Everything posted by Rockstar
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Inazuma Eleven: Victory Road Lands New Update On Switch 1 & 2, Here Are The Full Patch Notes
Over the weekend, Level-5 released a brand new update for Inazuma Eleven: Victory Road, booting the football RPG up to ver. 1.3.0 and adding some new features in the process. The newbies this time around are a level cap feature for Ranked and Lobby matches, and two new opportunities to switch characters when using the in-game menus. There are a bunch of balancing adjustments and bug fixes included in this one too, so it will be well worth checking out for the best experience possible. The full patch notes were shared on the official Inazuma Eleven website, and we have gathered them together for you to check out below. Inazuma Eleven: Victory Road Ver. 1.3.0 (Released 21st Nov 2025)Feature Additions / AdjustmentsAdded a Level Cap Feature to Ranked Matches and Lobby MatchesAdded a Level 50 cap to Ranked Matches to ensure more intense and balanced competition. Any character above this level will be automatically adjusted down to 50. For lobby matches, players now have the option to enable or disable this cap. Added a Feature to Switch Characters on the Abilearn BoardAdded a feature that allows players to switch to other characters in the same Team Dock directly from the Abilearn Board. Added a Feature to Switch Characters on the Equipment MenuAdded a feature that allows players to switch to other characters in the same Team Dock directly from the Equipment Menu. Balance AdjustmentsAdjusted Training Goals in Story Mode Chapter 9Adjusted the training goals in Chapter 9 of Story Mode. When playing on another platform via Cross-Save, training goals may appear higher due to differences between versions. Adjusted Experience Requirements for Leveling UpAdjusted the amount of experience required for all characters to level up. Added Level Sync for Avatars in Story ModeWhen using an Avatar in Story Mode matches, any Avatar at level 51 or above will now be adjusted down to level 50. Retrying a Story Match Will Now Carry Over the ScoreAdjusted Story Mode matches so that if you lose and retry from mid-match, the score up to that point will now be carried over. Adjusted Experience Gains for Lower-Level CharactersAdjusted the system so that up to five lower-level characters among the sixteen members in the Team Dock will receive a post-match experience bonus. The bonus scales based on the level gap between each of the lowest five characters and the team's average level. Countermeasures for Idling in Ranked MatchesImplemented the following measures: In the case of defeat, rewards will only be granted if the match was played through to the end. Experience earned upon defeat has been reduced to one quarter. Conceding a match will no longer grant rewards. Bug FixesFixed an issue where a player who has not completed Story Mode competing against a player who has in Ranked Matches or Lobby Matches would result in the acquisition of characters from South Cirrus not yet obtained in the story, preventing further progression. Fixed an issue in the Spirit Exchange where used Spirits would not decrease even after being spent. Fixed an issue where Ranked Match points were still awarded even if the connection was canceled during a Ranked Match. Fixed an issue in the Special Training Gatling Kraken Trap that prevented it from being cleared when played at a high frame rate. Fixed an issue in BB Stadium where, after selecting "Continue from save" to resume Campaign Mode and winning a match, the game would sometimes fail to progress when attempting to start the next one. Fixed an issue in Story Mode Chapter 6 where the game would sometimes fail to progress after winning the skill showdown. Fixed an issue in the Story Mode Chapter 8 match against Royal Academy where the screen effect of a Special Tactic could sometimes remain on screen. Fixed an issue in the Story Mode Chapter 8 match against Royal Academy where the same Special Tactic could be used twice in a row during the second half. Fixed an issue in Story Mode where the number of abilities owned was displayed incorrectly due to referencing items from other modes. Fixed an issue in Story Mode Chapter 9 where, when controlling Darian Moonward, players could fast travel to South Cirrus Junior High but were unable to return to Raimon, preventing further progression. Fixed an issue in Story Mode where opening the map exactly as the player touched the red dashed line marking an impassable area could cause the game to become unresponsive. Fixed an issue where, in environments with significant network latency, performing a penalty kick during online play could prevent the game from progressing, as no goal animation would play after the shot. Fixed an issue in Story Mode Chapter 9 during the Raimon Junior High match where, after completing the mission Take a shot, the screen could remain dark and the game could become stuck if the shot was blocked. Fixed an issue where, during a zone, the game could sometimes become unprogressable when a character collided with the castle wall and lost the ball at the same time as executing a shooting move. Fixed an issue in Chapter 8 of Story Mode during the match against Royal Academy where, if a foul was committed while controlling Cade Shelby during the mission Successfully pass the ball to Cade, the Mix 'n' Match event would be skipped. Fixed an issue where the number of Focus Squabble Wins in Activities was not being counted. Fixed an issue where, during a zone, the game could sometimes become unprogressable if a pass was made to a character just before their Keshin Armourfy was deactivated and a direct shot was executed simultaneously. Fixed an issue where, in environments with significant network latency, the goalkeeper command would sometimes fail to trigger against a pass-into-immediate-shot sequence, causing a goal to be scored without a save attempt. Fixed an issue in Online Bond Town where the application could sometimes become unresponsive if another player joined while you were sending a chat message. Fixed an issue where, by following a specific sequence of steps, players could form a party with three or more HEROES. We'll be kicking off our full thoughts on Inazuma Eleven: Victory Road on Switch 2 soon enough, so keep an eye out to see what we make of Level-5's latest. View full article
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Assassin's Creed Shadows' Beefy Switch 2 File Size Has Been Revealed
With just one week to go before Assassin's Creed Shadows arrives on Switch 2, Ubisoft has updated the game's eShop page with some noteworthy details to keep in mind before you buy. Like, for example, the dreaded file size. According to the updated listing, Shadows will take up a beefy 62.8 GB on your system. It's not the most surprising news considering the size of the game, but it's something to keep an eye on as we head towards release. For reference, this file size puts Shadows above the likes of Cyberpunk 2077 (60.6 GB), Madden NFL 26 (57.1 GB), and Yakuza 0: Director's Cut (45.3 GB), but it's still a good step below Split Fiction (69.2 GB) and the upcoming Final Fantasy VII Remake Intergrade (90-95 GB). Not the end of the world, then, but it might be time to start looking for a Micro SD Express, if you're hoping to have a couple of these in your library. For those who missed the initial announcement, Assassin's Creed Shadows will arrive on Switch 2 on 2nd December, complete with cross-progression saves, touchscreen support and all the title updates you could wish for — apart from the Claws of Awaji expansion, you'll have to wait until 2026 for that.
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Assassin's Creed Shadows' Beefy Switch 2 File Size Has Been Revealed
With just one week to go before Assassin's Creed Shadows arrives on Switch 2, Ubisoft has updated the game's eShop page with some noteworthy details to keep in mind before you buy. Like, for example, the dreaded file size. According to the updated listing, Shadows will take up a beefy 62.8 GB on your system. It's not the most surprising news considering the size of the game, but it's something to keep an eye on as we head towards release. For reference, this file size puts Shadows above the likes of Cyberpunk 2077 (60.6 GB), Madden NFL 26 (57.1 GB), and Yakuza 0: Director's Cut (45.3 GB), but it's still a good step below Split Fiction (69.2 GB) and the upcoming Final Fantasy VII Remake Intergrade (90-95 GB). Not the end of the world, then, but it might be time to start looking for a Micro SD Express, if you're hoping to have a couple of these in your library. For those who missed the initial announcement, Assassin's Creed Shadows will arrive on Switch 2 on 2nd December, complete with cross-progression saves, touchscreen support and all the title updates you could wish for — apart from the Claws of Awaji expansion, you'll have to wait until 2026 for that. View full article
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Feed IT Souls Is A Game Boy Metroidvania That Pokes Fun At Annoying "Techno-Feudalists"
Prolific Game Boy developer Gumpy Function (AKA Tom Lockwood, one of the talented people behind the amazing Grimace's Birthday) has just announced the release of Feed IT Souls: Department of Martian Efficiency Edition, a Metroidvania for the Game Boy Color which serves as a remake of his GB Compo 23 game jam effort. Described by its creator as a title which satirises Elon Musk and the "techno-feudalists of the corporate world", the game's origin was inspired by Musk's purchase of the social media platform Twitter back in 2023. "You are the offspring of IT, a bio-technological monstrosity after only one thing - delicious souls," reads the game's itch.io page. "Seek out and retrieve souls to feed your master. His power is your power. Every soul retrieved will enhance your mobility as you explore your surroundings." Costing just $5 and playable on original GBC hardware or via emulation, Feed IT Souls: DOME Edition showcases new areas, new enemies, reworked artwork, in-game achievements, an overhauled game engine and a new Key Performance Indicator mode that "enables a classic life system for extra challenge". Furthermore, you also get a digital manual "in the style of classic GBC manuals from the late 1990s and 2000s." The developer has also confirmed that the game is coming to Playtiles Season 1 next week. Playtiles, in case you weren't aware, is a new operating system for smartphones that adds tactile buttons to your device's touchscreen via a removable, silicon-based "tile". Lockwood has also revealed that he is no longer publishing his games via ModRetro, the company founded by Palmer Luckey, which is behind the FPGA-based Chromatic and M64 consoles.
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Feed IT Souls Is A Game Boy Metroidvania That Pokes Fun At Annoying "Techno-Feudalists"
Prolific Game Boy developer Gumpy Function (AKA Tom Lockwood, one of the talented people behind the amazing Grimace's Birthday) has just announced the release of Feed IT Souls: Department of Martian Efficiency Edition, a Metroidvania for the Game Boy Color which serves as a remake of his GB Compo 23 game jam effort. Described by its creator as a title which satirises Elon Musk and the "techno-feudalists of the corporate world", the game's origin was inspired by Musk's purchase of the social media platform Twitter back in 2023. "You are the offspring of IT, a bio-technological monstrosity after only one thing - delicious souls," reads the game's itch.io page. "Seek out and retrieve souls to feed your master. His power is your power. Every soul retrieved will enhance your mobility as you explore your surroundings." Costing just $5 and playable on original GBC hardware or via emulation, Feed IT Souls: DOME Edition showcases new areas, new enemies, reworked artwork, in-game achievements, an overhauled game engine and a new Key Performance Indicator mode that "enables a classic life system for extra challenge". Furthermore, you also get a digital manual "in the style of classic GBC manuals from the late 1990s and 2000s." The developer has also confirmed that the game is coming to Playtiles Season 1 next week. Playtiles, in case you weren't aware, is a new operating system for smartphones that adds tactile buttons to your device's touchscreen via a removable, silicon-based "tile". Lockwood has also revealed that he is no longer publishing his games via ModRetro, the company founded by Palmer Luckey, which is behind the FPGA-based Chromatic and M64 consoles. View full article
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R-Type Delta HD Boosted May Not Be The Definitive Way To Play This PS1 Gem, After All
When Irem & City Connection announced that they were working on a port of R-Type Delta HD Boosted for modern consoles and PCs earlier this year, there was a lot of excitement online. And it's pretty easy to understand why. The original game is frequently listed online for hundreds of pounds on the secondhand market, making this new version a potentially cheaper alternative for those who want to get their hands on the PS1 game, without breaking the bank. Reviews for the game dropped on Thursday, November 20th (the same day as the game's release) and have so far been pretty universally positive, with our friends at Nintendo Life giving it a 9, while our other sister site, Push Square, awarded it an 8 in its own review. However, it appears there may be some issues that those reviews, and other reviewers online, didn't pick up on, with Japanese players now taking to social media to highlight issues with missing effects and desynced audio, which are reportedly caused by the new version's lack of slowdown (thanks, OhFivePro, for the spot!). This appears to be most evident in a section before the end credits, in which there are a bunch of buildings onscreen that are supposed to slowly sink into space and vanish. In the new game, because the slowdown from the original has been removed, these buildings now simply fall off the side of the screen, with the audio then sharply cutting as the staff roll begins. There are also reports that the game is now harder too, with the third stage, in particular, proving "abnormally difficult" for some. In a Gamespark interview from earlier this month, R-Type Delta HD Boosted producer Nobuhiro Yoshikawa shared a few interesting details with the publication about the creation of the game, which does go some way to explaining why the port may not be as accurate to the original experience as players may have wanted. In the interview, Yoshikawa stated, for instance, that only "60 to 70 per cent" of the original game's source code has survived, with City Connection having to supplement what was already there. In addition to this, the team also made a conscious decision to remove frame lag, with the producer stating this decision was based on comments that R-Type Delta's original director, Hiroya Kita, once gave in an interview, in which he stated the PS1 game's slowdown was reportedly not an intended feature. Yoshikawa acknowledged that the game would play differently because of this production choice, but did not refer to any changes to the way audio would be implemented to compensate. As of right now, neither Irem nor City Connection have acknowledged the issue, so it's unknown whether they will attempt to address this with future updates. We've reached out to its Western publisher, Clear River Games, for comment.
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R-Type Delta HD Boosted May Not Be The Definitive Way To Play This PS1 Gem, After All
When Irem & City Connection announced that they were working on a port of R-Type Delta HD Boosted for modern consoles and PCs earlier this year, there was a lot of excitement online. And it's pretty easy to understand why. The original game is frequently listed online for hundreds of pounds on the secondhand market, making this new version a potentially cheaper alternative for those who want to get their hands on the PS1 game, without breaking the bank. Reviews for the game dropped on Thursday, November 20th (the same day as the game's release) and have so far been pretty universally positive, with our friends at Nintendo Life giving it a 9, while our other sister site, Push Square, awarded it an 8 in its own review. However, it appears there may be some issues that those reviews, and other reviewers online, didn't pick up on, with Japanese players now taking to social media to highlight issues with missing effects and desynced audio, which are reportedly caused by the new version's lack of slowdown (thanks, OhFivePro, for the spot!). This appears to be most evident in a section before the end credits, in which there are a bunch of buildings onscreen that are supposed to slowly sink into space and vanish. In the new game, because the slowdown from the original has been removed, these buildings now simply fall off the side of the screen, with the audio then sharply cutting as the staff roll begins. There are also reports that the game is now harder too, with the third stage, in particular, proving "abnormally difficult" for some. In a Gamespark interview from earlier this month, R-Type Delta HD Boosted producer Nobuhiro Yoshikawa shared a few interesting details with the publication about the creation of the game, which does go some way to explaining why the port may not be as accurate to the original experience as players may have wanted. In the interview, Yoshikawa stated, for instance, that only "60 to 70 per cent" of the original game's source code has survived, with City Connection having to supplement what was already there. In addition to this, the team also made a conscious decision to remove frame lag, with the producer stating this decision was based on comments that R-Type Delta's original director, Hiroya Kita, once gave in an interview, in which he stated the PS1 game's slowdown was reportedly not an intended feature. Yoshikawa acknowledged that the game would play differently because of this production choice, but did not refer to any changes to the way audio would be implemented to compensate. As of right now, neither Irem nor City Connection have acknowledged the issue, so it's unknown whether they will attempt to address this with future updates. We've reached out to its Western publisher, Clear River Games, for comment. View full article
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Here's Why Marvel Vs. Capcom Swapped Out Iron Man For War Machine
It's been particularly pleasing to see Capcom and Marvel hook up again in recent years, as I was a massive fan of the many superb one-on-one fighters the pair collaborated on in the '90s. So much so that any little piece of trivia relating to these games is like catnip to me – so I must thank the always-excellent vgdensetsu for unearthing this fact about Marvel vs. Capcom, one of my personal favourites. I always wondered why Capcom decided to replace Iron Man (who was present in Marvel Super Heroes) with War Machine, a relatively minor character from the comics who would ultimately use the same sprite design. Why remove such a famous face only to replace him with the same sprite, but in black and grey? According to former Capcom staffer Atsushi Tomita (also known as Tomichin), this was done because Capcom briefly lost the video game rights to the Iron Man character to Acclaim, which released the critically panned Iron Man / X-O Manowar in Heavy Metal in 1996. "The reason we couldn't include Iron Man in Marvel vs. Capcom was because we couldn't get the rights (Acclaim had the exclusive rights at the time)," says Tomita on social media (translated by Google). "We wanted to include a character with the same abilities we created in Marvel Super Heroes, so we named him War Machine and got permission from Marvel." Tomita also acknowledges that the palette swap created some inconsistencies with how the War Machine character appeared in the Marvel comics. "At the time, in the original comics, War Machine never wore armor with that design, but Marvel had become more tolerant by this time and was understanding. In the victory demo and other illustrations, Bengus drew the original design, which is completely different from the one in the game, but no one criticized it." War Machine plays almost exactly like Iron Man in Marvel vs. Capcom, bar some animation changes. However, by the time Marvel vs. Capcom 2 came around in 2000, Capcom was able to reintroduce Iron Man and, therefore, make War Machine a little more individual.
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Here's Why Marvel Vs. Capcom Swapped Out Iron Man For War Machine
It's been particularly pleasing to see Capcom and Marvel hook up again in recent years, as I was a massive fan of the many superb one-on-one fighters the pair collaborated on in the '90s. So much so that any little piece of trivia relating to these games is like catnip to me – so I must thank the always-excellent vgdensetsu for unearthing this fact about Marvel vs. Capcom, one of my personal favourites. I always wondered why Capcom decided to replace Iron Man (who was present in Marvel Super Heroes) with War Machine, a relatively minor character from the comics who would ultimately use the same sprite design. Why remove such a famous face only to replace him with the same sprite, but in black and grey? According to former Capcom staffer Atsushi Tomita (also known as Tomichin), this was done because Capcom briefly lost the video game rights to the Iron Man character to Acclaim, which released the critically panned Iron Man / X-O Manowar in Heavy Metal in 1996. "The reason we couldn't include Iron Man in Marvel vs. Capcom was because we couldn't get the rights (Acclaim had the exclusive rights at the time)," says Tomita on social media (translated by Google). "We wanted to include a character with the same abilities we created in Marvel Super Heroes, so we named him War Machine and got permission from Marvel." Tomita also acknowledges that the palette swap created some inconsistencies with how the War Machine character appeared in the Marvel comics. "At the time, in the original comics, War Machine never wore armor with that design, but Marvel had become more tolerant by this time and was understanding. In the victory demo and other illustrations, Bengus drew the original design, which is completely different from the one in the game, but no one criticized it." War Machine plays almost exactly like Iron Man in Marvel vs. Capcom, bar some animation changes. However, by the time Marvel vs. Capcom 2 came around in 2000, Capcom was able to reintroduce Iron Man and, therefore, make War Machine a little more individual. View full article
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DRAGON BALL: Sparking! ZERO 2.0.73 TID: 010035F022078000 BID: 7B53433FA04477FC
[Breeze beta99o DRAGON BALL: Sparking! ZERO 2.0.73 TID: 010035F022078000 BID: 7B53433FA04477FC] {master codes by Az91} 08000000 055BF758 1C0001AA 1C0001A9 08000000 055BF760 18000189 1C00018B 08000000 055BF768 1800016B 1800018A 08000000 055BF770 14000001 14000001 08000000 055BF778 14000001 14000001 08000000 055BF780 14000001 14000001 08000000 055BF788 479C4000 16E8918C 08000000 055BF790 0000000A 47435000 08000000 055BF690 B9005C08 18000068 08000000 055BF698 05F5E0FF 1713B9E1 08000000 055BF6B8 18FFFFCA 18FFFFE9 08000000 055BF6C0 B800A10A B9000509 08000000 055BF6A0 1800008A 180000A9 08000000 055BF6A8 B800A10A B9000509 08000000 055BF6D0 B9000509 18FFFF29 08000000 055BF7A0 B9000509 18FFF8A9 08000000 055BF6B0 00002710 170D4FEB 04000000 055BF798 42480000 04000000 055BF7A8 170D66CA 04000000 055BF6D8 170D5BB7 04000000 055BF6C8 170D5B22 04000000 00FE3DB4 BD5DD689 04000000 01AADE18 B9005C08 04000000 01913658 B9000509 04000000 0191634C B9000509 04000000 019165B0 B9000509 04000000 019192CC B9000509 04000000 01AADCF8 0B010109 04000000 0191420C 0B13032A 04000000 0191571C 1100066A 04000000 0191363C 1100066A 04000000 01915350 1100066A 04000000 0191A01C 1100078A [HP] 04000000 00FE3DB4 15176E69 04000000 055BF770 BD1DD689 [Ki] 04000000 00FE3DB4 15176E69 04000000 055BF774 BD1DDA8A [Inf Transformation] 04000000 00FE3DB4 15176E69 04000000 055BF778 BD1DF28B [Skill Count] 04000000 00FE3DB4 15176E69 04000000 055BF77C B91E0A89 [Transform No Cooldown] 04000000 00FE3DB4 15176E69 04000000 055BF780 B91E368A [Swap No Cooldown] 04000000 00FE3DB4 15176E69 04000000 055BF784 B91E3A8B [Player XP x4] 04000000 01AADCF8 0B010909 [Player XP x16] 04000000 01AADCF8 0B011109 [Max Player XP] 04000000 01AADCF8 52986A09 [Max Zen-Oh's Orders XP] 04000000 01913658 14F2B012 04000000 0191634C 14F2A4DB 04000000 0191571C 5284E20A 04000000 0191363C 5284E20A 04000000 0191420C 5284E20A 04000000 01915350 5284E20A 04000000 0191A01C 5284E20A [Max Zeni (After Buy)] 04000000 01AADE18 14EC461E [Unlock Titles Dragon Balls] 04000000 019192CC 14F29935 [Unlock All Mastery (After Fight)] 04000000 019165B0 14F2A448 7B53433FA04477FC.txt
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How to have SEPARATE ATMOSPHERE AND SXOS EMUNAND HIDDEN PARTITIONS ON THE SAME SD TUTORIAL!
How to have SEPARATE ATMOSPHERE AND SXOS EMUNAND HIDDEN PARTITIONS ON THE SAME SD TUTORIAL! PLEASE READ THE ENTIRE GUIDE BEFORE PROCEEDING. I WILL DO MY BEST TO MAKE THIS COMPLETE AND EASY TO FOLLOW. I AM NOT RESPONSIBLE FOR ANY DAMAGE OR DATA LOSS DUE TO THE USE OF THIS GUIDE. I DO THIS FOR FUN AND AM NOT A PROFESSIONAL. i HAVE TESTED THIS METHOD AND HAVE SET UP A COUPLE SD CARDS. USE AT YOUR OWN RISK!!!! The intent of this guide is to makeONE SD CARD with TWO HIDDEN EMUNANDS.One on 11.0 for SXOS and one with current firmware for Atmosphere. More than likely the currently installed games WILL NOT WORK IN ATMOSPHERE if they were installed with the SXOS installer. Tinfoil/awoo installed games may work fine. This is SXOS 's fault as the installer patched stuff in a way that is not compatible with the other CFWs. There is also a section onSHRINKING the SXOS partitionif you intend toonly use it for USB loading. To minimize the impact it has on your SD and keep your HDD functionality for all 3000+ compatible games..If you do this the current SXOS EmuNAND will break including installed games and saves.. IF you made backups of the save data you can restore them later. Bottom line is, you will probably be reinstalling games and you need a backup of everything. This guide make a few assumptions.. I will assume you are a current SXOS user with a working 11.0 Hidden Partition EmuNAND with a FAT32 SD. No Atmosphere installation required. There many ways to accomplish most things in this guide. I am doing the bulk of the work on the PC to limit the amount of times we take the SD out of the fragile Switch SD slot. If you do not understand the above then this tutorial may be out of your league. Please google beginner switch hacking and learn some basics. EmuNAND is the same thing as EmuMMC. It's just an older term. I call it by the old school term. Old habits.. This guide starts with a SXOS installation in place. If you wanted to go the other direction, adding a SXOS partition to an Atmosphere EmuNAND SD you would have to adjust accordingly but the main concept still stands. DO NOT USE EXFAT!!! EVER! NINTENDO'S FAULTY DRIVER WILL CAUSE DATA LOSS!! DONT BE LAZY! FORMAT TO FAT32 AND DO IT RIGHT TO AVOID FUTURE ISSUES! I KNOW YOU DON'T WANT TO. DO IT ANYWAY! ANY EXPERIENCED PERSON WILL TELL YOU THE SAME. WHY WOULD WE ALL GO THROUGH THE HASSLE IF IT WASN'T NECESSARY? DO IT! THERE ARE OTHER MULTI BOOT METHODS. THIS ONE IS THEMOST STABLE. YOU COULD JUST MAKE A FILE BASED EMUNAND FOR ATMOSPHERE. FILE BASED EMUNANDS ARE KNOWN TO CORRUPT.Good way to lose all your saves. You will need a few things Latest version of Hekate. Latest NxNandManager Latest EmuTool Atmosphere SD files Latest Sig Patches (the GBATemp thread) A Raw Backup Of your SXOS EmuNAND (if you don't have one we will make one.) A Backup of your current Atmosphere EmuNAND (if you don't have a current Atmosphere EmuNAND we will convert your SXOS EmuNAND) A partition manager capable of moving and making partitions installed on your PC, I will be using MiniTool Partition Wizard but any capable partition manage should work. A PC. Any should do, this guide is written with Windows in mind A WORKING FOLDER ON YOUR COMPUTER (NxNandMnager and EmuTool can be quite finicky about external drives and things. Just make a new folder. For the sake of this tutorial I will use a folder CALLED C:\NANDS) Keys.txt You can get these using Lockpick RCM or find them online. BACK UP YOUR SAVES!!! I USE JKSV BACK UP YOUR ENTIRE SD TO YOUR PC This process will FORMAT YOUR SD!!!!!! PREPARATIONS Now we will set up the programs On yourPC: Make a folder for NXNandMananger. Folder can be anywhere except the working folder as long as you can find it. Unzip the NXNandManager .ZIP file to this folder Place the Keys.txt in the same directory as NXNandManager. Open NXNandManager, click OPTIONS then CONFIGURE KEYSET then IMPORT FROM FILE and point it to the Keys.txt. Unzip EmuTool and put the emutool.exe file anywhere except the Working folder as long as you can find it. BACKUP CURRENT SXOS EMUNAND If you have araw backupalready you may skip this step. Just put it in the working directory. Using a SD Reader insert SD with your SXOS EmuNAND in to computer. Run NxNandManager Select File > Open Drive> Select your SD. Select Full Dump Select Output Directory and choose your WORKING DIRECTORY. Name your backup. For the guide I name it SXOSemunandFULL Wait Until done Press OK If you have a current Atmosphere EmuNAND you can back it up using the same steps now. Name it ATMOemunandFULL Convert Hidden SXOS EmuNAND to Atmosphere File Based EmuNAND. This will convert your Hidden Partition SXOS EmuNAND to Atmosphere EmuNAND files in the event that you don't have a Atmosphere EmuNAND backup. You should be able to migrate your saves and games over. GAMES INSTALLED USING THE BUILT IN SXOS INSTALLER WILL NOT WORK IN ATMOSPHERE. If you have a raw backup from an Atmosphere Nand you can use that instead and skip this step. This section duplicates and converts your SXOS backup if you don't have an Atmosphere EmuNAND. Open EmuTool Under source select SXOS Hidden Partition Click "Select SD card" and select the SD with the SXOS Hidden Partition Under Select target select Atmosphere File. Under TARGET Click "Click to Select SD Card" Name the backup and save to the working directory. Ill Call it SX2ATMOemu Click START Create New SXOS EmuNAND Partition IF YOU ALREADY HAVE A SXOS EMUNAND IN A HIDDEN PARTITION ON THE TARGET SD YOU MAY SKIP THIS STEP THIS SECTION WILL REFORMAT YOUR SD WITH THE NEW SHRUNKEN EMUNAND! YOU WILL LOSE ALL DATA!!! BACK UP THE SD FILES InNxNandManager Select File > Open file and select the (Shrunken or not) backup of the SXOS EmuNAND Select Options > Emunand Creation Tool Check NAND path is pointing to your SXOS EmuNAND backup (Shrunken or not) Under "Select Emunand Type" Select SD partition Under "Select Target Disk" Select your target SD. Click "Create Emunand" Resize FAT32 Partition and Make New Hidden Partition THIS WILL MAKE ROOM FOR A SECOND HIDDEN PARTITION. Now we willRESIZEyourFAT32 Partitionto leave a29.2GB Unallocated Partitionat the end of the SD Open MiniTool Partition Wizard Find the TARGET SD Right Click on the FAT32 partition Select Resize Reduce the size of the FAT32 Partition by 29.2GB using the slider. Make sure that the unllocated space AFTER the FAT32 partition is 29.2GB and DON'T MESS WITH THE UNALLOCATED SPACE BEFORE THE FAT32 PARTITION! THIS IS SXOS EMUNAND!! Press OK Right Click on the New Unallocated Partition after the FAT32 partition. (once again not the first one. That is your SXOS Partition.) Click CREATE In the "CREATE NEW PARTITION" window Select the following: Create As: PRIMARY Drive Letter: NONE File System: UNFORMATTED Cluster Size:; NONE Click OK In the MAIN WINDOW press Apply That shouldformattheunallocated spaceso the tools can see it. Make new Atmosphere Hidden Partition EmuNAND InEmuTool Under "Select source" select Atmosphere files (Or hekate back up files if that's what you have) Select "Click to select SD Card" and point to the Converted SXOS to Atmosphere Backup files (SX2ATMOemu) or your Atmosphere Backup, You must point to the directory with the BOOT1 BOOT2 00,01 etc etc files, Probably emummc\(A Numeric Code)\eMMC\ Under "Select Target" Select Atmosphere Hidden partition Select "Click to select SD card" and point to your Target SD card. Press START. Restore SD backup and install Atmosphere If all went well you should be able to copy your SD files you backed up in the beginning of the guide. That should get SXOS back up and running. then you can install Atmosphere. There are a TON of guides. just get the newest SDfiles and toss them on the SD. You'll need sigpatches too if you want to play downloaded content. Copy FILES YOU BACKED UP IN THE BEGINNING OF THE GUIDE back to the SD FAT32 Partition . Copy all Atmosphere files to your SD Copy Sigpatches to the SD If you are converted your EmuNAND from SXOS to Atmosphere and you didn't shrink your EmuNAND you need to copy the files in theEMUTENDO foldercontents from SXOS to theAtmosphere NINTENDO folder(emuMMC/XXXX/Nintendo, XXXX is a Alpha Numeric 4 digit ID) thisshouldmake everything compatible work. (Remember games installed with the built in SXOS installer will probably need to be reinstalled.) Make EmuNAND visible to Atmosphere. Unzip Hekate files to the ROOT of your SD. Insert SD in to the Switch Boot Hekate using the hekate payload and your favorite payload launching method. Select EmuMMC Select Migrate EmuMMC Select Fix Raw Select OK Now you should be able toboot in to SXOS and Atmosphere each with their own EmuNANDS!!!Just boot the payload for the CFW you want using your favorite injection method. Now you canupdate the firmware for your Atmosphere EmuNAND using daybreak. There are MANY guides on the subject. Google it! Make sure your games work.Then you can uninstall duplicate games from the SXOS. You can move games from SD to System NAND in the Switch Data management Menu while in EmuNAND. This will move them from theFAT32 partitionto theHidden EmuNANDto free up the FAT32 even more. Remember to leave room for save files. EXTRAS! Here I would like to make a few suggestions.... TESLA with the FastCFWSwtich overlay, If you would like a convenient way to switch between the CFWs (and other things too) I recommend youinstall TESLAwith theFastCFWswitchoverlay. Once installed you canHold downLandDPad DownthenClick theright joy stickto bring up Tesla at any time. It allows you to run "overlays" that are basically just homebrew programs.Emuiibois a great Amiibo emulator, there is a fast reboot, aUMSfeature,FTPetc. in this case I recommendFastCFWswitch. FastCFWswitchallows you to switch between different CFWs with a few clicks. TESLA page on GBATemp This is the page for Tesla. In this instance the trick is to install it for BOTH SXOS AND ATMOSPHERE. Download the latest fastCFWswitch NX-ovlloader and Tesla-Menu Unzip all to the root of the SD You must manually copy all the \atmosphere\contents files from NX-ovloader zip file to SXOS\titles\ to make it work in SXOS too, (I will make a pack if the developer gives me the green light.) That's it. in SXOS or Atmosphere you can press the hotkey combo..(hold downLandDPad DownandClick theright joy stick)to bring up the TESLA menu, then select fastCFWswitch and the CFW you want and off you go. I suggest usingdifferent themeson your EmuNANDs so that you can tell them apart at a glance. There are SXOS and Atmosphere versions of my skeletal themes, Skeletal Switch Theme Skeletal TV theme Skeletal HDD for SXOS Theme<-- Made this today I will add more stuff and tweak this out as I have time. Please feel free to ask questions. It will help me fine tune this tutorial. CHEERS!
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How to have SEPARATE ATMOSPHERE AND SXOS EMUNAND HIDDEN PARTITIONS ON THE SAME SD TUTORIAL!
How to have SEPARATE ATMOSPHERE AND SXOS EMUNAND HIDDEN PARTITIONS ON THE SAME SD TUTORIAL! PLEASE READ THE ENTIRE GUIDE BEFORE PROCEEDING. I WILL DO MY BEST TO MAKE THIS COMPLETE AND EASY TO FOLLOW. I AM NOT RESPONSIBLE FOR ANY DAMAGE OR DATA LOSS DUE TO THE USE OF THIS GUIDE. I DO THIS FOR FUN AND AM NOT A PROFESSIONAL. i HAVE TESTED THIS METHOD AND HAVE SET UP A COUPLE SD CARDS. USE AT YOUR OWN RISK!!!! The intent of this guide is to makeONE SD CARD with TWO HIDDEN EMUNANDS.One on 11.0 for SXOS and one with current firmware for Atmosphere. More than likely the currently installed games WILL NOT WORK IN ATMOSPHERE if they were installed with the SXOS installer. Tinfoil/awoo installed games may work fine. This is SXOS 's fault as the installer patched stuff in a way that is not compatible with the other CFWs. There is also a section onSHRINKING the SXOS partitionif you intend toonly use it for USB loading. To minimize the impact it has on your SD and keep your HDD functionality for all 3000+ compatible games..If you do this the current SXOS EmuNAND will break including installed games and saves.. IF you made backups of the save data you can restore them later. Bottom line is, you will probably be reinstalling games and you need a backup of everything. This guide make a few assumptions.. I will assume you are a current SXOS user with a working 11.0 Hidden Partition EmuNAND with a FAT32 SD. No Atmosphere installation required. There many ways to accomplish most things in this guide. I am doing the bulk of the work on the PC to limit the amount of times we take the SD out of the fragile Switch SD slot. If you do not understand the above then this tutorial may be out of your league. Please google beginner switch hacking and learn some basics. EmuNAND is the same thing as EmuMMC. It's just an older term. I call it by the old school term. Old habits.. This guide starts with a SXOS installation in place. If you wanted to go the other direction, adding a SXOS partition to an Atmosphere EmuNAND SD you would have to adjust accordingly but the main concept still stands. DO NOT USE EXFAT!!! EVER! NINTENDO'S FAULTY DRIVER WILL CAUSE DATA LOSS!! DONT BE LAZY! FORMAT TO FAT32 AND DO IT RIGHT TO AVOID FUTURE ISSUES! I KNOW YOU DON'T WANT TO. DO IT ANYWAY! ANY EXPERIENCED PERSON WILL TELL YOU THE SAME. WHY WOULD WE ALL GO THROUGH THE HASSLE IF IT WASN'T NECESSARY? DO IT! THERE ARE OTHER MULTI BOOT METHODS. THIS ONE IS THEMOST STABLE. YOU COULD JUST MAKE A FILE BASED EMUNAND FOR ATMOSPHERE. FILE BASED EMUNANDS ARE KNOWN TO CORRUPT.Good way to lose all your saves. You will need a few things Latest version of Hekate. Latest NxNandManager Latest EmuTool Atmosphere SD files Latest Sig Patches (the GBATemp thread) A Raw Backup Of your SXOS EmuNAND (if you don't have one we will make one.) A Backup of your current Atmosphere EmuNAND (if you don't have a current Atmosphere EmuNAND we will convert your SXOS EmuNAND) A partition manager capable of moving and making partitions installed on your PC, I will be using MiniTool Partition Wizard but any capable partition manage should work. A PC. Any should do, this guide is written with Windows in mind A WORKING FOLDER ON YOUR COMPUTER (NxNandMnager and EmuTool can be quite finicky about external drives and things. Just make a new folder. For the sake of this tutorial I will use a folder CALLED C:\NANDS) Keys.txt You can get these using Lockpick RCM or find them online. BACK UP YOUR SAVES!!! I USE JKSV BACK UP YOUR ENTIRE SD TO YOUR PC This process will FORMAT YOUR SD!!!!!! PREPARATIONS Now we will set up the programs On yourPC: Make a folder for NXNandMananger. Folder can be anywhere except the working folder as long as you can find it. Unzip the NXNandManager .ZIP file to this folder Place the Keys.txt in the same directory as NXNandManager. Open NXNandManager, click OPTIONS then CONFIGURE KEYSET then IMPORT FROM FILE and point it to the Keys.txt. Unzip EmuTool and put the emutool.exe file anywhere except the Working folder as long as you can find it. BACKUP CURRENT SXOS EMUNAND If you have araw backupalready you may skip this step. Just put it in the working directory. Using a SD Reader insert SD with your SXOS EmuNAND in to computer. Run NxNandManager Select File > Open Drive> Select your SD. Select Full Dump Select Output Directory and choose your WORKING DIRECTORY. Name your backup. For the guide I name it SXOSemunandFULL Wait Until done Press OK If you have a current Atmosphere EmuNAND you can back it up using the same steps now. Name it ATMOemunandFULL Convert Hidden SXOS EmuNAND to Atmosphere File Based EmuNAND. This will convert your Hidden Partition SXOS EmuNAND to Atmosphere EmuNAND files in the event that you don't have a Atmosphere EmuNAND backup. You should be able to migrate your saves and games over. GAMES INSTALLED USING THE BUILT IN SXOS INSTALLER WILL NOT WORK IN ATMOSPHERE. If you have a raw backup from an Atmosphere Nand you can use that instead and skip this step. This section duplicates and converts your SXOS backup if you don't have an Atmosphere EmuNAND. Open EmuTool Under source select SXOS Hidden Partition Click "Select SD card" and select the SD with the SXOS Hidden Partition Under Select target select Atmosphere File. Under TARGET Click "Click to Select SD Card" Name the backup and save to the working directory. Ill Call it SX2ATMOemu Click START Create New SXOS EmuNAND Partition IF YOU ALREADY HAVE A SXOS EMUNAND IN A HIDDEN PARTITION ON THE TARGET SD YOU MAY SKIP THIS STEP THIS SECTION WILL REFORMAT YOUR SD WITH THE NEW SHRUNKEN EMUNAND! YOU WILL LOSE ALL DATA!!! BACK UP THE SD FILES InNxNandManager Select File > Open file and select the (Shrunken or not) backup of the SXOS EmuNAND Select Options > Emunand Creation Tool Check NAND path is pointing to your SXOS EmuNAND backup (Shrunken or not) Under "Select Emunand Type" Select SD partition Under "Select Target Disk" Select your target SD. Click "Create Emunand" Resize FAT32 Partition and Make New Hidden Partition THIS WILL MAKE ROOM FOR A SECOND HIDDEN PARTITION. Now we willRESIZEyourFAT32 Partitionto leave a29.2GB Unallocated Partitionat the end of the SD Open MiniTool Partition Wizard Find the TARGET SD Right Click on the FAT32 partition Select Resize Reduce the size of the FAT32 Partition by 29.2GB using the slider. Make sure that the unllocated space AFTER the FAT32 partition is 29.2GB and DON'T MESS WITH THE UNALLOCATED SPACE BEFORE THE FAT32 PARTITION! THIS IS SXOS EMUNAND!! Press OK Right Click on the New Unallocated Partition after the FAT32 partition. (once again not the first one. That is your SXOS Partition.) Click CREATE In the "CREATE NEW PARTITION" window Select the following: Create As: PRIMARY Drive Letter: NONE File System: UNFORMATTED Cluster Size:; NONE Click OK In the MAIN WINDOW press Apply That shouldformattheunallocated spaceso the tools can see it. Make new Atmosphere Hidden Partition EmuNAND InEmuTool Under "Select source" select Atmosphere files (Or hekate back up files if that's what you have) Select "Click to select SD Card" and point to the Converted SXOS to Atmosphere Backup files (SX2ATMOemu) or your Atmosphere Backup, You must point to the directory with the BOOT1 BOOT2 00,01 etc etc files, Probably emummc\(A Numeric Code)\eMMC\ Under "Select Target" Select Atmosphere Hidden partition Select "Click to select SD card" and point to your Target SD card. Press START. Restore SD backup and install Atmosphere If all went well you should be able to copy your SD files you backed up in the beginning of the guide. That should get SXOS back up and running. then you can install Atmosphere. There are a TON of guides. just get the newest SDfiles and toss them on the SD. You'll need sigpatches too if you want to play downloaded content. Copy FILES YOU BACKED UP IN THE BEGINNING OF THE GUIDE back to the SD FAT32 Partition . Copy all Atmosphere files to your SD Copy Sigpatches to the SD If you are converted your EmuNAND from SXOS to Atmosphere and you didn't shrink your EmuNAND you need to copy the files in theEMUTENDO foldercontents from SXOS to theAtmosphere NINTENDO folder(emuMMC/XXXX/Nintendo, XXXX is a Alpha Numeric 4 digit ID) thisshouldmake everything compatible work. (Remember games installed with the built in SXOS installer will probably need to be reinstalled.) Make EmuNAND visible to Atmosphere. Unzip Hekate files to the ROOT of your SD. Insert SD in to the Switch Boot Hekate using the hekate payload and your favorite payload launching method. Select EmuMMC Select Migrate EmuMMC Select Fix Raw Select OK Now you should be able toboot in to SXOS and Atmosphere each with their own EmuNANDS!!!Just boot the payload for the CFW you want using your favorite injection method. Now you canupdate the firmware for your Atmosphere EmuNAND using daybreak. There are MANY guides on the subject. Google it! Make sure your games work.Then you can uninstall duplicate games from the SXOS. You can move games from SD to System NAND in the Switch Data management Menu while in EmuNAND. This will move them from theFAT32 partitionto theHidden EmuNANDto free up the FAT32 even more. Remember to leave room for save files. EXTRAS! Here I would like to make a few suggestions.... TESLA with the FastCFWSwtich overlay, If you would like a convenient way to switch between the CFWs (and other things too) I recommend youinstall TESLAwith theFastCFWswitchoverlay. Once installed you canHold downLandDPad DownthenClick theright joy stickto bring up Tesla at any time. It allows you to run "overlays" that are basically just homebrew programs.Emuiibois a great Amiibo emulator, there is a fast reboot, aUMSfeature,FTPetc. in this case I recommendFastCFWswitch. FastCFWswitchallows you to switch between different CFWs with a few clicks. TESLA page on GBATemp This is the page for Tesla. In this instance the trick is to install it for BOTH SXOS AND ATMOSPHERE. Download the latest fastCFWswitch NX-ovlloader and Tesla-Menu Unzip all to the root of the SD You must manually copy all the \atmosphere\contents files from NX-ovloader zip file to SXOS\titles\ to make it work in SXOS too, (I will make a pack if the developer gives me the green light.) That's it. in SXOS or Atmosphere you can press the hotkey combo..(hold downLandDPad DownandClick theright joy stick)to bring up the TESLA menu, then select fastCFWswitch and the CFW you want and off you go. I suggest usingdifferent themeson your EmuNANDs so that you can tell them apart at a glance. There are SXOS and Atmosphere versions of my skeletal themes, Skeletal Switch Theme Skeletal TV theme Skeletal HDD for SXOS Theme<-- Made this today I will add more stuff and tweak this out as I have time. Please feel free to ask questions. It will help me fine tune this tutorial. CHEERS! View full article
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Pokémon Unite Is Discontinuing Aeos Coins In Its December Game Update
Update [Sun 23rd Nov 2025, 10am]: Ahead of the December Update for Pokémon Unite, additional details have been shared about License Points and the Aeos Coins Exchange. Here's the rundown via the Pokémon website: Pokémon Unite - December UpdatePlease see the details below regarding exchanging previously earned Aeos coins for license points. Exchange Rate 10 Aeos coins → 1 license point Points Required to Obtain a License In License Journeys, the number of license points required to obtain a Pokémon’s Unite license will vary per license. License points required: 325–1,960 Usage Tips Obtaining a license at the shop If you would like a specific Unite license, we recommend obtaining it via Aeos coins at the shop before the maintenance starts at 3:00 UTC on December 4, 2025. After the update, you will no longer be able to obtain Unite licenses via Aeos coins. Exchanging Aeos coins at the Aeos Coin Exchange after December 4, 2025 After December 4, 2025, you’ll be able to use the Aeos Coin Exchange to exchange previously earned Aeos coins for license points, which can be used in License Journeys. Besides license points, we also plan to make other items—such as fashion items, Holowear, and more—available at the Aeos Coin Exchange in exchange for Aeos coins. The December game updates will also include a new Ranking System, updates to the Theia Sky Ruins battle map, improvements to the main menu and changes to Exp. Point distribution. Planned future improvements have been outlined as well. You can find out more on the official Pokémon website. You can read the original announcement about the discontinuation of Aeos Coins and introduction of License Journeys in our story below. Original Story: The free-to-play MOBA Pokémon Unite has experienced all sorts of updates since arriving on the Switch eShop and mobile devices in 2021, but this latest announcement appears to have a lot of the community talking about the title's future. In an in-game notification, it's been revealed as of 4th December 2025, Aeos coins will no longer be distributed. Nintendo Life can confirm the following in-game message. Here's the part of this notice focused on Aeos coins: This discontinuation of Aeos coins will take place alongside the introduction of License Journeys on the same date (4th December 2025). These will give players a new way to obtain Licenses in Unite by playing the game and accumulating License points. These can be obtained as battle pass rewards, from random boxes, or as rewards from future events. Here's a bit more about this new feature: 2025 marks the fourth anniversary of Pokémon Unite. Over the years it's been expanded with new playable Pokémon, maps, modes, and is also playable on the Switch 2.
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Pokémon Unite Is Discontinuing Aeos Coins In Its December Game Update
Update [Sun 23rd Nov 2025, 10am]: Ahead of the December Update for Pokémon Unite, additional details have been shared about License Points and the Aeos Coins Exchange. Here's the rundown via the Pokémon website: Pokémon Unite - December UpdatePlease see the details below regarding exchanging previously earned Aeos coins for license points. Exchange Rate 10 Aeos coins → 1 license point Points Required to Obtain a License In License Journeys, the number of license points required to obtain a Pokémon’s Unite license will vary per license. License points required: 325–1,960 Usage Tips Obtaining a license at the shop If you would like a specific Unite license, we recommend obtaining it via Aeos coins at the shop before the maintenance starts at 3:00 UTC on December 4, 2025. After the update, you will no longer be able to obtain Unite licenses via Aeos coins. Exchanging Aeos coins at the Aeos Coin Exchange after December 4, 2025 After December 4, 2025, you’ll be able to use the Aeos Coin Exchange to exchange previously earned Aeos coins for license points, which can be used in License Journeys. Besides license points, we also plan to make other items—such as fashion items, Holowear, and more—available at the Aeos Coin Exchange in exchange for Aeos coins. The December game updates will also include a new Ranking System, updates to the Theia Sky Ruins battle map, improvements to the main menu and changes to Exp. Point distribution. Planned future improvements have been outlined as well. You can find out more on the official Pokémon website. You can read the original announcement about the discontinuation of Aeos Coins and introduction of License Journeys in our story below. Original Story: The free-to-play MOBA Pokémon Unite has experienced all sorts of updates since arriving on the Switch eShop and mobile devices in 2021, but this latest announcement appears to have a lot of the community talking about the title's future. In an in-game notification, it's been revealed as of 4th December 2025, Aeos coins will no longer be distributed. Nintendo Life can confirm the following in-game message. Here's the part of this notice focused on Aeos coins: This discontinuation of Aeos coins will take place alongside the introduction of License Journeys on the same date (4th December 2025). These will give players a new way to obtain Licenses in Unite by playing the game and accumulating License points. These can be obtained as battle pass rewards, from random boxes, or as rewards from future events. Here's a bit more about this new feature: 2025 marks the fourth anniversary of Pokémon Unite. Over the years it's been expanded with new playable Pokémon, maps, modes, and is also playable on the Switch 2. View full article
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Mini Review: Forestrike (Switch) - A Roguelite Kung-Fu Fighter That Lets You Plan The Perfect Takedown
Forestrike is yet another roguelite to add to the Switch pile, albeit one that sets itself apart by focusing on slower, meticulous gameplay. Taking on the role of martial artist Yu, you embark on a deadly quest across multiple regions, taking on a slew of enemies as you go. Rather than attack your foes with reckless abandon, however, you have an ability — ‘Foresight’ — to plan out your strategy with no major consequences. Essentially, each battle presents you with two options: Foresee and Fight, mapped to ‘L’ and ‘R’ respectively. The former lets you practice the fight as many times as necessary to nail a perfect victory. Once you’ve figured out how to proceed without messing up (and likely dying), you can go ahead and fight for real. It’s an intriguing concept in theory, but it does remove some sense of danger from the experience. I will say, though, Forestrike is tough. There are typically four or five enemies in any given fight, all possessing different strengths and weaknesses. One might charge at you immediately, while another lobs spears or other objects in your direction. Learning how to turn their attacks against them is often crucial to victory. For example, you can take up a defensive stance and cause one enemy to pass right through you, thus crashing into a hapless fool standing right behind. Once fights begin, you generally have to string together a bunch of moves in one go if you’re to achieve a perfect victory, while messing up will mean opponents deal immediate damage. Executing the right combination of attacks, dodges, throws, and more results in an elegant dance that’s extremely satisfying to watch. Of course, once you commence the fight for real, you either win and proceed to the next level (while bagging some sweet dosh) or lose and go right back to the start of your run. As you progress, you’ll gain new, permanent techniques via the different martial masters that accompany you on your journey. The initial master introduces the aforementioned pass-through technique, while the next grants the ability to block through brute force, causing enemies to crash into you and fall to the ground, and so on. Other minor buffs, perks, and techniques are gained in between fights, with the game presenting you three optional cards from which to choose. Very roguelike, then. Naturally, as you gain abilities, you’ll find yourself altering your strategy and gaining confidence. Eventually, you might even be able to complete fights without using Foresight at all. Overall, however, while Forestrike boasts strong gameplay and a lovely, abstract pixel-art aesthetic, its core hook removes a sense of risk. This is definitely a difficult game at its heart, but the ability to practice your runs with no consequences dulls its edge a bit too much.
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Gear.Club Unlimited 3 Speeds Onto Switch 2 Later This Year
Update [Sun 23rd Nov 2025, 5am]: Gear.Club Unlimited 3 was meant to be racing onto the Switch 2 in 2025, but it's reportedly been delayed. Sim racing website Traxion has reached out to Nacon after noticing several retailer listings for the Switch 2 version were scheduled for early next year and has been informed "a release date has not yet been set". If there is an official announcement about this or any other updates before the end of the year, we'll let you know. Original Story: [Fri 22nd Aug 2025]: It's been announced another racing game is speeding onto the Switch 2 in the future. This time it's Gear.Club Unlimited 3 and it's arriving at some point in "late 2025". This game will follow on from the first two titles, which were released on the eShop during the original Switch generation. Apart from the teaser trailer above, Nacon has also shared some information about what you can expect: As mentioned, this new entry will include "contrasting environments" from the sunny Mediterranean coast to the twisting, mountainous roads of Japan. We've also got some "work-in-progress" screenshots (via Gematsu): When we hear more about this one, we'll let you know.
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Gear.Club Unlimited 3 Speeds Onto Switch 2 Later This Year
Update [Sun 23rd Nov 2025, 5am]: Gear.Club Unlimited 3 was meant to be racing onto the Switch 2 in 2025, but it's reportedly been delayed. Sim racing website Traxion has reached out to Nacon after noticing several retailer listings for the Switch 2 version were scheduled for early next year and has been informed "a release date has not yet been set". If there is an official announcement about this or any other updates before the end of the year, we'll let you know. Original Story: [Fri 22nd Aug 2025]: It's been announced another racing game is speeding onto the Switch 2 in the future. This time it's Gear.Club Unlimited 3 and it's arriving at some point in "late 2025". This game will follow on from the first two titles, which were released on the eShop during the original Switch generation. Apart from the teaser trailer above, Nacon has also shared some information about what you can expect: As mentioned, this new entry will include "contrasting environments" from the sunny Mediterranean coast to the twisting, mountainous roads of Japan. We've also got some "work-in-progress" screenshots (via Gematsu): When we hear more about this one, we'll let you know. View full article
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Guilty Gear Strive Switch Edition Update And DLC Finally Arrives This December
Guilty Gear -Strive- Nintendo Switch Edition arrived earlier this year in January, but fans on the hybrid platform were left behind when the new DLC and other updates never showed up. Now, alongside an apology about missing the previous window, Arc System Works has confirmed the Season 4 "DLC characters" and "implementation of ranked matches" will be arriving in the Switch version of the game on 18th December 2025. As a reminder, these characters include Venom, Unika and Lucy from the anime Cyberpunk: Edgerunners. Here's part of the translated message about the update and DLC delay on Switch: In case you need a reminder, the Switch version of Guilty Gear Strive includes 28 playable characters in the base package, including the first three seasons of the title. When this update finally drops, we'll share a reminder.
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Guilty Gear Strive Switch Edition Update And DLC Finally Arrives This December
Guilty Gear -Strive- Nintendo Switch Edition arrived earlier this year in January, but fans on the hybrid platform were left behind when the new DLC and other updates never showed up. Now, alongside an apology about missing the previous window, Arc System Works has confirmed the Season 4 "DLC characters" and "implementation of ranked matches" will be arriving in the Switch version of the game on 18th December 2025. As a reminder, these characters include Venom, Unika and Lucy from the anime Cyberpunk: Edgerunners. Here's part of the translated message about the update and DLC delay on Switch: In case you need a reminder, the Switch version of Guilty Gear Strive includes 28 playable characters in the base package, including the first three seasons of the title. When this update finally drops, we'll share a reminder. View full article
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Resident Evil Requiem's Switch 2 Physical Release Includes A Lenticular Edition
Update [Sun 23rd Nov 2025, 2am]: It seems we might have got to the bottom of this mystery. According to multiple online listings, Capcom will offer "Lenticular Editions" of Resident Evil Requiem for all platforms. So, not just for the Switch 2 but also the PlayStation 5 and Xbox Series X|S versions of the game. Some listings describe this as being a "case sleeve" or "card" (featuring what is basically a changing picture, depending on the angle you view it from). This same type of card has also recently been featured in official Capcom advertising materials for the 'Deluxe Edition' of the game. Some online listings outside of the US also show the Switch 2 game case with cover art matching its PS5 and Xbox counterparts. So, there you go - it seems there might not be special treatment for the Switch 2 version in this department. If we hear any updates or developments, we'll let you know. Original Story: When the Switch 2 version of Resident Evil Requiem arrives next February, Nintendo fans can look forward to a few extra goodies, such as a limited edition Pro Controller and eventually a themed amiibo. As highlighted by many Nintendo enthusiasts online, it seems there could be another surprise. If you haven't already seen the title's cover art for the Switch 2 standard physical release, it's apparently looking a bit "different" from the PlayStation 5 and Xbox Series X|S versions. As you can see below, the cover art on display for the Nintendo release features the game's protagonist, and FBI intelligence analyst, Grace Ashcroft. As Nintendo Everything highlights, although the standard release may show different cover art here for Switch 2 physical copies, it seems Capcom has shown the same design for the Deluxe Edition of the game. This cover on display here for the Switch 2 standard version has resulted in all sorts of speculation online, so if we find out anything else, we'll let you know. On Switch 2, Resident Evil Requiem is expected to offer the same gameplay experience as other platforms and will also be releasing at the same time on 27th February 2026. It's also been previously confirmed the physical Switch 2 version is a Game-Key Card. Capcom will be offering a special 'Generation Pack' as well containing the new game, Resident Evil 7: Biohazard and Resident Evil: Village (launching for Switch 2 on the same date). Will you be picking up the Switch 2 version of this game? Let us know in the comments.
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Resident Evil Requiem's Switch 2 Physical Release Includes A Lenticular Edition
Update [Sun 23rd Nov 2025, 2am]: It seems we might have got to the bottom of this mystery. According to multiple online listings, Capcom will offer "Lenticular Editions" of Resident Evil Requiem for all platforms. So, not just for the Switch 2 but also the PlayStation 5 and Xbox Series X|S versions of the game. Some listings describe this as being a "case sleeve" or "card" (featuring what is basically a changing picture, depending on the angle you view it from). This same type of card has also recently been featured in official Capcom advertising materials for the 'Deluxe Edition' of the game. Some online listings outside of the US also show the Switch 2 game case with cover art matching its PS5 and Xbox counterparts. So, there you go - it seems there might not be special treatment for the Switch 2 version in this department. If we hear any updates or developments, we'll let you know. Original Story: When the Switch 2 version of Resident Evil Requiem arrives next February, Nintendo fans can look forward to a few extra goodies, such as a limited edition Pro Controller and eventually a themed amiibo. As highlighted by many Nintendo enthusiasts online, it seems there could be another surprise. If you haven't already seen the title's cover art for the Switch 2 standard physical release, it's apparently looking a bit "different" from the PlayStation 5 and Xbox Series X|S versions. As you can see below, the cover art on display for the Nintendo release features the game's protagonist, and FBI intelligence analyst, Grace Ashcroft. As Nintendo Everything highlights, although the standard release may show different cover art here for Switch 2 physical copies, it seems Capcom has shown the same design for the Deluxe Edition of the game. This cover on display here for the Switch 2 standard version has resulted in all sorts of speculation online, so if we find out anything else, we'll let you know. On Switch 2, Resident Evil Requiem is expected to offer the same gameplay experience as other platforms and will also be releasing at the same time on 27th February 2026. It's also been previously confirmed the physical Switch 2 version is a Game-Key Card. Capcom will be offering a special 'Generation Pack' as well containing the new game, Resident Evil 7: Biohazard and Resident Evil: Village (launching for Switch 2 on the same date). Will you be picking up the Switch 2 version of this game? Let us know in the comments. View full article
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Wii Modding tutorial for beginners
Here’s a simple way to install the Homebrew Channel on your Wii: Check your Wii system version and mac adress Download LetterBomb and put it on an SD card Insert the SD card into your Wii Start the red LetterBomb message Done! If you have any questions, please join my Discord server: https://discord.gg/33XXzdXVT9 Note: The server is mainly in German. All tutorials and live help are in German. English can be used, but it is not the main language.
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Wii Modding tutorial for beginners
Here’s a simple way to install the Homebrew Channel on your Wii: Check your Wii system version and mac adress Download LetterBomb and put it on an SD card Insert the SD card into your Wii Start the red LetterBomb message Done! If you have any questions, please join my Discord server: https://discord.gg/33XXzdXVT9 Note: The server is mainly in German. All tutorials and live help are in German. English can be used, but it is not the main language. View full article
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Arcade Shmup Visibility Hacks!
10 Classic Arcade Shmups are now playable on small handheld devices! This is a collection of patches to modify various arcade shooting games to improve visibility. For most games, that means increasing the basic bullet sprite size while retaining the original style. For the Strikers 1945 games, it meant outlining the player ship sprites to increase contrast with the backgrounds. Also included are a few hacks for console games with the same goal. These hacks do a great deal to decrease eye strain and make it more comfortable to play these games. Games list: Darwin 4078 Terra Cresta Tiger Heli Slap Fight Flying Shark Twin Cobra Twin Hawk OutZone Strikers 1945 Strikers 1945 II Shmup Visibility Mods.zip
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Endless Winters Released!
Inspired by lo-fi study beats and driven by my desire for peaceful winter ambience, Endless Winters is a simple hack of EarthBound that perpetually pans over a snowy landscape. Designed for original hardware, it functions as a installation piece that can be quickly installed using a SNES and a CRT. Endless Winters was created using an EarthBound ROM, Coil Snake, and EBME. The hack represents about 8-12 hours of work, including bug-testing, and will likely not be updated barring the discovery of catastrophic errors. Special thanks to phoenixbound for helping with the coding. endlesswinters.ips