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    Home»Gaming»Ports of Pokemon Fire Red & Leaf Green Coming to Nintendo Switch – We Deserve Better
    Gaming

    Ports of Pokemon Fire Red & Leaf Green Coming to Nintendo Switch – We Deserve Better

    Heath AndrewsBy Heath AndrewsFebruary 20, 20265 Mins Read
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    The breaking news from the world of Pokémon today confirmed a recent rumor that had been circulating online. Next week’s Pokémon Presents would include a re-release of Pokémon Fire Red and Pokémon Leaf Green to the Nintendo Switch consoles. The games are up for pre-order on the Switch Online right now at $19.99 a pop. And these aren’t remakes of those games either, these are straight ports of the Game Boy Advance games. It’s nice to have access to these titles outside of their original handheld consoles, but we deserve better on multiple levels.

    First, let’s talk about the release strategy here. This is part of the 30th anniversary of Pokémon as a franchise. The series hit North American shelves in 1998, but the Japanese release was in 1996. Those games were Pokémon Red & Green, for the original Game Boy, and would later include the updated Blue version. That altered and less buggy version is the one that formed the basis for the American games. Still, those aren’t the games we’re getting. We’re getting the Game Boy Advance remakes of those titles.

    On the one hand, these are definitely the better versions of those games. As nostalgic as Red and Blue are, Generation 1 Pokémon games are horribly broken and unbalanced. From the overpowered Psychic types to the overabundance of Poison types, broken moves, bizarre move sets, the list goes on. I mean we’re talking about a generation where Sandshrew, a Ground-type Pokémon, doesn’t learn any Ground moves by level-up. That’s how bizarre that generation is. So yeah, Fire Red and Leaf Green are superior; but nostalgia and anniversary’s are not about what’s better.

    What Fans Really Wanted for Pokémon’s 30th Anniversary

    What we should be getting is Pokémon Red and Blue for the Game Boy with compatibility with Pokémon Stadium and Stadium 2 on the Switch Online service. That would allow players to play those Nintendo 64 games as intended. The point of those titles was to import your Pokémon from the Game Boy games, into the Nintendo 64 to battle instead of using the rental Pokémon the game gives you. That would’ve been a fantastic celebration of the 30th anniversary.

    Instead we have Fire Red and Leaf Green for $19.99 a piece. It’s not too bad of a price point, I’ll give it that. I would suggest however that a better release strategy would have been to offer them as part of the Nintendo Switch Online collection with an option to buy them. This would have rewarded Nintendo’s online subscribers by giving them another Game Boy Advance game to enjoy but also given them (and everyone else the option) to buy these games to have them separate from the service. The same could’ve been done with Pokémon Blue and Red if they had wanted to re-release those titles instead.

    Why These Games Still Feel Outdated

    Above all though, if we really wanted to celebrate the origins of Pokémon, then we deserve a full-on remake of these games. Yes, Pokémon Let’s Go: Eevee and Pikachu were remakes of these games, technically. But it was done in a much different style that’s far removed from what a traditional Pokémon experience is. And I’m sorry to say this, but Fire Red and Leaf Green are also unbalanced and clunky messes compared to what we have in more modern generations.

    Fire Red and Leaf Green are Generation 3 titles that are held back by archaic design choices that Game Freak would iron out in the generations to come. For example, these pre-date the Generation 4 physical/special split. That is to say, prior to Gen 4, each move was classified as physical or special entirely by its type. So all fire moves were classified as special and governed by a Pokemon’s special attack stat.

    Alternatively, all Ghost type moves were classified as physical moves and governed by a Pokémon’s attack stat. This ultimately made for idiotic combination of Pokémon types and stats. Gengar for example, is a Ghost/Poison type with a high special attack stat. Yet all of its potential Ghost moves have power based on its much lower attack stat. Meanwhile, Hitmonchan has a high attack stat but its elemental punches, Ice Punch, Elec Punch, etc., would be impacted by it’s terrible special attack stat. Generation 3 is subject to this lunacy. Its one big reason why these games deserve to be remade with more modern mechanics.

    Modern Pokémon Features Missing From These Ports

    This isn’t even counting other additions and refinements like reusable TM’s introduced in Gen 5, the Fairy type introduced in Gen 6, the general shifting away from HM usage taking up move slots or the conveniences of move re-learning and deletion from the most recent generations. In hindsight, it’s almost as if Fire Red and Leaf Green were half-measures towards getting the original games up to par. They were vast improvements at the time, but still pale in comparison to how much better the mechanics work today.

    Maybe one day the Kanto region will get the full remake that it deserves to have. Until then, I’ll probably still pick up Leaf Green upon release. I wish this anniversary were handled differently but at least this gives me an option to revisit these games without having to break out my GBA or Nintendo DS with the GBA slot. The preservationist in me can appreciate this but the Pokémon fan in me knows that we all deserve better.

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    Heath Andrews

    Heath Andrews has been a student of pop culture ever since he found himself to be the only student in 3rd grade who regularly watched "Get Smart" on Nick-At-Nite. Ever since then he's been engrossed in way too much media with a growing collection of music, books, comics, TV on DVD box sets, and a video game collection that could rival a brick and mortar store. Prior to writing for Nerdbot he's written for Review You, MyAnimeList, and various advertising companies.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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