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For the last week on Pokémon Shuffle players from all over the world have been competing to be one of the top 20,000 in America and Europe/Australia (50,000 in Japan) to get their chance at obtaining a Lucarionite. The rules were simple: face off against a Mega Lucario in a special event and rack up as high of a score as you could within 1 minute. You could play as many times as you wanted, as long as you had hearts available.

Now that the event is over, Lucarionites are going out to the top players of the competition. Unfortunately, I placed 33,201 out of the 250k+ entrants (I swear I was around 9,000 three days ago!), but I was still given a Jewel just for trying – so all is well!

Were you one of the top 20,000 in your region to obtain a Lucarionite? Let us know!

Two weeks ago we reported that Pokémon Shuffle had surpassed 1 million downloads within two weeks of launch. Three weeks later, Pokémon Shuffle has now reached 2,500,000 downloads.

This is huge news for the free Pokémon themed puzzler, and those numbers will surely continue to grow.

As a token of appreciation, all Pokémon Shuffle players are being gifted a free Disruption Delay. For those unaware, Disruption Delay helps prevent the enemy Pokémon from causing any inconveniences — such as freezing a few tiles, swapping out your party for other unwanted Pokémon, adding wooden blocks, etc. — for a certain duration.

Personally, Pokémon Shuffle has been a ton of fun for me since it came out. As someone who was heavily addicted to the frenetic match-three twist of Pokémon Trozei, this certainly provides tons of entertainment in a well put together fashion that isn’t overwhelming in its UI, mechanics, or anything of the sort. I find it hard to believe people have actually been spending money on Pokémon Shuffle when it is perfectly enjoyable and feasible to get through its entirety without having to spend a dime.

How have you been enjoying Pokémon Shuffle? Let us know in the comments below!

You can grab Pokémon Shuffle for free via the Nintendo eShop

That cute little electric squirrel and the Pokémon responsible for taking Se Jun Park all the way to #1 spot in the VG Masters Finals at the 2014 Pokémon World Championship is now available for capture via the Special Stages tab in Pokémon Shuffle after a quick update.

Pachirisu will available for capture for the next 24 hours, so get it while you can!

 

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Unova’s Mythical Water and Fighting type Pokémon is now available to be caught in Pokémon Shuffle! Once you check in to Pokémon Shuffle, Keldeo will be made available right away after a quick update. Whether you’re able to catch Keldeo or not, the first time you clear the stage you’ll be rewarded with 5,000 coins. This is a pretty huge reward considering the average battle gives you around 300 coins.

Keldeo will be made available until April 6th, 2015.

 

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There are plenty of Kickstarter projects that feature Wii U in one form or another. For the latest look at which games are seeking funding, check out our roundup below.

Othello U (new) – $1,000 for funding, Wii U only
Once Bitten, Twice Dead! (new) – $15,258 for funding, includes Wii U
Mystic Tales: Legend of the Janovi Gem (new) – $75,000 for funding, Wii U stretch goal at $150,000
Ralin – Dwarf Wars (new) – $66,419 for funding, includes Wii U
Super Cordon Bleu – $61,065 for funding, includes Wii U
Nephil’s Fall – $10,000 for funding, includes Wii U
The Song of Seven : Chapter 1 – $8,000 for funding, includes Wii U
Toejam and Earl: Back in the Groove – $400,000 for funding, dev eventually wants it on other platforms

Another crowdfunding project is CrossCode, though it’s on Indiegogo. If funds reach €100,000, it will be on Wii U.

Pazuru trailer

Posted on 9 years ago by (@NE_Brian) in 3DS eShop, Videos | 0 comments

As previously mentioned, Pazuru is hitting the European 3DS eShop this Thursday. It’s also coming to North America at some point in the future.

More:

Mighty No. 9 has updated their community page and posted some new pictures to give us an idea of what the production process looks like.

Hi again, Mighties! Reward manager Jon here, back with another glimpse into the rewards production process!

We’ve been working on all of the rewards in tandem, but probably the biggest challenge has been production of the art book/strategy guide. In terms of hours invested, materials needed and parties involved, it’s taken more effort to plan, prepare and execute than almost all of the other rewards combined!

Check out the screenshots below!

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The Unlikely Legend of Rusty Pup has been in the works for about two years. However, it sounds like the project still has quite a bit of development remaining before it’s completed.

In an interview with Retro, Gory Detail’s Chris Seavor said that creation of Rusty Pup is going well. There’s currently a plan in place to have the title launch by the end of this year, though it may slip to 2016 “if the game is not ready”.

Seavor’s full comments are as follows:

It’s going really well at the moment. We’ve got all the major mechanics in place now and everything seems to work fine. As usual (due to my slightly erratic approach to design), lots of new and interesting ones also fell out during the process. It’s also looking lovely if I do say so myself, way beyond our initial expectations for the game, which I’ll be showing off some sneak peeks soon in our first, somewhat informal “dev diary” on the Gory Detail blog. Everyone should check that out.

I’ve learned a long time ago to try not to stick to deadlines. If you don’t have any deadlines, then you can’t miss them.

I’m being facetious, a little. We are heading for a release window by the end of this year, but if the game is not ready, then obviously we won’t release. Needless to say, every day we get something new done. A bug gets fixed and progress is being made.

I’m very excited about Rusty Pup. I think it’s got some interesting ideas, both in terms of narrative and how we’ve approached the traditional puzzle platformer genre. It won’t be for everyone, which is just fine, because if it was (if that’s even possible), then I’d have failed miserably as a designer.

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