite Zelda Moments in the comments below. 

In this writer’s case there was the frantic ‘review playthrough’ in the race to the credits ahead of an embargo. Approaching Goron City for the first time I missed the ‘proper’ route with elixirs etc, and instead went on a high stakes dash across hot territory, racing to get there before Link finally succumbed to the heat. Dashing from spa to spa, dodging falling rocks, I ended up gliding down into the town, nearly dead, desperate to find the right building. It turned out I swung right into the clothing store, and the Goron actually had a shocked look and said “how did you here?!”. The fact my brother was watching and helping as I took this unconventional route made it even more memorable.

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Legend of Zelda: Breath Of The Wild Gets Wii U Update To Improve Gameplay

Did you happen to pick up The Legend of Zelda: Breath of the Wild on the Wii U instead of the Switch? If so you might feel a little bit left out, but Nintendo hasn’t forgotten about you. 

Update v1.4.1 was released yesterday for the Wii U version and promises “Various fixes to improve gameplay”. We can only imagine what delights this update might offer, perhaps you can use the Wii U Gamepad like a Sheikah Slate now? (Don’t get your hopes up!)

Let us know if you are still playing Zelda BotW on your Wii U and if this update has brought with it any noticeable improvements with a comment below.

[via en-americas-support.nintendo.com]

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These Lovely Smartphone Cases Are Now Available Via My Nintendo, But Only In Japan

Lucky Japanese gamers will soon able to pick up a series of charming smartphone cases from My Nintendo. They will cost 50 Gold points each.

The Limited Pochi Bag has a 8bit Mario design and is free, you just need to pay the postage. Reasonable!

The Smartphone Cases have a 30% discount with four Animal Crossing: Pocket Camp designs on offer. There is also a tempting Splatoon Grizzco Industries case along with a The Legend of Zelda design available. 

Would you like to adorn your phone with one of these charming cases? Let us know if you would like this offer to come to your regional My Nintendo store with a comment below. It probably won’t happen, but still.

[via japanesenintendo.com]

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Review: Vostok Inc. (Switch eShop)

Vostok Inc. is made up of a combination of ‘clicker’-style gameplay (where you essentially set things up and wait for results to happen with hardly any interaction) and twin-stick shooter moments (where you fight off aliens by shooting a whole host of weapons from your spaceship). The combination of the two might look a little mad on paper, but, in reality, the two actually sit together rather nicely.

Your only goal is a simple one: get rich quick. You’ll be exploring solar systems (there are six to discover in total) with the aim of setting up as many money-making facilities on each one’s planets as possible, upgrading them to be more efficient as time goes on. At first, when you only have the worth of a pencil and bit of fluff to your name, things feel incredibly daunting; you’ll be seeing future purchases needing money in the quadrillions (whatever that is) and you might find yourself thinking you’ll never get there. It doesn’t take long, however, to really find your rhythm and start raking in the moolah.

As you start to make money from the facilities you’ve placed, you’ll find yourself able to buy more expensive – but much more productive – facilities to add to your earnings. This results in a steady, but always increasing, supply to your income and watching the numbers rise higher and higher is truly exciting. We start to really get the hang of things when we arrive at the second solar system – suddenly everything runs like clockwork and we know exactly how we want to go forwards with our plans.

Whenever you come away from managing a planet, you’ll find yourself exploring the galaxy to find new areas, listening to your comical advisor Jimmy talk absolute nonsense in your ear, locating managers who can increase your entire profit by a certain percentage, smashing open asteroids for extra cash, or heading to your base to purchase upgrades to your ship, radar and weapons. You see, while making money is your primary objective, you’ll need to work on other things, too, and your combat skills are essential to staying safe during exploration and to progress to new worlds.

Each solar system contains a slightly different set of enemies, all of which are trying to kill you to claim dominance over that particular system. You’ll need to fight them off by flying around with the left stick (as you always do), and shooting with the right stick. Sometimes you’ll get stuck in locked-screen situations, where enemies will surround you until you can defeat several waves, and each solar system has a boss that must be cleared before you are able to move on. Without the upgrades you’ll find yourself over-powered rather quickly, especially with some particular tough boss fights if your equipment isn’t up to scratch, and there’s nothing worse than losing all of your health while exploring as doing so will cost you half of your current money total (which will eventually be staggering amounts).

There are a few other things to keep you busy, too; an amazingly long list of achievements is included for you to work your way through (although many will pop through normal gameplay), and there are even mini-games that are presented on little Tamagotchi-type displays. The mini-games included are all arcade-style offerings such as dodging as many cars as you can, or shooting down as many enemies as possible for high scores, and all of this is there so that you can collect goodies to present to your managers. If your managers aren’t happy your income bonuses will drop so you need to constantly keep on top of things.

The only problem here, which does leak through to the entire game as a whole, is the constant need to grind. The mini-games are nice at first, but eventually they’ll become a nuisance as you have to play them over and over to keep your money coming in. Likewise, after you’ve made your way through several solar systems you’ll start to grow rather tired of the same formula happening over and over again.

We actually go through phases of being utterly delighted with the game (at times it can feel really addictive and the thought of sitting on it for a few more minutes to afford the next upgrade was always in the back of our minds), but that always fades away into a sense of boredom or annoyance. Every part of the game works nicely (apart from some initially hard to find menus) and the money-making, combat and comedic style of the game all feel great at first, but they all start to wear you down with the repetitive nature of your required actions (or lack thereof) after a while.

Conclusion

Vostok Inc’s blend of money-generating ‘clicker’ gameplay and frantic twin-stick shooter action works well; as you find yourself getting to grips with the necessary procedures and start to have a system in place, you’ll find an increasing amount of fun in the game’s upgrade systems, combat, and exploration.

Unfortunately, this fun reaches a peak around halfway through your adventure as you realise that you’re spending an awful lot of time doing the exact same things over and over again. Vostok Inc is a good game that will definitely provide you with several hours of enjoyment and, if you like the sound of its mixed genre, we’d encourage you to try it out – just make sure you’re ready to follow similar tasks for a long time if you do.

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The Story Of Gorogoa, One Of The Switch’s Most Intriguing Indie Titles Yet

The Switch certainly isn’t short of top-quality indie games at present, and with so many titles hitting the eShop each week it can be hard to decide which ones are worth your time and money. Hopefully you consult our reviews to make your purchasing choices, but in the case of Gorogoa, you might find the story of the game’s development gives you enough reason to lay down your cash.

Gorogoa is a unique puzzle title from 43-year-old former software engineer Jason Roberts, and has been in development for the past seven years. Roberts has taken part in an extensive interview with Kotaku in which he talks about his struggles, aims and hopes for Gorogoa, and it’s well worth a look.

We won’t republish a lot of the interview as we’d thoroughly recommend that you give it a read, but it’s worth highlighting just how arduous the road to release has been for Roberts. He demoed the game in 2012 to a receptive audience, only to run out of money just a few years after, which caused things to stall – despite winning awards for the game’s design and look. The Indie Fund gave him another year of funding, but it would be publisher Annapurna Interactive which would step in to give the game the investment it needed to make it to the finish line.

I thought it was going to be a quick process. It took me too long. The fact that Annapurna could bring a dedicated marketing budget felt important. I needed a bad cop, or some tough love, to finish the game. I have that tendency to just… I don’t know. Maybe I would have just kept wandering, design-wise, until I ran out of money.

Gorogoa’s puzzles are unique to say the least; meticulously-designed and based on the idea of moving panels around the storybook-style screen:

I’m mostly interested in having things connect that are different from each other: different scales, different kinds of things. For a long time, I would think of elaborate puzzles, and they would have elaborate pieces that made them up, and that would cause me to make scenes around those pieces that didn’t really make sense.

Roberts also talks about the games which inspired his design process during development, and cites titles like Dear Esther and Gone Home:

A lot of games that push the boundary of what a video game is came along later and influenced my thinking. I feel like I’m at the point in video games as a medium where you have to justify… why there are mechanics at all. Why I didn’t want to just tell a story.

If you like your gaming experiences to be deep and meaningful, Gorogoa sounds like it could be just the ticket, as Roberts gets quite philosophical when discussing his work:

What do I like about puzzles? I think it has to do with the idea that there is hidden structure or meaning in the world. That if you can look at an ordinary piece of the world and rearrange the parts of it in just the right way, you would discover some hidden structure. And if you look out in the world and you don’t see that meaning there, that means that there has to be some challenge to finding it, to explain why you haven’t found it yet.

I think a lot of projects start with one little idea in a corner of something. You expand outward, and you sort of wander around until you hit a top-level idea that sort of unifies everything. You’re just trying to figure out what you’re making. 

If you don’t know where your destination is, you don’t know how long you have to wander.

Have you downloaded this intriguing game yet? We’re working on our review as we speak, but in the meantime, let us know your thoughts with a comment.

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The Legend Of Dark Witch 3 Casts A Spell Over 3DS Next Week

It’s been two years since an episode from The Legend Of Dark Witch series graced a Nintendo platform (episodes one and two were digital titles that shot their way onto the 3DS eShop), but The Legend Of Dark Witch 3 – Wisdom And Lunacy is almost ready to cast its own spell, compete with fresh moves, brand new effects and more.

A 2D, side-scrolling shooter in the vein of classic Mega Man, TLODW3 places you in the magical shoes of series regular Zizou, who returns to Earth to check everything is running smoothly, only to discover another witch is running amok. Cue platforming, bullet hell gunfights and plenty of big bosses to take down. TLODW3 is also the first instalment to feature 3D effects, so expect this one to look even more impressive.

Updates include the power to use magical items as much as you want (rather than being limited to a set number, as with previous entries) and a series of hidden Syega crystals to hunt down for added upgrades. There’s also a new move to add to your arsenal (the ‘Lord Attack’, perfect for closing the distance on enemies with a painful dash), and you’ll be able to make good use of it since the game features the most levels in the game’s history, as well as four difficulty settings for added replay value.

Has the The Legend Of Dark Witch 3 bewitched you with its 2D shooter visuals? It’ll be arriving on 21st December with a price tag of £9.99/$9.99.

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Sally’s Law Will Roll Onto the Switch eShop This Winter

Those that enjoy puzzles and more laid-back gaming have some excellent options on the Switch eShop, and it seems as if Sally’s Law will be added to the list.

Confirmed to be in the works for Switch back in November by its development team, Nanali Studios (based in Korea), Japanese publisher Polaris-X has since said it’s due for a Winter release on the eShop in Japan.

To date all mentions of this Switch version do highlight the Japanese store, but there’s scope for it to head to the West too; the game is already fully localised due to its release on PC / iOS and Android last year.

It looks rather interesting, and the mix of puzzles and storytelling seem to have gone down well among Steam users.

Is this a title you’re interested in playing on the Switch?