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https://preview.redd.it/5vlrbtr9bz261.jpg?width=311&format=pjpg&auto=webp&s=29bc397871610c646769008ace40ddb57246aea5
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4 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 80)

I was sick at the beginning of this week, so I only got through 4 games this week, but to make up for that, the games I DID play are all quite fantastic, ranging from a chaotic arena car shooter to a casual basketball game, a 100-player top-down battle royale game, and a brand new no-pay-to-win MMORPG. Enjoy :)
Disagree about my opinion on these games? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 79 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Game Recommendations of the Week

Metal Madness [Game Size: 169 MB] (free)

Genre: Action / Shooter / Racing – Requires Online Access
Required Attention: Full
tl;dr review:
Pick a car, smack an over-the-top huge gun on top of it, and destroy the opponent team in a small arena in team deathmatch 2-minute multiplayer matches. That's Metal Madness, and I'm loving it.
Its chaotic gameplay reminds me a bit of demolition-derby-themed "FlatOut" PC games, the graphics look great, and controls are simple, with the gun shooting automatically when we face the opponent vehicles.
There's no energy system, but vehicles and weapons are unlocked and upgraded by collecting enough enough of their respective cards, which are unlocked through no-wait-time lootboxes that can be bought for the currency we earn in-game, or the premium currency, giving paying users a pay-to-progress-faster advantage.
Google Play: Here
First Impressions / Review: Here

Ancients Reborn [Total Game Size: 155 MB] (free)

Genre: MMORPG / Role Playing / Fantasy / Indie - Requires Online Access
Required Attention: Some
tl;dr review:
Ancients Reborn is a brand new open-world fantasy MMORPG for mobile currently in beta with a classless combat system, and nearly 100% player-driven economy (you gather ores to create bars, which you craft into items etc.). The game reminds me a lot of Oldschool Runescape or Adventure Quest 3D, but is still lacking major features such as quests, guilds etc.
The game shows great promise, though, with its single developer constantly adding new features, and a community is already starting to form around the game. So if you want in early on a new in-development MMORPG, have a look at Ancients Reborn.
There's currently no monetization at all in the game, but it IS very grindy (like Runescape).
Google Play: Here
First Impressions / Review: Here

ZombsRoyale.io [Total Game Size: 195 MB] (free)

Genre: Battle Royale / .io / Action / Shooter – Requires Online Access
Required Attention: Full
tl;dr review:
ZombsRoyale.io is a 2D top-down battle royale ".io" game with 100 player matches, single, duo, and squad team sizes, and a simple art-style that allows the game to run on any potato of a phone.
The matches typically end within a few minutes, and the game is great fun, with a fair monetization focusing only on selling vanity cosmetic items. Also, laughed more while playing this game than I have while playing any other game in a long time.
Google Play: Here
First Impressions / Review: Here

Bouncy Hoops [Game Size: 196 MB] (free)

Genre: Casual / Sports - Offline Playable
Required Attention: Full
tl;dr review: [UNRELEASED]
Bouncy Hoops is a casual basketball game published by NoodlecakeStudios that released in 2017 but I quite enjoyed playing when I was sick, lying in bed, this week.
With three game modes (arcade, time, and 'climb'), we simply tap the screen to make our ball do a jump (think Flappy Bird), and then have to time the taps correctly so we hit the basketball hoop/basket, which changes location from the left to right side of the screen on every goal, with the ball automatically changing the direction in which it moves.
The ads in-between levels can be removed for a single $1 iAP, which makes this is a very affordable casual game to play for short sessions of boredom :)
Google Play: Here
First Impressions / Review: Here
Google Sheet of all games I've played so far (searchable and filter-able): https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 5 games: https://youtu.be/8Yf41z3oSQA
Episode 01 Episode 02 Episode 03 Episode 04 Episode 05 Episode 06 Episode 07 Episode 08 Episode 09 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33 Episode 34 Episode 35 Episode 36 Episode 37 Episode 38 Episode 39 Episode 40 Episode 41 Episode 42 Episode 43 Episode 44 Episode 45 Episode 46 Episode 47 Episode 48 Episode 49 Episode 50 Episode 51 Episode 52 Episode 53 Episode 54 Episode 55 Episode 56 Episode 57 Episode 58 Episode 59 Episode 60 Episode 61 Episode 62 Episode 63 Episode 64 Episode 65 Episode 66 Episode 67 Episode 68 Episode 69 Episode 70 Episode 71 Episode 72 Episode 73 Episode 74 Episode 75 Episode 76 Episode 77 Episode 78 Episode 79
submitted by NimbleThor to AndroidGaming [link] [comments]

Android Gaming Indie Corner - list 1 - August 2019

Android Gaming Indie Corner - list 1 - August 2019
The hidden playstore, slightly curated, paid or with fair iaps, released date 2018/2019, in early access, beta, indie devs. No cash grabs.
RPG
Strategy
Puzzle
Simulation
Adventure
Action/Arcade/Casual
Cards/CCG
submitted by GamezMobile to AndroidGaming [link] [comments]

3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 87)

Welcome to 2019, AndroidGamers! I think this year will be absolutely amazing for us mobile gamers, and I intend to test all the new and exciting games that will release this year. So stay tuned ;)
This week, I only had time for 3 games (because of New Year), including a cat-themed TD game, an indie hack'n'slash RPG, and a singleplayer Mario-Kart-Like game.
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 86 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's kick off 2019:

Cat'n'Robot [Game Size: 91 MB] (free)

Genre: Tower Defense / Strategy – Offline Playable
Required Attention: Some
tl;dr review:
Cat'n'Robot is a grow-castle-like tower defense game where we defend our castle against hordes of enemies by adding gadgets (aka over-the-top killing machine weapons) to our castle, tapping them to trigger their special ability, and upgrading the archers sitting atop the castle.
The art-style is cute, and the many gadgets and stat upgrades adds an interesting tactical aspect to the game as we have to figure out a combination that works for our play-style.
Getting enough gold to upgrade gadgets, archers, and our castle without watching the incentivized video-ads is difficult, but if you don't mind the ads, the game's great fun :)
Google Play: Here
First Impressions / Review: Here

TotAL RPG (Towers of the Ancient Legion) [Game Size: 474 MB] (free)

Genre: RPG / Indie / Hack'n'Slash - Offline Playable
Required Attention: Full
tl;dr review:
Towers of the Ancient Legion (TotAL RPG for short) is a new indie action hack'n'slash RPG with no lootboxes, no wait times, and no energy system (hurray!) :)
The game puts us in the shoes of one of two melee classes, each with 4 unique skills, as we fight our way through the randomly-generated floor-based levels, buying and upgrading equipment between floors. The game's enjoyable, and its challenging combat had me at the edge of my seat.
However, the left-side joystick felt a bit off, making the character difficult to control, the monster designs are repetitive, unlocking new weapons and equipment is an insanely slow process unless we buy the iAPs, and we are some times forced to watch an advertisement to enter the next floor unless we buy an iAP to remove the ads.
Google Play: Here
First Impressions / Review: Here

Beach Buggy Racing 2 [Game Size: 400 MB] (free)

Genre: Racing - Requires Online Access
Required Attention: Full
tl;dr review:
Beach Buggy Racing 2 is the follow-up to the immensely popular Beach Buggy Racing Kart-racer. With power-ups and weapons used to derail our opponents picked up from boxes throughout each level, the game plays like a singleplayer Mario Kart.
The maps are beautifully crafted, the power-ups that we unlock and level up through a lootbox mechanic are hilarious, and picking which 8 power-ups to equip adds a nice strategic layer to the gameplay.
While there are plenty of cars and characters to unlock or buy directly through iAP, getting them through gameplay is insanely grindy (after 4-5 hours, I still only have 2 vehicles), which makes the game extremely grindy and repetitive. Sadly!
Google Play: Here
First Impressions / Review: Here
Google Sheet of all games I've played so far (searchable and filter-able): https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 5 games: https://youtu.be/H5TAnJh_GEM
Episode 01 Episode 02 Episode 03 Episode 04 Episode 05 Episode 06 Episode 07 Episode 08 Episode 09 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33 Episode 34 Episode 35 Episode 36 Episode 37 Episode 38 Episode 39 Episode 40 Episode 41 Episode 42 Episode 43 Episode 44 Episode 45 Episode 46 Episode 47 Episode 48 Episode 49 Episode 50 Episode 51 Episode 52 Episode 53 Episode 54 Episode 55 Episode 56 Episode 57 Episode 58 Episode 59 Episode 60 Episode 61 Episode 62 Episode 63 Episode 64 Episode 65 Episode 66 Episode 67 Episode 68 Episode 69 Episode 70 Episode 71 Episode 72 Episode 73 Episode 74 Episode 75 Episode 76 Episode 77 Episode 78 Episode 79 Episode 80 Episode 81 Episode 82 Episode 83 Episode 84 Episode 85 Episode 86
submitted by NimbleThor to AndroidGaming [link] [comments]

5 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 34)

THANK YOU to the kind community member who gilded last weeks' thread too. That makes it two threads in a row that has been gilded <3 This just makes me all the more excited to share this week's 5 games with you all!
New to these posts? Check out the first one from 33 weeks ago here.
As usual, the games games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
What do you think about the games yourself - let's discuss it below!

Let's get to the games!

Knives Out [Game Size: 611 MB] (free)
Genre: Battle Royale / "PUBG" - Online
tl;dr review:
Knives out is the last of the three PUBG-like "Battle Royale" games that NetEase released recently. The game has global and US servers at the moment, but I noticed very little latency, if any while playing from Europe.
Of the three games, Knives Out seems to be the most fully developed, with promises of high frame rates, although its graphics aren't on par with Rules of Survival.
There's no monetization yet, and even when implemented, it seems it'll focus on cosmetics only.
So far, I've still had the best experience in Rules of Survival, although the differences are minimal.
Google Play: Here
First Impressions / Review: Here
SkidStorm [Game Size: 76 MB] (free)
Genre: Racing / Top-down - Offline + Online (PVP)
tl;dr review: [Unreleased]
A neat top-down offline (singleplayer) and online (4-player PVP) racer that is currently in alpha.
The game monetizes through selling parts needed to unlock new cars, although these are also gained through simply playing. Additionally, opening PVP chests requires a key, of which we can store 5 at a time. When we're out of keys, we have to wait, watch an ad, or of course buy more keys.
While the monetization sounds strict, it is nicely implemented and didn't feel obtrusive to the gameplay experience.
Google Play: Here
First Impressions / Review: Here
Jewel Snake [Total Game Size: 125 MB] (free)
Genre: Snake / Casual - Offline
tl;dr review: Take one of the worlds most played mobile games; Snake, and mix it with the 3D world and style of Super Mario N64 and you have Jewel Snake.
Moving around in the 3D world feels great, and the game's challenging enough to be fun, with a pretty clever level design (lots of hidden gems - love it!).
The game monetizes through a single $1 to unlock all levels and remove the banner ads.
Google Play: Here
First Impressions / Review: Here
Dragon Hills 2 [Total Game Size: 112 MB] (free)
Genre: Side-scroller / Action / Level-based runner - Offline
tl;dr review:
A level-based side-scrolling "runner" where you control a girl riding on a dragon, wreaking havoc in zombie-infested cities to retrieve the pieces needed to create a time machine and go back in time to prevent the zombie apocalypse (yes, seriously).
The game's fun and reminds me of "Death Worm", but getting enough gold to upgrade your dragon is a boring grind, which is slowed down so that the developer can sell gold through IAPs.
Apart from that, there's a single $2 to remove all ads from the game, which is nice.
Google Play: Here
First Impressions / Review: Here
Shadow Fight 3 [Total Game Size: 581 MB] (free)
Genre: Fighting / Action / RPG - Online
tl;dr review:
Shadow Fight 3 is visually stunning, plays smoothly, and has an interesting gear system, but doesn't have real-time PVP, and progressing in the game takes forever due to a too difficult campaign and chests with long wait-times.
The worst part, however, is that the game is pay 2 win. Even if you wanted, you'd have a hard time grinding your way to the best gear, with "booster packs" that include legendary equipment being sold for $35 PER PACK in-game!
The game has lots of potential, but with the current monetization setup, it is close to unplayable, which is something I say VERY rarely :/
Google Play: Here
First Impressions / Review: Here
Episode 1 Episode 2 Episode 3 Episode 4 Episode 5 Episode 6 Episode 7 Episode 8 Episode 9 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33
submitted by NimbleThor to AndroidGaming [link] [comments]

5 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 76)

Happy Friday, fellow gamers! This week in my quick roundup of the most interesting games I've played last week, I've got indie platformers, casual racing games, a top-100 tennis game, an offline shooter, and a brand new casual collectible card game.
So buckly up, and let's dive in! :)
Disagree about my opinion on these games? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 76 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's go!

Fate of Nimi [Game Size: 132 MB] (free)

Genre: Adventure / Platformer / Indie – Offline Playable
Required Attention: Full
tl;dr review:
Fate of Nimi is a new lovely indie retro platforming adventure game with a polished art-style that reminds me a bit of Sword of Xolan, and 10 infuriatingly difficult levels. As in; REALLY difficult!
The simple control setup where we can move to either side, jump, and attack, works great, but the jumping mechanic might be off-putting to some, as it has us do a huge leap forward, making it difficult to control where we'll land.
Monetization happens through forced ads between levels, which there is currently no way to disable through any iAP.
Google Play: Here
First Impressions / Review: Here

Best Rally [Total Game Size: 148 MB] (free)

Genre: Racing / Casual – Offline Playable
Required Attention: Full
tl;dr review:
Best Rally, by the Power Hover developers Oddrok, is a brand new top-down singleplayer casual racing gaming with 9 different cars and no upgrades or confusing in-game currencies (thank you!).
While there are only 30 levels so far, each of them are well-designed and kept interesting by alternating between two objectives; beat the time, or pickup all letters, which makes me excited for more levels and game-modes in the future.
New cars are unlocked through playing and iAP, with the game also monetizing by showing us a skippable video-ad after every 8 levels (there's even a clock counting down from 8 to warn us when the next ad will appear, which I found quite fun :p).
Google Play: Here
First Impressions / Review: Here

Ultimate Tennis [Game Size: 220 MB] (free)

Genre: Sports - Requires Online Access
Required Attention: Full
tl;dr review:
Although not new, Ultimate Tennis (from 2015) has consistently stayed within the top 100 sports game category due to its consistent updates and ability to be played in both landscape and portrait mode (appealing to both preferences).
With the simple control setup (there's an advanced version too), we choose a swings (lob, slice etc.) with a righ-side joystick, with our character automatically moving towards the ball. This control setup works surprisingly well, with more advanced players still being able to control exact character movement.
As we play through the World Tour, there are lots of characters and skins to unlock, skills to upgrade, and items to enhance, which keeps the game interesting, but also means that PVP is very pay to win, as we can unlock everything through lootboxes.
Despite the energy system, I had a lot of fun with the singleplayer, and would still recommend you checking it out if you can stay away from the PVP ;)
Google Play: Here
First Impressions / Review: Here

Cover Fire [Total Game Size: 512 MB]

Genre: Shooter / Action - Offline Playable
Required Attention: Some
tl;dr review:
Launched in 2016, Cover Fire isn't exactly brand new, but it remains one of the highest-rated third-person non-moving-around shooters (that's a term now, okay? :P) - and I genuinely had fun with it this week.
With campaign, skirmish, and time-based events, the offline-playable shooter has us complete level after level with various characters, leveling up our skills in-between missions, which increases our base stats across all characters.
Despite the graphics being a bit outdated, and the overall quality certainly not as high as online games like PUBG Mobile, Cover Fire is a decent offline shooter - as long as you can live with its energy system and iAP, which will make you progress faster.
Google Play: Here
First Impressions / Review: Here

Tap Cats: Battle Arena [Total Game Size: 279 MB] (free)

Genre: Card / CCG / Casual - Offline Playable
Required Attention: Little
tl;dr review: [UNRELEASED]
Tap Cats: Battle Arena is a highly casual collectible card game (CCG) with only 10 cards in each deck and no mana system, which means we can play any 1 card on every turn, which will then attack any card directly opposing it, and if there's no card in front it, it'll deal damage directly to the enemy hero.
Currently in beta, the game already boasts over 100 cards, 10 main heroes, and it's 1-2 minute matches with an available auto-system will appeal to casual players looking for a quick-burst experience, although I personally don't understand the idea of using an auto system in what's supposed to be a strategic card game.
Sadly, there's an energy system that limits play-time with the game too, and with no real-time PVP, the game won't ever compete with the big card games out there.
Google Play: Here
First Impressions / Review: Here
Google Sheet of all games I've played so far (searchable and filter-able): https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 5 games: https://youtu.be/clzqOR94hCg
Episode 01 Episode 02 Episode 03 Episode 04 Episode 05 Episode 06 Episode 07 Episode 08 Episode 09 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33 Episode 34 Episode 35 Episode 36 Episode 37 Episode 38 Episode 39 Episode 40 Episode 41 Episode 42 Episode 43 Episode 44 Episode 45 Episode 46 Episode 47 Episode 48 Episode 49 Episode 50 Episode 51 Episode 52 Episode 53 Episode 54 Episode 55 Episode 56 Episode 57 Episode 58 Episode 59 Episode 60 Episode 61 Episode 62 Episode 63 Episode 64 Episode 65 Episode 66 Episode 67 Episode 68 Episode 69 Episode 70 Episode 71 Episode 72 Episode 73 Episode 74 Episode 75
submitted by NimbleThor to AndroidGaming [link] [comments]

5 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 18)

Happy Friday, fellow Android gamers! ;)
Most of you probably already saw, but I've got a giveaway for 4 x Google Play gift cards ending today. In any case, here are my 5 quick tl;dr reviews / recommendations of Android games I played this week.
Since two weeks ago, I've started adding info on total game size and whether or not the game is in beta (Unreleased) to all games in these posts. If you have other suggestions - let me know! :)
Not sure what's going on here? Check out the first post from 17 weeks ago here.
The games below are all "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.
Have you played any of this week's games already? Be sure to share your own thoughts on the game(s) down below!
Episode 1 Episode 2 Episode 3 Episode 4 Episode 5 Episode 6 Episode 7 Episode 8 Episode 9 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17

Time to get rolling!

Minyans of Irie [Game Size: 100 MB] (free)
Genre: Top-down shooter / "base sim" - Offline
tl;dr review:
A neat mix between a "base-sim" and a top-down shooter where you fight your way through the woods to ultimately repair your spaceship and return to your homeplanet. As you kill monsters, you gain items that can help you build out your base and create even better weapons (and skills) for your character.
Although it doesn't ruin the game, the controls can feel a bit clunky in the beginning. But what the game lacks in controls, it has in entertainment value! Trust me, if you've been looking for a hardcore game that would make you think to yourself; "Why!!!! am I so stupid? Why didn't I play it safe and return to base sooner" - Minyans of Irie is your game ;)
As a free game (that runs offline!), it's an easy recommendation. Oh, and I found this game here on AndroidGaming, where the developer posted about it.
Google Play: Here
First Impressions / Review: Here
Redden [Game Size: 84 MB] (free)
Genre: Action - Offline
tl;dr review:
REDDEN is a 3-part episodic action game (first episode is free, the full game costs $3) where you control an arrow, dagger, and ultimately a bullet as it flies on its way to a target. Along the way are obstacles that you either have to maneuver your way around, or shoot through quickly by tapping the right side of your screen.
The game is entertaining and very aesthetic, with some effort put into the story too. In the free first chapter, you will be shown an ad every once in a while, which is frustrating. However, you can always buy the full version for $3, which is what I'd recommend if you enjoy the first chapter.
Google Play: Here
First Impressions / Review: Here
Mushroom Wars 2 [Total Game Size: 288 MB] (free)
Genre: Strategy / Action - Online
tl;dr review:
Mushroom Wars 2 is an entertaining mobile game with the same core gameplay concept as Castle Battles; You move "troops" around from base to base until you control the entire map, while an opponent (either NPC or real-time pvp player) tries to do the same.
The game is absolutely gorgeous but you can expect some serious loading times between battles. The first episode of the campaign and the real-time multiplayer is free, while the rest of the campaign episodes cost $4 each!
I'm personally keeping the game installed, although the real-time multiplayer seems a bit unbalanced and the monetization on the strong side.
Google Play: Here
First Impressions / Review: Here
Carmageddon: Crashers [Total Game Size: 486 MB] (free)
Genre: Drag-racer - Online
tl;dr review:
This "drag-racing"-ish game has definitely got a lot good going for it, such as great graphics and no wait-time for upgrading or buying new cars.
Although there IS a stamina system, there's honestly so much of it that my main complaint instead is about how much the game pushes its in-app purchases, and the rather lackluster multiplayer, which is NOT real-time.
Still a neat game for its genre, though, and definitely not the worst way to waste a few hours. Just know that you need online access to play at all times!
Google Play: Here
First Impressions / Review: Here
Parallyzed [Total Game Size: 118 MB] (free)
Genre: Runner (not endless, level-based) / Arcade - Offline
tl;dr review:
In Parallyzed, you control two characters at the same time, running in the same direction on two different floors. Tapping on the left side of the screen makes both characters jump, tapping on the right side makes them switch position. The goal is then to complete a bunch of levels with obstacles along the way.
The game is fun, but so frustratingly difficult that I could barely complete the video about this game (don't watch it, trust me :p).
In terms of monetization, the first part of the game is free (with 5-second video ads), after which you have to unlock the full (and ad-free) version for $1.
Google Play: Here
First Impressions / Review: Here
Episode 1 Episode 2 Episode 3 Episode 4 Episode 5 Episode 6 Episode 7 Episode 8 Episode 9 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17
submitted by NimbleThor to AndroidGaming [link] [comments]

A treatise on establishing handheld console generations independent from home console generations

The concept of console generations isn’t new. In the 80s video game journalists spoke of them as “waves.” The first wave was Odyssey, Pong, and the dedicated consoles. The second wave was the era dominated by Atari 2600 and Intellivision. The third wave was ColecoVision and Atari 5200 SuperSystem.
Of course, the great crash occurred during the first year of the third wave consoles, and the American console market shrank by 97 percent, and remained dormant until 1985 when Nintendo launched Famicom in America as the Nintendo Entertainment System.
It wasn’t until around the mid-1990s that authors and journalists began to write about the history of video games and started to frame consoles as being part of generations. A lot of the misconceptions about gaming history comes from these early “video game historians.” There are a lot of famous mistakes, like the role that E.T. played in the crash which has been corrected numerous times, and most recently by the fantastic documentary Atari: Game Over.
One of the more glaring errors that still endures is that the generation of “third wave” consoles was never accounted for and instead they are just lumped in with the second generation. It seems like common sense that the Atari 2600 and its successor, 5200, are not in the same generation, yet here we are. As such, the designations of the console generations are off by one number starting after the second generation, and every gaming historian knows it.
The idea of classifying handhelds in terms of console generations came even later, towards the end of the 1990s as competitors to Nintendo’s Game Boy began to emerge. Instead of recognizing that handhelds and consoles have had separate, distinct evolutionary paths, they were tied in with various console generations, which causes a few problems.
The following is a proposal on how handhelds can be uncoupled from console generations can be classified relative only to one and another.
The first task is to define what constitutes a video game console. The term “electronic games” is broad, and can include a lot of games and toys that only use lights or sounds, like Simon, for example. The term “video game” is much more specific and only includes “games that provide visual feedback on a video device, which is any device that can produce either two dimensional or three dimensional images.” Therefore, Rule 1 is that the handheld must play actual video games. Sorry, Atari. Touch Me is not a handheld video game!
The second task is to define what constitutes a generation. The criteria that I will use is, “A group of video game hardware that has similar capabilities and is able to play games in a similar style.” Basically, in order to determine if two handhelds are in the same generation we only need to ask if the two can play similar games and if they have the same basic capabilities. With that we have our Rule 2.
The third task is to define what constitutes a handheld. This may seem obvious, but is important because several table top video game systems have been produced. “A handheld is a device that is designed to be played while being held only in one’s hands.” That automatically excludes games like Coleco’s line of mini-arcades and Nintendo’s Virtual Boy, as they are designed to be played while sitting on a flat surface. This is Rule 3.
The fourth and final task is to define what constitutes a console. “A Console is a digital device with the primary purpose of playing video games that are developed specifically for its unique hardware.” This is important for a few reasons. First, there were a lot of mechanical handheld games in the 70s that resembled video games. There are also a number of portable emulation machines and computers that do play video games, but either are not primarily handheld video game consoles, like the Tapwave Zodiac, or were open source platforms used primarily for emulation, like the GP2X. Rule 4 is that a handheld device must be a console.
Now that we know the criteria to define what handheld consoles are and how they can be related to each other, we can begin to classify them in their appropriate generations.
First Generation: LED Era
Early handhelds used several different kinds of technology; LED, LCD, and VFD. Each of these kinds of tech will be discussed. By applying Rule 2 it is obvious that, like home consoles, it seems to be most appropriate to classify dedicated handhelds as being in the first generation. However, all technologies are not created equal. LED handhelds, which use light emitting diodes, cannot approach the kinds of games that later LCD and VFD based handhelds are able to play. Therefore the first generation of handhelds are consoles that played only simple LED games. These handhelds began to appear during the second generation of home consoles.
1977 - The very first handheld video game in history is Mattel Electronics’ Auto Race, released in 1977, which used an LED based display. Many may not have heard of it, but I bet people will remember the next game that Mattel Electronics released that year, Football.
Mattel wasn’t the only company producing games based on LED technology. Entex, which was a well-known name in gaming during the early 1980s, took LED technology about as far as it could possibly go with its 1980 release of Space Invader, a rudimentary version of Taito’s Space Invaders.
Second Generation: Dedicated LCD and VFD Consoles
Despite the fact that the technology was developed before LED, handheld consoles using VFD didn’t begin to arrive until 1979. VFD stands for “vacuum fluorescent display.” The technology is still in widespread use today. Hundreds of millions of these kinds of displays are manufactured every year. This is the kind of screen that is found on an alarm clock, car stereo, or Blu-ray player.
Several video game manufactures produced handheld games based on VFD technology well into the 1980s. The advantage that VFD has over older LCD style games is that it can be illuminated. The displays can be made into any shape, and they glow in bright and beautiful vivid colors. Most companies made tabletops utilizing VFD technology, most notably Coleco, but Entex incorporated it into true handhelds consoles, like Space Invader 2.
As LCD technology began to become cheaper and more affordable for consumers it was clear that liquid crystal displays would be the future of handheld gaming. Though the first active-matrix LCD was only produced in 1972, by 1979 it would be taking off in the world of video games. Every major handheld console developer began working with LCDs; Tomy, Atari, Milton Bradley, Casio, Bandai, Entex, and Nintendo. Because the sheer number of LCD handhelds ever released is staggering, I will only review some of the highlights.
1979 - Microvision is a handheld console that is often referred to as being the first ever made. If you’ve read this far then by now you know that isn’t true. What is true is that it was the first to accept interchangeable cartridges. Knowing that we need to check our Rule 2 to see if it belongs in the second generation with other non-LED dedicated consoles. The fact that it uses cartridges can de facto be a more advanced capability. However, in this case the microprocessor and the game are contained on the cartridge and the console is only a portable screen and controller. So Microvision is about as capable as other early LCD handhelds. This is similar to how the Coleco Telstar Arcade is a first generation console despite the fact that it uses cartridges; the games and processor are actually on the cartridge.
Between 1979 and 1982 only ten games were ever produced for Microvision. Despite the small library, it was a successful venture for Milton Bradley and designer Jay Smith, earning Smith over $15 million.
1980 - Nintendo’s first consumer product in the United States was their Game & Watch line of LCD handhelds. A total of 47 Game & Watch games were made and they sold over 40 million units. The first game in the line was released in 1980 and is called Ball. In the game players control a character who juggles balls. The character became the inspiration for Mr. Game & Watch in the Smash Bros. games.
1982 - This is the year that Nintendo would release Donkey Kong as part of its Multi Screen Game & Watch series. The game would be revolutionary in that it would introduce the d-pad for the first time, which has been a staple of gaming ever since.
1983 - Unbeknownst to most, sometime in 1983 a little know company called Palmtex released a little known console called Super Micro. Like Microvision, the cartridges contained the processing unit, so it wasn’t truly programmable. Unlike Microvision, the LCD screen was actually built into the cartridge. In fact, the games utilized different kinds of LCD screens. Most used predefined graphics similar to what’s seen in a Game & Watch unit. At least one game used a “dot matrix” type display more similar to what Microvision games used. Taking lefties into consideration, the console featured two directional pads in addition to eight membrane buttons. It could fold like a clamshell. It even had a backlight lamp accessory. Some refer to it as the first color console, but that’s not correct. Like Vectrex, Super Micro made use of screen overlays to simulate color graphics. Its display was monochromatic. The console was also sold as the PVS. A company called Home-Computer Software also manufactured it. It’s exceedingly rare and difficult to find.
Following Game & Watch, most LCD games would largely copy its general design. Beginning in 1992, Tiger Electronics would become the most prolific manufacturer of LCD games. Similar LCD games are still produced today. In 1995 Tiger released its first handheld console with interchangeable games called R-Zone.
Are newer dedicated LCD handhelds still second generation? Yes, because they’re using the same technology. For instance, the Atari Flashback 2 is a home console released during the sixth generation era, but it’s still a second generation gaming machine.
Third Generation: Reprogrammable Machines
The defining characteristic that breaks the third generation away from the second is the fact that third generation handhelds are reprogrammable consoles that can play ROMs on removable cartridges. They also contain their own CPU. This is the beginnings of the modern era of handheld.
1984 - Epoch was one of the several Japanese companies making standalone LCD games. In 1984 they became the first to release a cartridge based handheld called Game Pocket Computer. The console was not very successful which has resulted in a general lack of information about the console. It had a resolution of 75 x 64 pixels, featured four face buttons, and could play games similar to third generation home consoles. It’s capable of displaying three shades of gray simultaneously, which is one less than Game Boy, which wouldn’t be released for another five years.
1989 - The first mainstream handheld console, Nintendo’s Game Boy is released. It’s the first that most people remember. In many ways it defined what handheld gaming should be with its low price point, small size, low battery consumption, and high quality games. It would face off against several competitors with significantly technological edges, and it out sold every rival combined five times over. With its two buttons, a d-pad, a color pallet of four shades of gray, and a 160 x 144 dot matrix LCD screen over a pea soup green monochromatic background, it could not be stopped by anyone.
Game Boy would see three redesigns, first in 1996 with the introduction of the Game Boy Pocket, a smaller truly pocket-sized handheld that used only two AAA batteries instead of four AAs and replaced the green screen with a silver-gray background, making it truly black and white more like handheld consoles that came before it. The following year a new line called Game Boy Pocket Color would debut, the only difference being that the units would have multi colored shells. Finally, in 1998 Japan would see the release of the Game Boy Light, which is a Game Boy Pocket that is slightly larger, uses two AA batteries, and has a backlight. This version is highly sought after by collectors.
Atari Lynx also came along in 1989, shortly after the release of Game Boy. It was a 16-bit handheld with a full color backlit LCD screen capable of addressing 16,000 pixels. It was designed by Epyx which partnered with Atari to bring it to market. Though far more advanced than Game Boy, it had several problems. First among them was that Jack Tramiel’s Atari Corp. was a totally different company than Atari Inc., which had led the video game craze to astounding heights in the 70s and 80s. The company didn’t know how to sell consoles anymore. Lynx was too big, it took six AA batteries, had a short battery life of around four hours, and very few game developers supported it. Most games were either designed by Atari and Epyx themselves. In 1991 a redesigned and more compact version was released at a lower price point.
1990 - When Tom Kalinske took over the reins at Sega of America he was showed an amazing handheld which would become Game Gear. The console was a handheld version of Sega’s Master System hardware. It is the only one of Game Boy’s rivals in this generation to be considered a commercial success, despite only selling a fraction of what Game Boy sold. Like Lynx, Game Gear had a backlit color LCD screen. Sega even offered an add-on to allow it to display color television. Though smaller than Lynx, it also quickly ate through six AA batteries. Most Game Gear owners also bought power adaptors for the car or home in order to maintain game play beyond five hours. A year after its Japanese launch it would come out in the U.S. and Europe. In 1992 it would see release in Australia.
TurboExpress was also released in Japan in 1990 and the U.S. in 1991. It’s a portable version of NEC’s fourth generation TurboGrafx-16 home console. Though the TG-16’s Japanese counterpart, PC Engine, was successful in Japan, TurboGrafx-16 was dead in the water in the United States when it launched after Sega Genesis with little marketing. Even had the TG-16 saw greater success, the TurboExpress faced other challenges. It had the best screen of any console in its day with a resolution of 400 x 270. That came at a price. For a time the TurboExpress was priced at $299. That’s double the introductory price of Game Gear and triple the price of a Game Boy. Believe it or not, it also had worse battery life than Lynx or Game Gear. TurboExpress could consume six AA batteries in around three hours.
Gamate, sometimes called Super Boy, is a console designed by Bit Corporation, a Taiwanese company founded in 1982 to develop Atari 2600 games. They eventually got to making clone consoles and are best known for developing the DINA 2-in-One which plays both Sega SG-1000 and ColecoVision games. When Bit Corp. saw the success of Game Boy, they released this thing. It was sold in several regions, including the U.S. and Great Britain. Gamate looks a lot like a Game Boy clone, but it actually plays its own games. Bit Corp. developed around 70 of them. It’s among the least successful handhelds of its generation. Gamate disappeared in 1992 when Bit Corp. closed its doors.
Game Master is a handheld also developed in 1990 by the German company Hartung. With only a 64 x 64 black and white LCD display it’s a throwback to earlier times. In fact, like early home video game consoles, this handheld was licensed out to a lot of other companies. Therefore it’s known by several other names, such as Systema 2000, Game Tronic, Game Plus, and Super Game. It’s hard to know if this was even less successful than Gamate, but my gut tells me that it was. Due to its relative obscurity, little is known about it. The 1990 release date is a best estimate.
1992 - Another company in Taiwan decided they’d take a stab at the handheld console market. This time it’s Watara with their Supervision. It used a similar screen to the Game Boy and Gamate, but much larger. Of all of the handhelds that were launched during this generation by relatively unknown companies, this one is by far the most successful thanks to a pretty cool design that features a bendable screen angle and an introductory price of only $49.99. On top of that it came with headphones and a pretty good breakout clone called Crystal Ball. It also had a peripheral called TV Link which was a docking station that allowed the handheld to be played on a standard television. I wish every handheld could do that!
1993 - This era is truly the golden age of handheld gaming. It’s kind of like the home console market’s second generation with the number of companies attempting to compete and the variety of systems. Another Asian company, Welback Holdings, through its Timlex International division, launched Mega Duck. This is perhaps the funniest name for any console, handheld or otherwise. This is really a “me too” console, and it’s like a poor knock off of the Supervision. In some regions it was called Cougar Boy, which really isn’t a much better name.
1995 - Bandai is one of the pioneers of home video game consoles. During the first generation they were a market leader. From 1977 to 2002 they’ve released a total of 15 video game consoles and handhelds. Their first handheld was called Design Master. It was capable of displaying graphic similar to that of a Game Boy. The unit has no built-in controls using only a stylus, making it the first handheld console to have a touch screen. Games played similar to Nintendo DS games such as Drawn to Life. Bandai had access to Capcom licenses as well as their own, so franchises such as Mega Man, Street Fighter, and Dragon Ball appeared on the handheld. It’s extremely rare.
2003 - Hong Kong electronics company TimeTop released a third generation handheld console in 2003. GameKing comes in several flavors. The first model was designed to look like a Game Boy Advance. Upon playing the console it is immediately clear that it is not at all like a GBA. The 48 x 32 monochrome LCD display makes it more reminiscent of Epoch’s 1984 Game Pocket Computer. The system received a cosmetic redesign to make it resemble a PSP, and a later redesign added a color LCD.
Fourth Generation: Renaissance
It’s not easy to tell where the third generation ends and a new one begins. The defining characteristic here is the fact that these consoles are the first to attempt to blend the success of Super Nintendo and Sega Genesis level of quality with advances being made by games for fifth generation home consoles. Overall, the generation is marked by a gradual increase in hardware capabilities over the last. The era also sees a renaissance of sorts. After years of Nintendo domination, several alternative handhelds enter the market.
1995 - The Sega Nomad is a difficult system to place. There’s a lot to consider. Is it a real handheld? After all, it’s a portable Sega Genesis. Referencing Rule 3, yes it is really a handheld. The next question is even harder. Does it belong in the third generation? After all, TurboExpress is a handheld version of a fourth generation home console and it is included in the third generation of handhelds. However, the turboGrafx-16 is a lot closer to being a Master System than it is to being a Sega Genesis. In 1995, when compared to all other available handhelds, Nomad is clearly much more advanced, technically, than all others. It’s the first step forward, even if it was a short lived one. In reviewing Rule 2 Nomad clearly has a lot more in common with Neo Geo Pocket Color than it does with Game Boy, this it fits perfectly as the first in the fourth generation of handheld consoles.
1997 - The Tiger Game.com is truly “next generation” when compared to previous generations. The difference is completely unambiguous. Like Nomad it attempts to recreate the experience of forth generation home consoles with games like Sonic Jam, and it attempts to build a bridge to the future by incorporating 3D based games, like Duke Nukem 3D and Fighters MegaMix. It even had a 14.4 modem and was able to surf the internet with a text only web browser. It is the first handheld in the U.S. to have a touch screen, and it came with a stylus. It even had built-in PDA features. The only part of it stuck in the past was the black and white LCD display. Unfortunately, only Tiger (later Hasbro) ever produced games for it, and they did a downright terrible job, making Game.com one of the worst handhelds in history. Several variations of the console exist, including more compact ones with color shells called Game.com Pocket Pro, and a version with a built-in front light creatively named Game.com Pocket Pro Light.
1998 - I find it very frustrating that the Game Boy Color is usually lumped together with Game Boy. This is not simply a Game Boy with a color screen. In fact, it’s about twice as powerful as the original Game Boy. It was also backwards compatible with Game Boy games. It even had some cross compatibility where some Game Boy Color games could be played on the original Game Boy. This made the transition between the two consoles almost seamless. With GBC Nintendo continued their dominance of the handheld market. It is the first color handheld to have a significant battery life. Its two AA batteries could last up to 10 hours.
Neo Geo Pocket would be released in Japan in 1998. The 16-bit monochromatic handheld was considerably more powerful than Game Boy Color. But SNK soon realized that black and white portables were a thing of the past. Its lack of color was a significant barrier to consumer adoption. In response SNK released the Neo Geo Pocket Color in 1999, which eventually saw a worldwide release. Nearly all games for both versions of the console were cross compatible. The most striking feature of the Neo Geo Pocket Color is its use of a microswitch joystick rather than a d-pad. At the time of its release Sega had not supported a handheld console of its own in three years, and they developed Sonic Pocket Adventure for the NGPC, and even a link cable for it to connect with Dreamcast. Thigh high quality of games and low introductory price of $69.99 made the handheld very attractive to gamers. But not attractive enough to for it to have a major impact against Nintendo. In 2001 SNK was forced to close due to financial difficulties. The Neo Geo Pocket Color disappeared along with it.
WonderSwan was released by Bandai in 1999, which marks the first time in nine years that multiple new handheld consoles were seriously competing for market share. The console was designed for Bandai by Gunpei Yokoi, the man who invented Game & Watch, Game Boy, Virtual Boy, and the d-pad. Though never launched worldwide, the WonderSwan did see some success in Japan. The 16-bit black and white console was replaced with the WonderSwan Color just in time for the 2000 holiday season. The handheld notably saw a lot of support from Square, which ported a number of Final Fantasy games to the platform. In 2002 the console was redesigned yet again as the SwanCrystal which featured a higher quality LCD screen. Each version ran only a single AA battery and had considerable battery life of 15 to 20 hours. One interesting feature of the WonderSwan is its ability to play games in two orientations, vertical and horizontal. In 2003 Bandai discontinued the WonderSwan line after no longer being able to compete against Nintendo’s next generation handheld.
Fifth Generation: Transition
Game Boy Advance dominated the fifth generation. It had very little competition, and almost single handedly bridged the gap between the fourth and sixth generations.
2001 - When Nintendo launched the 32-bit Game Boy Advance it spelled the end for its fourth generation rivals. The original model lacked a backlight, but in 2003 the GBA would be replaced by the Game Boy Advanced SP which contained a front light and could close like a clamshell. It would be the first to include built-in rechargeable batteries, which would become the industry standard. In 2005 the front light would be replaced with a backlit model. In addition, another redesign of the Game Boy Advance, the Game Boy Micro, would be released the same year. Unlike the Game Boy Advance, the Micro would not be backwards compatible with Game Boy and Game Boy Color games. Nintendo remained largely unchallenged for the entirety of the fifth generation of handheld consoles.
2003 - Back in 2003 one company was dominate in the cell phone market. Nokia and their Symbian operating system were everywhere. I’d venture to guess that most people who owned a cell phone in the 90s and early 2000s at one point owned a Nokia phone. They were virtually indestructible and were very advanced. For the first time in history most people were now carrying cell phones, but mobile gaming was in its infancy. In a stroke of brilliance Nokia decided to combine a handheld video game console and a cell phone in a single device which became N-Gage. The capable system was clearly more powerful than Game Boy Advance, but the vertical screen orientation made it difficult to port properly, and the high price made it cost prohibitive due to the American scheme of tying the cost of handsets with carrier contracts. There were some considerable functionality issues as well, such as the fact that the first model had the speaker and receiver on the side of the unit, and the battery had to be removed in order to change games. The redesigned N-Gage QD, which came out in 2004, was more compact and solved the side talking issue, but Nokia’s hybrid handheld console never went mainstream.
Sixth Generation: Modern Era Begins
We may not still use our Nintendo DS and PSP very often. They are over fifteen years old at the time I am writing this. But we still play games in the same style, just on more powerful hardware. Before the sixth generation, games were very limited by their hardware; today those styles of games are now considered to be retro.
2004 - I found it surprising to learn that the next Nintendo handheld was not going to have the name “Game Boy.” There was some speculation that Nintendo has plans of supporting Game Boy Advance and their new platform at the same time. The Nintendo DS became the first in a line of dual screen handhelds that seems to draw inspiration from the Game & Watch. In addition to a second screen, it also reintroduced and popularized the concept of using a touch screen for handheld gaming. Following tradition, it included backwards compatibility with Game Boy Advance titles. In 2006 the DS Lite was released as a slimmer, lighter version with better lighting. In 2008 it was replaced with the DSi, which has a larger screen, adds cameras, and other hardware enhancements. A year later the larger DSi XL would be launched. The DS was the bestselling handheld in history, and it remains as such.
PlayStation Portable, better known as PSP, was Sony’s first foray into the handheld market. Their device featured a single, larger screen than the DS and it used optical media on proprietary technology called UMD, which were discs contained in cartridges. In addition to games, Sony also sold movies in this format. In 2007 a lighter and thinner version of the console was released. A version with an enhanced screen and built-in mic sold in 2008, and a budget version was retailed in 2011 only in PAL territories. A digital only version of the PSP called PSP Go was launched in 2009.
2005 - A company called Tiger Telmatics, which is totally different from Tiger Electronics, decided to launch a handheld. It would be one of the most bizarre stories in gaming history that includes ties to organized crime, sex, drugs, and other stuff. That’s a whole other story. Gizmondo is the handheld console that the company released. It had an extravagant U.K. launch in March 2005, which nearly bankrupted the company. Its October U.S. launch was considerably lower key. The system was only distributed at mall kiosks. Tiger Telematics couldn’t reach a deal with major retailers such a Game Stop or Best Buy. By February 2006 the company was bankrupt. Gizmondo had a unique pricing scheme in which the console was offered for $229, but gamers would have to put up with ads. A $400 ad-free version was also sold. Eight games in total were released.
Seventh Generation: Present Day
After decades of multiple companies attempting to enter handheld console market, only Nintendo and Sony, two giants in the gaming industry, remain.
2011 - The successor to the DS line of handhelds became the Nintendo 3DS. In addition to having more powerful hardware and higher resolution cameras, the 3DS is capable of displaying stereoscopic 3D effects with no need for special glasses. As is now the fashion, the 3DS has seen several upgrades and redesigns. In 2012 the 3DS XL was launched with a 90 percent larger screen; in 2013 a non-folding non-3D version called 2DS was introduced as a “starter” handheld. Finally, the New Nintendo 3DS and accompanying XL version saw release, featuring significant hardware upgrades and additional controls.
PlayStation Vita, often called PS Vita, was released in 2011 in Japan followed by an early 2012 launch in America and Europe. It features a camera, touchpad, incorporates Sony’s sixaxis motion sensing technology, and has connectivity with the PS3 and PS4. Games come on custom flash memory cards and can also be downloaded digitally to a memory card.
Condensed List
For quick reference, here is a list of the handheld console generations showing only major events and releases with years, models, manufacturers. (The year represents its initial release, not necessarily the North American release.)
· First Generation: LED Era
o 1977 – Autorace by Mattel Electronics becomes the first handheld video game console
· Second Generation: Dedicated LCD and VFD Consoles
o 1979 – Several manufacturers bring to market LCD and VFD based handhelds
o 1979 – Milton Bradley Microvision
o 1980 – Nintendo launches Game & Watch series
o 1982 – Nintendo releases the Donkey Kong Multiscreen Game & Watch title which introduces the d-pad for the first time
o 1983 – Palmtex Super Micro
o 1983 onwards – Other dedicated LCD handheld consoles
· Third Generation: Reprogrammable Machines
o 1984 – Epoch Game Pocket Computer (Japan Only)
o 1989 – Nintendo Game Boy
o 1989 – Atari Lynx
o 1990 – Sega Game Gear
o 1990 – NEC TurboExpress
o 1990 – Bit Corporation Gamate
o 1990 – Hartung Gamate
o 1992 – Watara Supervision
o 1993 – Timlex Mega Duck
o 1995 – Bandai Design Master
o 2003 – TimeTop Game King
· Fourth Generation: Renaissance
o 1995 – Sega Nomad
o 1997 – Tiger Game.com
o 1998 – Nintendo Game Boy Color
o 1998 – SNK Neo Geo Pocket (followed by Neo Geo Pocket Color in 1999)
o 1999 – Bandai WonderSwan (Followed by WonderSwan Color in 2000)
· Fifth Generation: Transition
o 2001 – Nintendo Game Boy Advance
o 2003 – Nokia N-Gage
· Sixth Generation: Modern Era
o 2004 – Nintendo DS (series)
o 2004 – Sony PlayStation Portable
o 2005 – Tiger Telmatics Gizmondo
· Seventh Generation – Present Day
o 2011 – Nintendo 3DS (series)
o 2011 – Sony PlayStation Vita
Criticisms There are a few possible criticisms to classifying handheld console generations separately from home console generations. It does alter the congruity between handhelds and consoles as a point of reference in time. The fourth generation of home consoles ran parallel to the third generation of handhelds, which makes them easy to connect in the mind. However, tying handhelds to home consoles makes little sense give the fact that handhelds evolved later and separately.
Some platforms that are considered to be handheld consoles by many sources, such as the DragonBox Pandora or Tapwave Zodiac, are not included in my classification of handheld generations. This is due to Rule 4. The primary function of the device should be to play video games that are unique to its hardware. In the case of Pandora, it’s an open source portable computer that runs Linux and emulators. A console should be its own world with its own games. For the same reason Android devices are not included either. Zodiac is a PDA that also plays games; it’s not a handheld console in the same way that a Windows PC is not a home console. Other platforms not include are table top consoles, like the Entex Select-A-Game and Entex Adventure Vision. This is because of Rule 3. A true handheld can be played “in the air” with both hands. A tabletop is another thing entirely which requires a flat surface in order to be played.
Another criticism is the fact that there are some instances where generations overlap. For instance, the GameKing is a third generation machine even though it was initially released in 2003, far after the 1989 Game Boy which defined the third generation of handheld consoles. This is not an uncommon phenomenon and is true of home consoles too. Many first generation home consoles, for example, were released well after the second generation began, such as Atari Stunt Cycle, Magnavox Odyssey 4000, and Coleco Telstar Arcade. A more recent example is the 2004 release of the XaviXPort by SSD Co., which is a fourth generation home console released during the sixth console generation era.
Eliminating Inconsistencies
There are several discrepancies that have resulted from coupling handheld console generations with those of home consoles, the first of which is that the method doesn’t produce a ‘first generation’ of handhelds. It’s true. The first generation of handhelds arrived during the second home console generation, as a result the first handheld consoles are classified as “second generation.”
The worst issue with tying handheld generations to those of home consoles is the fact that the full picture of the evolution of handhelds and advancements in portable gaming technology cannot be seen. With home consoles it’s easy to look and see the big jumps forward; discretionary circuits to CPUs, joysticks to control pads, 2D to 3D, cartridges to optical media, offline to online gaming, and et cetera. Knowing the order of home console generations tells you that. It doesn’t inform handheld generations, though. LED to VFD and LCD, monochromatic displays to color, poor battery life to extended battery life, advancements in LCD technology, and so on.
By looking at handheld video games consoles in terms of generations that are only relative among themselves and not to home consoles, the picture of the history of handheld gaming becomes clear and its evolution can be easily seen. It eliminates inconsistencies.
It’s clear that history has seen seven distinct generations of handheld consoles which shows lots of interesting advances and offshoots in portable gaming technology along the way.
submitted by ZadocPaet to retrogames [link] [comments]

5 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 13)

Another great week of Android gaming is coming to an end, and has become a lovely tradition by now, here are the weekly 5 quick tl;dr reviews of games I played this week :)
Not sure what's going on here? Check out the first post from 12 weeks ago here.
The games, as usual, are somewhat subjectively "ranked" from best to worst, so take the ranking for what it is.
What do you think about this week's games? Be sure to share your thoughts down below (and feel free to provide feedback on this format too).
EDIT: Holy molly! Someone just gave me Reddit gold. Thank you so much, random stranger (got a PM, don't know if you want your name mentioned)! I don't know who you are, but I love you for showing your appreciation, and promise to keep going with these weekly posts (and the website I'm working on, which will be based on these, somewhat).
Episode 1 Episode 2 Episode 3 Episode 4 Episode 5 Episode 6 Episode 7 Episode 8 Episode 9 Episode 10 Episode 11 Episode 12

Here we go! :)

Toram Online (free)
Genre: MMORPG - Online
tl;dr review:
With its "Flyff-like" graphics and insane amount of character customization options, Toram Online is a fully-fledged open world MMORPG for mobile, with lots of story-driven quests. It is the sequel to IRUNA Online.
The UI took some time to get used to, and could definitely use a re-work, but the core gameplay is fun, and if you convince your friends to play, you can join up with them in a party too.
Monetization seems mostly focused on avatars (visuals), and I'll definitely recommend checking out the game if you're looking for a new MMORPG experience on mobile - just be aware that it has an additional download after character creation :)
Google Play: Here
First Impressions / Review: Here
Slayin (free)
Genre: Arcade / RPG / Endless - Offline
tl;dr review:
Pitched as an "Endless Action RPG", Slayin is a challenging retro-styled arcade game with 8 unique characters to unlock and a near-perfect monetization (highest in-app purchase being $6). The game is old, but serves as a great throwback to a simpler time in the mobile games industry :)
The "endless" gameplay has you running from side to side, slashing through hordes of enemies and bosses and buying upgrades along the way, as you aim to beat your own highscore.
Google Play: Here
First Impressions / Review: Here
Race Kings (free)
Genre: Racing (real-time pvp) - Online
tl;dr review:
Race Kings is the first racing game I have enjoyed playing in quite a while! It is a racing game based around drifting, in which you bet in-game cash to battle an opponent player (live), and whoever wins, gets the cash.
There's plenty of cars, the graphics are awesome, several events and fresh maps, and no stamina system. But! A part of whoever wins a battle depends on who has the most "Edge", which is a speed bonus added whenever you upgrade parts of your car. Edge resets every 30 minutes, meaning that you're forced to keep upgrading your car to keep winning. Upgrading your car, however, costs cash, which you conveniently can buy for real life money.
So where does the game land? In my opinion, the game is still worth checking out, as the gameplay is rather unique and had me sitting on the edge of my seat while playing.
Google Play: Here
First Impressions / Review: Here
Mini DAYZ (free)
Genre: Survival - Offline
tl;dr review:
While top-down 2D survival game Mini DAYZ has nearly everything you'd expect from a survival game (depletion of vital resources such as water, food, body temperature etc., plenty weapons to unlock, items to find, and enemies to kill), it still feels like a rushed game.
The map jumps around, and the audio is of lower-than-expected quality. The core gameplay is still fun, though, and the game can be played offline, which was a positive surprise, as most survival games requires you to be online.
Overall, seems like a game mostly for existing DAYZ fans to enjoy.
Google Play: Here
First Impressions / Review: Here
Futurama: Worlds of Tomorrow (free)
Genre: Adventure (city-builder) - Online
tl;dr review:
In its defense, Futurama: Worlds of Tomorrow has a fun battle system and spot-on dialogues between the characters. In fact, it could probably have been a quite decent game if it wasn't for the horrible constant WAITING!
After just minutes with the game, you will find yourself waiting for hours for the characters to complete tasks, and while you wait, there's literally NO gameplay at all. You either have to close the game, or pay-up!
I'm a Futurama fan, but this game is a disaster!
Google Play: Here
First Impressions / Review: Here
Episode 1 Episode 2 Episode 3 Episode 4 Episode 5 Episode 6 Episode 7 Episode 8 Episode 9 Episode 10 Episode 11 Episode 12
submitted by NimbleThor to AndroidGaming [link] [comments]

Best Pokémon Go cheats and hacks for Summer 2019


What are the best hacks and cheats for Pokémon Go that'll help you get ahead faster and easier than ever? These!
If you can't win, cheat. Hell, cheat anyway. That's how the saying goes. Whether you choose to apply that saying to Pokémon Go is up to you. If you prefer to earn your rewards honestly, through hard work and determination, then stop here and go check out my Pokémon Go tips and tricks instead. Otherwise, if all you want to do is win at all costs, here's how people are hacking and cheating their way to the top!
[thrifter:46803 template:reco]

Warning: Stuff that can and should get your account banned

There are some cheats and hacks that are expressly against the Pokémon Go terms of service (ToS). People do them, and they seem to work, which is frustrating, so more people start doing them, and it creates a vicious cycle. They can also get you banned. Bans sometimes come in waves every month or so, but now they've also been joined by "slashing", which puts a line across illegitimately gained Pokémon and makes them useless in Gym and Raid Battles.
Before investing any time in this kind of cheating, consider you might end up losing that time completely.
  1. Spoofing: Some people fake their GPS location so that can go to where a 100% Dragonite or Tyranitar is and scoop it up immediately, drop onto any Gym and take it down and build it back up at any time, and otherwise travel the world at a whim. Pokémon Go is cracking down on this by randomizing stats on the server-side for any player under level 25, so it's currently very hard to detect the IV of a Pokémon. On the Android side, spoofing is also being detected and locked out of the game. It's obviously something Pokémon Go cares about deeply and wants to prevent.
Most recently, Pokémon Go has begun locking out teleporting, soft-banning people who previously jumped to engage but returned to catch Pokémon, and slashing out illegitimately obtained Pokémon, so they're useless in battle anyway. 2. Botting: Botting is like spoofing but automated. With an army of fake characters and a bunch of scripts, botters travel the PokéScape collecting as many high-level Pokémon as possible. It's financed by online maps with ads and donation buttons, and by people who buy accounts online. Again, recent changes might make this harder and less useful than it was in the past. That includes shadowbans, which are preventing bot accounts (including those used for maps) from seeing anything other than common Pokémon, and slashing out illegitimately obtained Pokémon, so they're useless in battle anyway. 3. Multi-accounting: Some people who don't bot or spoof still cheat by using multiple accounts. When they take down a Gym, they quickly fill it up with the accounts of their friends, families, and teammates — sometimes even if those people have long since stopped playing. Though "bubblestrat" — a way to quickly power a Gym up — is no longer useful since the big Gym update, filling up all the slots in a Gym still locks other legitimate players out. 4. Shaving/cycling: Those who can't or simply don't want to take over new Gyms will sometimes switch to a second account for another team, knock a teammate's Pokémon off a Gym owned by their own team, and then replace it with their own Pokémon from that team. It's cannibalistic and doesn't help grow their own team and creates significant resentment as well. 5. Auto-IV checkers: Pokémon Go isn't just shadow-banning bots that abuse the API, they're banning accounts that have granted access to third-party apps like IV-checkers that abuse the API as well. Changing your Google password and revoking account access to these apps can help avoid and reverse the ban.
Most online forums are filled up with people complaining about all of these practices and more, and it's best to avoid them because the next time the banhammer comes, it could come down on anyone engaging in them.

Add Friends faaaaasssssst

Sometimes special research, like the current Jirachi-themed A Thousand-Year Slumber, or the previous A Troubling Situation, require you to add friends in order to proceed. If you don't have a lot of other players around, this can be a challenge. Luckily, there's a pretty easy workaround: Just delete and re-add an existing friend.
  1. Go to Profile.
  2. Swipe to your Friends list.
  3. Pick a friend.
  4. Scroll down and tap on Remove Friend.
Then, re-add the friend as normal.
You retain your friendship level, even any unopened gifts. It's such an easy workaround, you'd think Niantic would patch it. But, that could cause real stress for peple who do accidentally remove friends. Better to err on the side of hack than backlash.
Either way, do it fast!

Skip the Raid start animation

Going from the lobby to the Boss battle in Pokémon Go Raids can take a few seconds, especially if there's any network slowdown, and that can cost you precious time for solo and specialty Raids.
Luckily, there's a way to skip right from the lobby to the raid, no GO between.
  1. Create an empty team
  2. Join a Raid.
  3. Pick your empty team.
  4. Wait for Raid to start.
  5. Pick your real team.
What happens is that, with an empty team, you get kicked back immediately to the rejoin screen, and when you do, rebounded back into the Raid with no animation screen.
It only saves you a few seconds but sometimes that's all you need.

Kick any Pokémon out of a Gym

If you have three players with you and you need to kick a Pokémon out of a Gym, even a fully powered Blissey, you can do it. And not even Golden Razz can stop you.
As detailed on The Silph Road:
  1. Start a Gym battle with 3 players.
  2. Players 1 and 2 drop out immediately while Player 3 keeps battling.
  3. Players 1 and 2 join a new battle.
  4. Player 1 drops out immediately while Player 2 keeps battling.
  5. Player 1 joins a new battle and keeps battling.
  6. Player 1, 2, and 3 all finish the battle at the same time.
Because Pokémon Go treats all the battles staged this way as separate encounters, it calculates all three sets of damage separately, knocking the Pokémon out immediately. No chance to Golden Razz.
Use this power responsibly.

Get tomorrow's free raid pass — today!

This works if you live far enough behind the International Date Line, including in North America and Europe, and you've already used your existing free Raid passes for the day — either just today's free Raid pass or today's and yesterday's if you'd stockpiled it — and want to squeeze in one more free Raid today knowing you won't be raiding tomorrow.
As detailed on The Silph Road, once you've used your existing free Raid passes, you simply switch your time zone to New Zealand or a similar location that's a day ahead. Then, spin a Gym, get tomorrow's free Raid pass, and use it today.
You can switch your time zone on iOS in Settings > General > Time & Date.
Just note that the location you choose has to already be a day ahead, and remember you won't get that same pass for free tomorrow. (You could theoretically keep setting your time zone ahead and keep getting the next day's free Raid pass today, but that becomes a good amount of overhead. Better to let time catch up with you as much and as often as possible.)
Happy future raiding.

Skip the catch animation

If you don't want to wait for the lengthy Pokémon Go catch animation to complete, you can try exploiting this bug:
  1. Tap on the Pokémon you want to catch.
  2. With your off hand (right if you're a lefty, left if you're a righty), swipe from left to right and leave your finger down on the left side of the screen. (You should see the Poké Ball selector tug slightly as you swipe.)
  3. Throw the Poké Ball with your good hand, as usual.
  4. Lift your finger up as soon as the Poké Ball has successfully hit the Pokémon you're trying to catch.
  5. Tap the screen to exit the Poké Ball selector.
  6. Tap the Runicon at the top left to leave the encounter.
You'll still see the Pokémon on the map. Check your Pokémon Storage to see if you successfully caught the Pokémon or, if it escaped, repeat the procedure to try again.

Find all the spawns and Raids on Maps

Update: Due to a Pokémon Go API (application programming interface) change in March, Maps have all gone offline. Previous API changes took around a month to reverse engineer. No telling how long it will take this time. Since Pokémon Go has failed to provide an official alternative for suburban and rural players trying to organize Raids, the outage has significantly curtailed participation in many areas. Bad all around.
The goal of Pokémon Go is serendipitous discovery. You're out and about, maybe shooting some video in the woods and then you look up and BOOM — Snorlax! OMG!
But the odds of that happening are so rare some people have tried to game the system by having bots walk around for them, discover the rare spawns like Unown or 100% IV versions of the best attackers in the game, like Geodude, Machop, Dratini, and Larvitar. Or just to get the latest and greatest, like Slakoth, Beldum, Bagon, and Raltz.
I've tried a couple and they're not my favorite. There's a rush to seeing a rare Pokémon and racing out to catch them. There's also a danger in overdoing it and a cost — you can't cross town in the 30-minute spawn window on foot, which means you end up driving, and that destroys the exercise benefit and a lot of the chill. Depending on traffic — or tickets — you can often miss the spawn anyway, which is a real waste of time.
A better use is for Raids. Pokémon Go doesn't provide anywhere near the range you really need to plan and get to Raids, especially outside urban areas. Maps, though, can show you all the Raid Eggs in your area, what their timers are, and what they are when they hatch. It makes it much easier to coordinate with others and get to the right Raid at the right time.
You can check your local Facebook group and see what trackers people in your area are using. Some are online maps, others are apps, and still others are Twitter accounts or chat bots. Some just show you Pokémon, others want you to make multiple accounts and tap through multiple CAPTCHA.
You might end up loving or hating them — or simply wishing Pokémon Go would fix Sighting so you wouldn't need them. I mean, there's a Snorlax 50 m away, Pokémon Go should absolutely show that before the 6 Pidgey at the PokéStop cluster down the street...

Know exactly which Gyms belong to which team

Update: Like Raid and spawn maps, Gym maps are also currently offline following the Pokémon Go API change.
Similar to the Pokémon scanner sites, there are sites that use their bot armies to scan and update Gym information, including which team any given Gym belongs to at any given moment. Under the old system, they could even tell you what level a Gym was, which specific Pokémon were on it, what trainer they belonged to, and even a recent history for the Gym. Under the new system, they can only show team control. (Which is much better for privacy and community health reasons.0
Still, if you're out and looking to take down Gyms, they can help you see which Gyms are owned by other teams and ready to be taken down. There's no information on the maps that you couldn't get from walking or otherwise moving around and looking, but some people prefer to look first before deciding which direction to head out.

Check IVs to find out exactly which Pokémon to evolve


You always want to evolve the best Pokémon possible. "Best" being defined as having the highest stats (IV). The better the Pokémon you evolve, the higher the CP (Combat Power) and HP (Hit Points) it'll have, and the better it'll do in Gym and Raid Battles.
A recent update to the built-in appraisal system for Pokémon Go makes it easier than ever to see what you're working with. Previously all you got was a phrase that would let you know where your Pokémon's stats were. However, now you get a graph and a star rating. It breaks down the attack, defense, and HP of the selected Pokémon, as well as giving you a one, two, or three star rating. This makes it easier than ever to know which Pokémon is worth evolving, and which you want to transfer to snag more candy.
It's also easier to find your higher IV Pokémon using the search bar. By typing it 4* you'll see all of your 100% IV. The search terms also work with 1, 2, and 3* so that you always evolve the Pokémon that will be most worth it. There are also a variety of other terms you can search for to isolate specific Pokémon and you can find them all here.
Now, not everyone is into stats, not in Baseball and not in Pokémon, but if you are, there are still third-party IV apps available to you, and they'll make sure your every Pokémon you evolve is a monster.
Note: Never use any app that asks for your Pokémon or Google login in order to work. There are enough really good apps that don't, both for phones and on the web, that risking your credentials and potentially getting data stolen is _never_necessary. If you give your account up, you will likely be shadowbanned.
That way, you can evolve the 100% Bagon into Salamence and not the 82% one.

Bulk evolve faster with a flick


The basic formula for leveling up as fast as possible is well known by now: Catch a ton of Pidgey, Caterpie, and Weedle, drop a Magic Egg, and evolve as many as you can before the Egg expires. That gives you a 30 min. to max out your XP. Given the evolution animation takes 20 seconds, assuming you're a precision tapping machine, you can hit up to 90 evolutions.
Some people believe, though, that if you force quit the Pokémon Go app and then relaunch it — which also finishes the evolution for you — you can squeeze in some extra evolutions.
Personally, I find it a lot more work for what is, in my ham-fingered case, little game. But if tap and swipe that a surgeon, you might just set yourself some new bulk evolution records.
Note: Some people try using multiple phones to make the bulk evolution process even faster. It's unclear if it works or still works if it once did, but it is clear it's a violation of the Terms of Service and could have consequences.

Dodge the driving lockouts


Pokémon Go does everything it can to prevent people from playing while driving and that's a very good thing. Unfortunately, it also prevents people from playing while being passengers in cars, buses, trains, and other forms of transportation.
There are different levels of lockout. The first is the 10 KM/H limit for egg hatching and Buddy candy walking. Go over that limit and Pokémon Go radically lowers the amount of distance it logs. The second is the 35 KM/H limit for spinning PokéStops, seeing Nearby and Sightings on your radar, and triggering spawns in your vicinity. Go over that limit and you log almost no distance, can't spin any stops, and can't see or spawn any Pokémon.
It's all absolutely for the best but there are also a couple of ways around it. They don't always work but when they do, you'll rack up mega mileage and sometimes still get in a few spins and spawns.
  1. Go to the egg screen on Pokémon Go. Hit the Home button so you return to the Home screen. Don't launch any other apps but don't let the screen go off either. Drive a short distance, something under 10 minutes. Then open Pokémon Go again and you might see some amazing distance gains. (I've had little to no luck with this but numerous people have sworn it works.)
  2. If you have an Apple Watch, start a Pokémon Go workout. Next, find some form of slow transportation. Whether that's an Ubetaxi or bus in traffic or a ferry, doesn't matter. Slower the better, though. While the workout is running, pat your watch hand lightly up and down while you're moving. You should get decent results, depending on your speed.
  3. Use Pokémon Go Plus. It's just a click, so it's easy to use, and it often catches things you wouldn't be able to use if you're being driven around in a car trying to do it directly in the app.
  4. Drop an Incense. Currently, Incense seems immune to the speed lock that affects everything else in Pokémon Go. So, even if you're a passenger in a high-speed car, bus, or train on the highway, a Pokémon should still spawn for you every few minutes. Almost all of them will be common but you may get a rare Pokémon once or twice.

Your most cherished cheats and hacks?

If you've tried out any of these Pokémon cheats and hacks, let me know how they worked for you. If you have other cheats, tell me all about them. If you have any other questions, drop them in the comments!

Pokemon Go


* More Details Here
submitted by honeybadger808 to AppleLastNews [link] [comments]

Best Pokémon Go cheats and hacks for Summer 2019


What are the best hacks and cheats for Pokémon Go that'll help you get ahead faster and easier than ever? These!
If you can't win, cheat. Hell, cheat anyway. That's how the saying goes. Whether you choose to apply that saying to Pokémon Go is up to you. If you prefer to earn your rewards honestly, through hard work and determination, then stop here and go check out my Pokémon Go tips and tricks instead. Otherwise, if all you want to do is win at all costs, here's how people are hacking and cheating their way to the top!
[thrifter:46803 template:reco]

Warning: Stuff that can and should get your account banned

There are some cheats and hacks that are expressly against the Pokémon Go terms of service (ToS). People do them, and they seem to work, which is frustrating, so more people start doing them, and it creates a vicious cycle. They can also get you banned. Bans sometimes come in waves every month or so, but now they've also been joined by "slashing", which puts a line across illegitimately gained Pokémon and makes them useless in Gym and Raid Battles.
Before investing any time in this kind of cheating, consider you might end up losing that time completely.
  1. Spoofing: Some people fake their GPS location so that can go to where a 100% Dragonite or Tyranitar is and scoop it up immediately, drop onto any Gym and take it down and build it back up at any time, and otherwise travel the world at a whim. Pokémon Go is cracking down on this by randomizing stats on the server-side for any player under level 25, so it's currently very hard to detect the IV of a Pokémon. On the Android side, spoofing is also being detected and locked out of the game. It's obviously something Pokémon Go cares about deeply and wants to prevent.
Most recently, Pokémon Go has begun locking out teleporting, soft-banning people who previously jumped to engage but returned to catch Pokémon, and slashing out illegitimately obtained Pokémon, so they're useless in battle anyway. 2. Botting: Botting is like spoofing but automated. With an army of fake characters and a bunch of scripts, botters travel the PokéScape collecting as many high-level Pokémon as possible. It's financed by online maps with ads and donation buttons, and by people who buy accounts online. Again, recent changes might make this harder and less useful than it was in the past. That includes shadowbans, which are preventing bot accounts (including those used for maps) from seeing anything other than common Pokémon, and slashing out illegitimately obtained Pokémon, so they're useless in battle anyway. 3. Multi-accounting: Some people who don't bot or spoof still cheat by using multiple accounts. When they take down a Gym, they quickly fill it up with the accounts of their friends, families, and teammates — sometimes even if those people have long since stopped playing. Though "bubblestrat" — a way to quickly power a Gym up — is no longer useful since the big Gym update, filling up all the slots in a Gym still locks other legitimate players out. 4. Shaving/cycling: Those who can't or simply don't want to take over new Gyms will sometimes switch to a second account for another team, knock a teammate's Pokémon off a Gym owned by their own team, and then replace it with their own Pokémon from that team. It's cannibalistic and doesn't help grow their own team and creates significant resentment as well. 5. Auto-IV checkers: Pokémon Go isn't just shadow-banning bots that abuse the API, they're banning accounts that have granted access to third-party apps like IV-checkers that abuse the API as well. Changing your Google password and revoking account access to these apps can help avoid and reverse the ban.
Most online forums are filled up with people complaining about all of these practices and more, and it's best to avoid them because the next time the banhammer comes, it could come down on anyone engaging in them.

Skip the Raid start animation

Going from the lobby to the Boss battle in Pokémon Go Raids can take a few seconds, especially if there's any network slowdown, and that can cost you precious time for solo and specialty Raids.
Luckily, there's a way to skip right from the lobby to the raid, no GO between.
  1. Create an empty team
  2. Join a Raid.
  3. Pick your empty team.
  4. Wait for Raid to start.
  5. Pick your real team.
What happens is that, with an empty team, you get kicked back immediately to the rejoin screen, and when you do, rebounded back into the Raid with no animation screen.
It only saves you a few seconds but sometimes that's all you need.

Kick any Pokémon out of a Gym

If you have three players with you and you need to kick a Pokémon out of a Gym, even a fully powered Blissey, you can do it. And not even Golden Razz can stop you.
As detailed on The Silph Road:
  1. Start a Gym battle with 3 players.
  2. Players 1 and 2 drop out immediately while Player 3 keeps battling.
  3. Players 1 and 2 join a new battle.
  4. Player 1 drops out immediately while Player 2 keeps battling.
  5. Player 1 joins a new battle and keeps battling.
  6. Player 1, 2, and 3 all finish the battle at the same time.
Because Pokémon Go treats all the battles staged this way as separate encounters, it calculates all three sets of damage separately, knocking the Pokémon out immediately. No chance to Golden Razz.
Use this power responsibly.

Get tomorrow's free raid pass — today!

This works if you live far enough behind the International Date Line, including in North America and Europe, and you've already used your existing free Raid passes for the day — either just today's free Raid pass or today's and yesterday's if you'd stockpiled it — and want to squeeze in one more free Raid today knowing you won't be raiding tomorrow.
As detailed on The Silph Road, once you've used your existing free Raid passes, you simply switch your time zone to New Zealand or a similar location that's a day ahead. Then, spin a Gym, get tomorrow's free Raid pass, and use it today.
You can switch your time zone on iOS in Settings > General > Time & Date.
Just note that the location you choose has to already be a day ahead, and remember you won't get that same pass for free tomorrow. (You could theoretically keep setting your time zone ahead and keep getting the next day's free Raid pass today, but that becomes a good amount of overhead. Better to let time catch up with you as much and as often as possible.)
Happy future raiding.

Skip the catch animation

If you don't want to wait for the lengthy Pokémon Go catch animation to complete, you can try exploiting this bug:
  1. Tap on the Pokémon you want to catch.
  2. With your off hand (right if you're a lefty, left if you're a righty), swipe from left to right and leave your finger down on the left side of the screen. (You should see the Poké Ball selector tug slightly as you swipe.)
  3. Throw the Poké Ball with your good hand, as usual.
  4. Lift your finger up as soon as the Poké Ball has successfully hit the Pokémon you're trying to catch.
  5. Tap the screen to exit the Poké Ball selector.
  6. Tap the Runicon at the top left to leave the encounter.
You'll still see the Pokémon on the map. Check your Pokémon Storage to see if you successfully caught the Pokémon or, if it escaped, repeat the procedure to try again.

Find all the spawns and Raids on Maps

Update: Due to a Pokémon Go API (application programming interface) change in March, Maps have all gone offline. Previous API changes took around a month to reverse engineer. No telling how long it will take this time. Since Pokémon Go has failed to provide an official alternative for suburban and rural players trying to organize Raids, the outage has significantly curtailed participation in many areas. Bad all around.
The goal of Pokémon Go is serendipitous discovery. You're out and about, maybe shooting some video in the woods and then you look up and BOOM — Snorlax! OMG!
But the odds of that happening are so rare some people have tried to game the system by having bots walk around for them, discover the rare spawns like Unown or 100% IV versions of the best attackers in the game, like Geodude, Machop, Dratini, and Larvitar. Or just to get the latest and greatest, like Slakoth, Beldum, Bagon, and Raltz.
I've tried a couple and they're not my favorite. There's a rush to seeing a rare Pokémon and racing out to catch them. There's also a danger in overdoing it and a cost — you can't cross town in the 30-minute spawn window on foot, which means you end up driving, and that destroys the exercise benefit and a lot of the chill. Depending on traffic — or tickets — you can often miss the spawn anyway, which is a real waste of time.
A better use is for Raids. Pokémon Go doesn't provide anywhere near the range you really need to plan and get to Raids, especially outside urban areas. Maps, though, can show you all the Raid Eggs in your area, what their timers are, and what they are when they hatch. It makes it much easier to coordinate with others and get to the right Raid at the right time.
You can check your local Facebook group and see what trackers people in your area are using. Some are online maps, others are apps, and still others are Twitter accounts or chat bots. Some just show you Pokémon, others want you to make multiple accounts and tap through multiple CAPTCHA.
You might end up loving or hating them — or simply wishing Pokémon Go would fix Sighting so you wouldn't need them. I mean, there's a Snorlax 50 m away, Pokémon Go should absolutely show that before the 6 Pidgey at the PokéStop cluster down the street...

Know exactly which Gyms belong to which team

Update: Like Raid and spawn maps, Gym maps are also currently offline following the Pokémon Go API change.
Similar to the Pokémon scanner sites, there are sites that use their bot armies to scan and update Gym information, including which team any given Gym belongs to at any given moment. Under the old system, they could even tell you what level a Gym was, which specific Pokémon were on it, what trainer they belonged to, and even a recent history for the Gym. Under the new system, they can only show team control. (Which is much better for privacy and community health reasons.0
Still, if you're out and looking to take down Gyms, they can help you see which Gyms are owned by other teams and ready to be taken down. There's no information on the maps that you couldn't get from walking or otherwise moving around and looking, but some people prefer to look first before deciding which direction to head out.

Check IVs to find out exactly which Pokémon to evolve


You always want to evolve the best Pokémon possible. "Best" being defined as having the highest stats (IV). The better the Pokémon you evolve, the higher the CP (Combat Power) and HP (Hit Points) it'll have, and the better it'll do in Gym and Raid Battles.
A recent update to the built-in appraisal system for Pokémon Go makes it easier than ever to see what you're working with. Previously all you got was a phrase that would let you know where your Pokémon's stats were. However, now you get a graph and a star rating. It breaks down the attack, defense, and HP of the selected Pokémon, as well as giving you a one, two, or three star rating. This makes it easier than ever to know which Pokémon is worth evolving, and which you want to transfer to snag more candy.
It's also easier to find your higher IV Pokémon using the search bar. By typing it 4* you'll see all of your 100% IV. The search terms also work with 1, 2, and 3* so that you always evolve the Pokémon that will be most worth it. There are also a variety of other terms you can search for to isolate specific Pokémon and you can find them all here.
Now, not everyone is into stats, not in Baseball and not in Pokémon, but if you are, there are still third-party IV apps available to you, and they'll make sure your every Pokémon you evolve is a monster.
Note: Never use any app that asks for your Pokémon or Google login in order to work. There are enough really good apps that don't, both for phones and on the web, that risking your credentials and potentially getting data stolen is _never_necessary. If you give your account up, you will likely be shadowbanned.
That way, you can evolve the 100% Bagon into Salamence and not the 82% one.

Bulk evolve faster with a flick


The basic formula for leveling up as fast as possible is well known by now: Catch a ton of Pidgey, Caterpie, and Weedle, drop a Magic Egg, and evolve as many as you can before the Egg expires. That gives you a 30 min. to max out your XP. Given the evolution animation takes 20 seconds, assuming you're a precision tapping machine, you can hit up to 90 evolutions.
Some people believe, though, that if you force quit the Pokémon Go app and then relaunch it — which also finishes the evolution for you — you can squeeze in some extra evolutions.
Personally, I find it a lot more work for what is, in my ham-fingered case, little game. But if tap and swipe that a surgeon, you might just set yourself some new bulk evolution records.
Note: Some people try using multiple phones to make the bulk evolution process even faster. It's unclear if it works or still works if it once did, but it is clear it's a violation of the Terms of Service and could have consequences.

Dodge the driving lockouts


Pokémon Go does everything it can to prevent people from playing while driving and that's a very good thing. Unfortunately, it also prevents people from playing while being passengers in cars, buses, trains, and other forms of transportation.
There are different levels of lockout. The first is the 10 KM/H limit for egg hatching and Buddy candy walking. Go over that limit and Pokémon Go radically lowers the amount of distance it logs. The second is the 35 KM/H limit for spinning PokéStops, seeing Nearby and Sightings on your radar, and triggering spawns in your vicinity. Go over that limit and you log almost no distance, can't spin any stops, and can't see or spawn any Pokémon.
It's all absolutely for the best but there are also a couple of ways around it. They don't always work but when they do, you'll rack up mega mileage and sometimes still get in a few spins and spawns.
  1. Go to the egg screen on Pokémon Go. Hit the Home button so you return to the Home screen. Don't launch any other apps but don't let the screen go off either. Drive a short distance, something under 10 minutes. Then open Pokémon Go again and you might see some amazing distance gains. (I've had little to no luck with this but numerous people have sworn it works.)
  2. If you have an Apple Watch, start a Pokémon Go workout. Next, find some form of slow transportation. Whether that's an Ubetaxi or bus in traffic or a ferry, doesn't matter. Slower the better, though. While the workout is running, pat your watch hand lightly up and down while you're moving. You should get decent results, depending on your speed.
  3. Use Pokémon Go Plus. It's just a click, so it's easy to use, and it often catches things you wouldn't be able to use if you're being driven around in a car trying to do it directly in the app.
  4. Drop an Incense. Currently, Incense seems immune to the speed lock that affects everything else in Pokémon Go. So, even if you're a passenger in a high-speed car, bus, or train on the highway, a Pokémon should still spawn for you every few minutes. Almost all of them will be common but you may get a rare Pokémon once or twice.

Your most cherished cheats and hacks?

If you've tried out any of these Pokémon cheats and hacks, let me know how they worked for you. If you have other cheats, tell me all about them. If you have any other questions, drop them in the comments!

Pokemon Go


* More Details Here
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