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Turbo Pug DX Has Been Confirmed for Nintendo Switch

If you’ve ever wanted to control a tiny pug as he jumps over boxes, platforms, and spikes whilst collecting little, spinning pug-head tokens, today is the day for you.

The creator of Turbo Pug, a game previously released on Steam with thousands of glowing reviews to its name, has confirmed that Turbo Pug DX will be heading to Nintendo Switch. The game is a casual runner with difficult, random, procedurally generated levels. Players have to keep an eye out for random weather types such as lightning which can give your pug a nasty zap, and you are able to collect new costumes and characters to play as.

Whilst there is no confirmed release date just yet, the Turbo Pug founder went on to say that they are going to do their best for “an ASAP 2018 Switch release.” Hopefully it won’t be too long before we get to see what all the fuss is about.

Are you ready for a new, cheap and cheerful runner to take with you on the go? Share your thoughts in the comments.

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Nintendo’s Damon Baker Hints At An Even Bigger Year For Switch in 2018

Only a week into 2018, and we’re already getting weak at the knees as Nintendo Switch racks up more and more positive headlines – including its recent conquest of Wii U’s lifetime sales in Japan – but will the rest of the year hold for the Big N’s game changing console? Well, if one tweet from a big name at Nintendo itself is to be believed then the next 12 months could be even more successful than 2017.

The social media post came from none other than Damon Baker, the head honcho of third-party titles and ‘nindies’, who responded to one gamer’s screenshot of his Switch menu (and all the games featured on it, including Rocket League and LA Noire). Could he be trolling us? Is he trying to drum up a bit of hype? The mind boggles…

Okay, well maybe we’re reading a little too much into a small exchange on Twitter, but you get the sense everyone at Nintendo is as excited about Switch’s next chapter as we all are. Do you think 2018 will be a big year for Nintendo and Switch? Share some your predictions with us below…

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ARMS Keeps On Swinging Thanks To A Group Of Dedicated Fans

As one of Nintendo’s newest first-party IP, ARMS came out swinging haymakers in 2017, but it’s often struggled to keep the same kind of exposure as the likes of Splatoon 2, Breath Of The Wild and Super Mario Odyssey. Well, along with continued support from Nintendo itself, ARMS’ competitive community has boiled to a core of dedicated players determined to build the game’s exposure in the salty world of fighting tournaments.

In an enlightening feature over on Kotaku UK, a number of those players opened up about the challenges of taking ARMS into the competitive fighting game scene, a place where finding and keeping sponsorship can be a tough ask when the game you’re repping isn’t as big as others in the genre. Apparently, it’s the least popular game at EVO Japan (a regional branch of annual fighting game expo) in terms of the number of players signing up to compete, but ARMS continues to hold a much stronger competitive scene in Japan thanks to officially-sponsored tournaments such as the Japan Grand Prix.

How many of you are still playing ARMS? Would you ever want to take your boxing skills into the competitive scene? We’d love to hear from you below…

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Review: The King Of Fighters ’96 (Switch eShop / Neo Geo)

Much like the first two instalments, The King Of Fighters ’96 gives you a diverse roster of 2D fighters to pick from as you assemble a team of three to punch, kick, throw and brag your way to victory. The third instalment in the series also sees the sprites of old discarded for an instantly familiar hand-drawn style, as well as folding in a series of much-welcomed gameplay tweaks.

For a start, there’s the removal of the sidestepping ability, replaced with a much more tactile and intuitive roll that can be used to avoid attacks. Initially designed to perform the same function as the old sidestep, it enables you to get close to an opponent (or put some distance between you), possibly opening the door for a sweet counter attack. It’s performed by simply pushing a direction with whatever buttons you’ve mapped for Neo Geo’s A and B, although for ease of use this particular button combo is mapped to Switch’s ZR button.

Another change is the ability to run by double-tapping forwards, quickly closing the gap between fighters without the need for a risky jump. Jumping itself is also different this time around as it’s affected by whether you go from a standing or running position. You can also pull off a slight jump animation by quickly tapping up (useful for faking out opponents and potentially gaining the upper hand). The rolls, jumping options and run ability make for fast, frantic fights and offer plenty of player agency during fights, adding significantly to the entertainment (particularly during two-player bouts).

Character-wise, there are 27 fighters to pick from and the lineup is quite similar to that of the ’95 edition, although that game’s boss characters (Saisyu Kusanagi, Omega Rugal) are gone, replaced with new final challengers Chizuru Kagura and Goenitz. As far as playable characters are concerned there are seven newcomers including the popular Leona, but four fighters (including Billy Kane) have been left out.

Should you grab The King of Fighters ’98 from the eShop you’ll find all but one of the ’95 omissions included alongside a chunk of this game’s additions, but not all of them. Art Of Fighting 3’s Kasumi Todoh is in this game, but not ’98 and more notably this game features a Boss Team absent from the Dream Match title. The appeal of this team is that it is headed up by the Fatal Fury series’ ultimate bad egg Geese Howard, joined by Fatal Fury 2’s Krauser and Art Of Fighting’s Mr Big.

In addition to the regular arcade mode, the usual ACA Hi Score and Caravan modes are included, limiting you to one credit and five minutes respectively as you try to gain as many points as possible to move up the online leaderboards. It provides a slightly different way to play, but as with most fighters the modes aren’t as appealing as with other genres. Other than team battles, you can still dive into the options menu and switch the arcade mode to a traditional one-on-one, best of three rounds fighter – although as with its predecessor, cutscenes/endings play out the same as if you had a full team.

Story-wise this is the second part of the Orochi saga, offering up a few scenes to read through towards the end of the game. There’s some replayability in going through the game again too, as each of the set teams have their own endings in addition to the standard one you get from fielding a custom group.

Conclusion

The King of Fighters ’96 offers the usual enjoyable team battles with a good range of fighters to pick from. This particular entry introduces some nifty gameplay changes to the series. Of course, all of this and more would feature in the ultimately better The King of Fighters ’98, but it’s a confident entry in the series nonetheless. If you’re interested in the ongoing story then The King of Fighters ’96 is still a competent fighter, and there’s plenty of entertainment to be had in its hand-drawn brawls.

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Nintendo Switch Has Already Surpassed Wii U’s Lifetime Sales In Japan

As reported in Famitsu earlier in the week – and picked up on by Twitter user Nibel yesterday morning – Nintendo Switch has officially passed the lifetime sales of Wii U in Japan. According to the latest issue’s figures, Nintendo Switch has now sold 3,407,158 console units, surpassing the lifetime sales of its predecessor (which stalled out at 3,301,555).

So in the course of only 10 months, Nintendo Switch has already hit the milestone that took Wii U six years to reach. It’s a staggering figure and comes hot on the heels of two other sales records, with Switch having beaten PlayStation 2’s year one sales record in Japan and become the fastest selling console in US history with 4.8 million flying off American shelves. It’s been a great start to 2018, and that’s saying something.

If Nintendo keeps this up, more records are going to fall around the world as Switch confidently strides towards its first birthday in March. Do you think Switch will continue to sell as well in 2018? Let us know in the comments section forthwith…

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Review: Pic-A-Pix Deluxe (Switch eShop)

Nonogram puzzles, with their grid-based picture building by numbers formula, have been a staple on Nintendo consoles since the days of Game Boy. In fact, Switch has barely been out a year and it already has two such titles to its name – Picross S and Piczle Lines DX – and now it has a third in the form of Pic-A-Pix Deluxe. Question is, does this thrice slice of pictorial puzzling justify its existence?

Ironically, for a game that’s slapped the word ‘deluxe’ in its name, Pic-A-Pix doesn’t look, play or feel particularly luxurious. It is, in no uncertain terms, a by-the-numbers ‘picross’ game – a fact that plays both to its benefit and its detriment. With 150 standard puzzles to choose from, there’s certainly a lot of content if you’re a) a fan of nonograms or b) looking for something to tickle your grey matter for five minutes or five hours at a time. It’s just a shame the game doesn’t attempt to crack its own mold, never mind break it.

If you’ve never played a puzzler like this before, the concept straddles that line between achingly simple and blood-boilingly difficult. It’s all about building pixelated pictures by following the numbered clues on either side of a grid. With multiple colours to choose from and numbers to help you work out how big or small each shape should be, this incarnation offers a satisfying and impressively vast vault of brain teasers for the uninitiated, but if you’ve played anything in a similar vein before Pic-A-Pix Deluxe will neither surprise nor shock you.

Being able to access any of its puzzles – ranging from simple 5×5 pixel creations to monster 35×25 illustrations – gives more experienced players the chance to jump into the more challenging conundrums right from the off, so if you’re a picross pro you’ll find a neat open setup that won’t force you through waves of simple pictures. Unfortunately, regardless of whether you take on its toughest grids or its most accessible, that basic aesthetic only serves to hold the overall package back.

While its simple menus and presentation place it in line with Nintendo’s own Picross S, this particular nonogram package lacks the personality of similar titles on Switch, including the Sudoku-esque mashup of Score Studios’ Piczel Lines DX. However, what Pic-A-Pix Deluxe lacks in unique charm, it does try to address with Switch-specific features. The handheld’s capacitive touchscreen supports on-screen controls, and while they’re serviceable, they can make the minute pixel control in the more complicated puzzles difficult to navigate.

On the other hand, the ability to play in co-op with up to three other players is a great addition and embraces Switch’s local multiplayer ethos perfectly. Sure, it’s not the sexiest of games to play with friends but considering how well Lightwood Games has retained the classic picross formula, you’ll be surprised just how addictive it can be when played in company. There’s also an 150 extra puzzles hidden away in the game’s Extra section, which embrace the nonogram’s black and white origins to add a little retro chic to the picross party. Further packs can be purchased for a few pounds/dollars, making Pic-A-Pix Deluxe a relatively cost effective way to scratch that puzzle itch on the go or at home.

There’s also plenty of replay value in trying to rack up the best score on each puzzle. Since each one has a timer that tracks your performance and the ability to check your current progress for errors (with a simple press of ‘Y’) there’s a real benefit to using logic to solve each conundrum as you go. Alternatively, if you’re new to this numerical brain teasers, the power to check your work for erroneous pixels will help educate you on your mistakes.

Conclusion

Basic in both presentation and premise, Pic-A-Pix Deluxe serves up a dish of picross puzzling that will test your brain capacity but does little to innovate on a well-worn conundrum recipe. Still, with some Switch-specific features – including four-player multiplayer support – and plenty of nonograms to its name, Lightwood Games’ pixel puzzler is right at home on Nintendo’s new handheld home.

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Kickstarter Retro Sensation Xeno Crisis Targeting Switch

Back in December we covered an up and coming Sega Mega Drive/Genesis game from Bitmap Bureau (yes, an actual old school cartridge that really works with Sega’s old 16-bit beast). Xeno Crisis immediately caught our attention as well as piquing the interest of retro gamers everywhere. So much so that’s it’s smashed its original $20,000 funding goal nearly three times over, with backer numbers getting close to the 1,000 mark at the time of writing.

Bitmap Bureau has been adding stretch goals from the get-go – with a Sega Dreamcast edition, a two-player co-operative mode (now with female marine option), the game’s soundtrack on vinyl and more all joining in on the action – but as the Kickstarter is reaches its final stretch (with just three days left on the clock), Bitmap Bureau has one final trick up its sleeve. A potential Switch version!

The final stretch goal – which requires the crowdfunding campaign to hit $65,000 (it’s currently on $56K) – will bring this blast processed throwback on the Switch eShop, something we’re sure will no doubt please those Nintendo Life readers who requested such a port on the original news post. Will this change you mind about helping fund this game? Maybe you’re a backer already? Tell us everything in the comments while we make sure our Mega Drives in the office are all in working order for October 2018.

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Review: Pulstar (Switch eShop / Neo Geo)

The lush pre-rendered visuals of Donkey Kong Country certainly impressed in 1994, so it seemed inevitable that other companies would employ the technique in an attempt to draw admiring glances. So it was that Aicom released Pulstar the following year on Neo Geo. The end results was both visually impressive and lots of fun to play, as well as providing a tough challenge to boot.

Pulstar takes place across eight stages, offering you the rather empowering ability to choose which order you tackle the first four – although this does reduce the opportunity to acquire upgrades going into each consecutive level. If playing two-player, you can even start from different stages as you take alternating turns rather than team up to defeat the enemy menace. Co-operative play would be more enjoyable, but it’s difficult to see how that would work with the level design; often you are forced along a set path and thread your way through gaps that are tight for one ship, never mind two.

Gameplay-wise, there’s a real R-Type vibe to some of its enemies. There’s only so many ways something can move in a shmup, so similarities to Irem’s classic – which include some familiar-looking backgrounds – in that regard are not particularly surprising. One stage even features a battle with a huge ship. Actually, it’s more of a large armoured creature, but much like R-Type you’ll find yourself avoiding fire as you blast bits off and try to avoid being crushed against the scenery.

Your ship has plenty of instantly recognisable abilities too, tapping away to fire quickly or charge up a powerful shot to unleash. Power-ups provide the likes of zinging angled lasers and rockets, while a pod can be collected to provide additional fire power – although here it stays fixed to the front of your ship which limits your options. One feature it does have is the ability to damage enemies en mass when surrounded, which would be useful if it didn’t leave your ship vulnerable until you’ve replaced it.

Something else you’ll notice as you play Pulstar is just how tough it is. Swarms of enemies fly in from different directions and bullets come at you from all angles, requiring careful maneuvering to avoid and sometimes criss-crossing into a net of death should you wait too long to begin evasive action. You need to stay alert for dangers as your ship moves quite slowly, which in itself can be challenging until you’ve settled into the rhythm of the game.

Some additional difficulty comes from the visuals. Bullets are brightly coloured and easy to follow, but sometimes enemies and objects can blend into the background, with you either noticing them just before you burst into flames or the exact nature of your destruction being unclear. Generally, the art style works well, with a good range of enemies that feature plenty of detail. It’s not particularly noticeable on smaller craft (or your own ship), but the larger hostiles you encounter are very impressive. The game does suffer slowdown should a lot of activity be occurring on screen (and there’s a noticeable pause before your ship explodes), but it’s not particularly off-putting.

Special mention should be made of the superb music that uses a mix of instruments and sounds to provide a memorable little soundtrack. Often adventurous and upbeat, the tracklisting will detour into chilled or mysterious sounding pieces before heading into more otherworldly and ominous ones. The music enhances the onscreen events and a sound test option would have been a welcome inclusion to experience the tracks without having to concentrate on blasting away at things.

As a ACA Neo Geo release, you have unlimited continues to try and clear the game, but this just serves as a way to replay levels until you’ve cracked them. Memorisation is key as you learn which enemies to shoot and when to take then down, the moment to charge up an attack and which dangers are best avoided. Positioning is also important as lines of ships can streak onto screen suddenly, but learning and exploiting these attack patterns offers an exciting if challenging setup.

The mix of attacks and avoidance tactics used makes for enjoyable gameplay, but for many sections of the game there’s little room for improvisation and you’ll find only one way through that pattern of fire as you line up to slip through a tiny passageway. The difficulty can be adjusted in the options menu, but should you have made a wrong move this often just delays the inevitable as encircled attackers slowly close in on you. In a way the boss battles are simpler than the route to them. Though not easy, the dangers (and their patterns) can be seen onscreen and while deaths occur they’re often avoiding through a little trial and error.

HAMSTER’s usual Hi Score mode is also included, giving you just the one credit to try and clear the game as well as the five minute Caravan mode. As always these provide enjoyable alternative challenges as you focus on pushing up your score to improve your placing on new online leaderboards.

Conclusion

Slower paced than many shmups, Pulstar is still fun to play through as you avoid enemy attacks, take shots at your attackers and look for an opportunity to unleash a charged attack. Despite some elements blending into the background on occasion and moments of slowdown, the visuals in the game are well done. The music is great and enhances the experience greatly. A detachable pod would be a good option to add some choice to how you tackle the challenge and too often you must rely on memorisation to get through the dangers, but nevertheless Pulstar remains an tough yet enjoyable retro offering.

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Splatoon 2 Pits Action Against Comedy in Global Splatfest Next Week

The first Splatfest of 2018 is about to arrive in Splatoon 2, putting fans of action movies against those who love a good laugh with a comedy or two.

Announced on the official Nintendo Versus Twitter account, this Splatfest will be a worldwide affair; rather than having different themes across Europe, America, and Japan, every single player of the game will be able to have their say in one, huge fight to the death.

As you can see above, this Splatfest will begin at 8pm Pacific Time on 12th January in the US (meaning 11pm Eastern); Europe will be kicking things off at around midday the following day.

Will you be taking part in this one? And, more importantly, which side will you be fighting for? Let us know in the comments.

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Soapbox: Switch’s Rampant Success Is Proof Positive That You Should Never Write Off Nintendo

Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. In today’s edition, editor Dom recalls Nintendo’s darker days, how it was written off during Wii U’s era and how Switch typifies its independent spirit to a tee.


Picture the scene. Wii U has been out for a few years and the prognosis isn’t great. First there are murmurs, which turn to whispers, which blossom into full-blown think-pieces and editorials galore. “It may be time for Nintendo to make games, not consoles” muses Forbes in 2013. “Dear Nintendo, please top making home gaming consoles” pleads The Daily Dot in 2016. The headlines keep flowing, and clicks keep clicking. Nintendo’s for the scrap heap, if all these column inches are to be believed. And all the while, Wii Us round the world gather increasingly thicker layers of dust beside their Wii forebears.

As dramatic as some of those responses in the tech, games and mainstream media were back then, the thinking itself wasn’t entirely without merit. Wii was undeniable hit, a pop culture phenomenon that conquered the mainstream like only Nintendo can, but, like all crazes, it had a shelf life that wasn’t destined to last forever. When Wii U dropped in 2012, it simply didn’t stand a chance. Arriving exactly a year before the beginning of a new generational leap, Wii U’s lack of power or any kind of head-turning innovation was an imperfect storm that left casual players and Nintendo diehards alike with an unmemorable piece of hardware.

Writing off Nintendo was an easy go-to response. Sony and Microsoft were stood where Nintendo and Sega had once been in the late ’80s and ’90s, trading blows with titanic rival machines. The Big N, much like The House That Sonic Built before it, had found its traditional values and first-party franchises locked in stasis while the rest of the industry went bonkers for framerates, resolutions and VR. Maybe it really should just make games.

But Nintendo wasn’t dying. It wasn’t licking its wounds while its competitors pushed for higher clock speeds and processing grunt. It was focused almost entirely on the Wii U’s legacy, learning from the missteps that led to its downfall, using its failure as a test-bed for what was to come. Motion controls? Playing on both a TV and a separate screen? Isolated, these features weren’t enough to sustain a console. But together, blended through the prism of Nintendo’s simply inimitable R&D process, something truly special was brewing.

Of course Nintendo had every faith in Wii U. It had some unique quirks and some genuine classics in the software department, but that doesn’t mean its myriad problems derailed Nintendo in the process. In short, Wii U’s prolonged demise helped make the console that became Switch even stronger. With one eye on the indie embracing, screenshot-happy antics of its competitors, Nintendo took its unrivaled knowledge in handhelds and worked some serious black magic.

And it’s a turnaround we’ve seen before. Nintendo’s success with Switch parallels Sony’s own journey to PS4 and its storied success. Sure, PS3 was no failure in the long run, but an astronomical price tag, a late launch date and components that were woefully unaccommodating to developers made its battle with Xbox 360 a lopsided affair. By the time PS4 rolled around, Sony knew where it went wrong and innovated in all the right places. Nintendo may walk to the beat of its own drum, but we all know it must have taken note of PS Vita’s fate and realised building a platform that was attractive to all developers was the key to thriving in the industry of today. First-party titles sell you on a console, but its often the more numerous third-party ones that keep it there in the meantime.

Here and now in 2018 and Switch continues to go from strength to strength, pulling in sales records thick and fast, but that doesn’t mean Nintendo has seemingly had its relevance reaffirmed. The firm has never played by the same rules as its competitors; that’s the very reason Nintendo has endured and dominated multiple generations in over three decades. It’s why its stepped away from traditional keynotes and E3 and other big press events, instead opting to host Nintendo Directs and other reveals on its own terms. Nintendo doesn’t follow trends, it ignores them, often setting its own in the process. It’s true not every risk or decision works, but Nintendo’s presence and relevance have rarely faltered.

It’s an ethos of independence in an industry where the two other major platform holders now trade blows over mid-generational upgrades and multiplatform DLC exclusivity. While Sony and Microsoft tussle over the same experience, Nintendo went against the grain. It could have delivered a straight up competitor, a vanilla home console geared towards 4K output, VR support and every other passing buzzword. So what did it do? It produced a console with less processing power. While Sony abandons handheld gaming, Nintendo doubled down on it.

Of course, there’s no denying Switch’s timing formed a perfect storm, offering a fresh experience with a USP that actually justifies its ports. Who else could launch a platform and eight months later support a port of Skyrim – a six-year-old game – and still managed to make it seem appealing purely by being in handheld form. Much like its plucky new hardware, Nintendo has been written off but it’s clear neither is going anywhere for a long time to come.

What do you agree with Dom’s opinion on Nintendo and its naysayer defiance? Will Switch continue to be a success in 2018 and beyond? Let us know below…