The mystery behind Perfect Dark's unused passwords

Perfect Dark had two special passwords that players could unlock via certain methods. The passwords were as follows.

Cassandra’s Necklace:

Username: CDV780322
Password: I8MOZYM8NDI85

Multiplayer Reward:

Username: EnTROpIcDeCAy
Password: ZeRo-Tau

What did these passwords do? Back at the time of the game's release, no one knew. You couldn't enter them into the game in any way, which lead fans to searching out hidden rooms to unearth more info. Fans also went into the real world and tried to use the passwords on websites, like the promotional sites carringtoninstitute.com and datadyne.com. Still, those methods resulted in dead ends.

Now former devs have come forward and detailed how the passwords were meant to be used, but not what content they hid. Turns out those trying to enter the passwords into websites were correct. The problem is, RARE never had the time to actually put together the massive ARG they were planning. In other words, the passwords never actually hid anything, because the content wasn't created.

It seems plans were to offer up more info on the game and characters through websites, but even that information is speculative. The devs that offered up the password uses didn't know what content would be provided to players when they used the passwords. They just knew it was meant to hide content on official websites.

Wonder Boy: The Dragon's Trap devs talk lack of 3DS version, ease of Switch port, sales, future games & more

The following information comes from a Reddit AMA with various people involved with Wonder Boy: The Dragon's Trap.

On not including female monster transformations for Wonder Girl...

When considering making the Wonder Girl character, I really wanted to add those transformations. But due to the constraint of production, we thought it would be best to focus on other areas instead. That would have meant redoing 1000 drawings at least.

On bringing the game to Switch...

Working on the Switch was very easy for us. The hardware and SDK are slick and modern. Of course, with the experience of coding games for 15+ years I had prepared for this in advance, way before we even had hope to get access to a devkit.

On DLC possibilities...

The game wasn't really designed for DLC. It would depends if we have an idea that is worthy of it. Most probably the smaller improvements would go in a normal patch.

Interest in other remakes....

Question comes often.. for me maybe Psycho Fox.. Kid Chameleon.. Toe Jam and Earl, Aztec Adventure.. Maybe a Shinobi game?

And even though it will never happen, I personally would love to remake the very first Legend of Zelda and make sure that the remake conserves and supports the feel of mystery and discovery that it had, without holding the player’s hand or telling them where "secrets" are and where to go (note: I haven’t played Breath of the Wild yet). I’d also love to remake Castlevania, because I think there’s something to be done with the great feeling of the whip by adding more frames and getting the timing just right, I think we could do something extremely satisfying there.

Desire to make a new Wonder Boy...

Also, it goes without saying that making a new, entirely original Wonder Boy would be great (I think I speak for the whole team here).

Art book and CD soundtrack releases under consideration...

We are still working on figuring out what would be the best direction in term of goodies. Creating new artworks would be amazing but they also take a lot of time to make, so we don't know yet. Maybe it would make sense to package all those things together, etc. For the soundtrack we are still sorting out the rights to be able to release it. ...Unfortunately for the OST, there is some legal issues preventing us to sale it.

On the charm stones change...

the team felt that the charm stone system was indeed a bit outdated (and anyway different in the GG version), and required too much grinding. After originally removing them, I felt that as a player I would personally miss them had they not been present in this version. After long discussions, we came to the conclusion that they would be a good reward to these tough challenges we added, and that we could still use their overwhelming "charm" for that new sword we added.

On the chances of a Wonder Boy in Monster World remake...

Right now maybe we'd need to step back a little from the franchise and see how the reception to Dragon's Trap evolve, in particular in younger players or people who don't know the original enjoy it. Maybe we also need to sit down and play many old and new games and from then evaluate where to go, that is even assuming we end up remaking more old games. We honestly don't know yet!

How the remake started...

It started like a fan project, we did a prototype with Omar during our spare time. At that point we showed it to the original creator who was thrilled about it and also we found our publisher Dotemu. Dotemu are specialized in doing these kind of things, and they've managed to entangled the rights (which were quite a mess) between the original creator and Sega

On the tech behind the game...

I'd love to get into the tech in more details but it would be too long here. However, we should be working on making detailed tech blog post fairly soon. A lot of the code is custom but what's most interesting imho in how we ended rewriting the game from stratch and went from a different approach in the second iteration. The tech behind it is now rather uniquely hybrid - the way how we are bridging the old and the new. Hopefully will write it soon!

I tend to forget how this game is actually a half-custom engine, half-emulator monstrosity. Thank you both for your answer! I'm eager to read this blog post since I'm a "rewrite everything from scratch" kind of guy too. And I'm looking forward to have Z80 code run on my Switch (gotta finish exams first, then internship, then Zelda, then...) :D

Salut! I can't talk too much about the engine itself - when I joined the team, there was already a good chunk of code that Omar had either developed or integrated. One important part not reflected in your question but key to this game is the emulation of the original game that we "augmented" through some custom hooks and hacks, etc. We patched existing Z80 code to extend the original, either with new Z80 code (!) or C++ - the result is a scary monster, but it works well! We'll probably post a blog entry detailing some of this in the near future.

On sales so far...

we do not have the sales numbers yet, but we know that the Switch version was really well received.

On not coming to 3DS...

Unfortunately the 3DS screen resolution (320x400) wouldn't be a great fit to the game art style. Also the hand animated characters are really heavy in term of texturing and I don't know how well that would work for the 3DS.

On changes outside of the visuals...

We upped the framerate from 30 FPS to 60 FPS and makes various improvements so as the rules for mouse gripping wall, taking corners. We did probably 100+ changes but the vast majority should be extremely minor and unnoticeable to the casual player, so I am surprised to say "the controls feel different from the original".

Also note how adding animations over the existing physics that had lots of momentum (for e.g. character turning) can make things "feels" different. When you compare with the retro version which doesn't have the extra animation but has the momentum.

On creating more games for Switch...

We don't know yet! We are still kept busy by the aftermath of releasing the game and finishing the Steam version. Personally I think it would be great to do something tailored for the Switch, maybe taking advantage of the Joy-Cons better, or doing a local multiplayer game :)

Could Monster Hunter Stories' amiibo be coming to NA/EU?

Capcom hasn't said if they're bringing the Monster Hunter Stories amiibo to Europe and North America, but the NA boxart above seems to give a hint. As you can see, the amiibo logo is present. Why bother putting that on there if there weren't plans to bring the amiibo lineup as well?

Rainway app promises 60fps streaming of PC games to Switch

Rainway is an upcoming program that allows you to play your favorite PC games on nearly any device. Some of our newly developed software techniques allow games to be transmitted from your computer to another device in super-high quality, and with practically no lag.

Rainway's signature feature is that it's available on any device with a web browser. You'll simply visit play.rainway.io, log in, and kick back with your favorite games. Native apps for Android, iOS, Nintendo Switch, Xbox, and other platforms are being developed to provide an even more seamless experience.

While the technology to watch PC games live has been around for a few years now, Rainway while using very few system resources allows you to completely play your games from the comfort of anywhere, anytime, on anything.

The best part is that practically any modern PC is compatible. You don't need to purchase any additional computer hardware and did we mention that it's free? That's right, no more 50 dollar boxes or subscription fees, the Rainway experience will be available free of charge for life.

We hope to build a community around Rainway and continue to grow our technology to truly new heights. We will have some media to show off in the coming weeks, but in the mean time pre-register today at the form below to ensure your inclusion in the May 5th beta.

I'm always weary of these streaming services. There's never been one that has hit and really made a name for itself. Any services I've tried have had lag issues, and that was enough to turn me off. Hopefully Rainway can avoid that. Thanks to ibbsters for the heads up!

Stardock CEO says Nintendo/Switch doesn't need third parties to succeed, probably won't be supporting Switch

Coming from a GamingBolt interview with Brad Wardell, CEO of Stardock...

“Nintendo doesn’t arguably need third party. You think about the Mario games, Zelda, I mean, there’s plenty there. I mean, if it was a $1000 game system, maybe I’d care. But as it stands now, there is plenty to play with on the Switch, that’s just fine.

No, [we] probably [will] not [support the Switch]. It’s too different than any of the others, and there isn’t a lot of- I haven’t seen a lot of third party success stories on the more recent Nintendo hardware. Nintendo, is a great market for Nintendo, but I haven’t seen a lot of huge hits made by non Nintendo studios.”

I mean, the less said about this statement, the better. I just don't even know which way to approach it from. It is what it is, and Mr. Wardell seems to have made up his mind.

Japan - Fire Emblem Heroes, Super Mario Run guides seeing release

Fire Emblem Heroes: Summoner’s Guide

Release date: May 31st
Price: 2,052 Yen
Pages: 302 (B5 size)

Contents: includes data on over 110 characters (with stats, rarity, the 4 illustrations from the game, backstory, and more), guide for the story maps (terrain, character placement, enemies, etc.), index of skills, and more.

Super Mario Run Smart Guide

Release date: already available
Price: 950 Yen
Pages: 192

Contents: maps with the placement of Pink, Purple, and Black Coins for all 75 stages in the game. Comes in a special binding that makes it possible to simply leave the guide open and play at the same time.

Shakedown Hawaii - title screen footage, no release date set

Really can't wait to check this one out. I'll be going the Switch route with this one. Which one will you be picking up?

UPDATE - Looks like there's no set release date as of right now. Thanks to theGamerPad for the heads up!

Inti Creates set to announce two new titles

Inti Creates is set to reveal two new titles at the 5th of BitSummit event on May 20th/21st. No details on what will be announced, but Inti Creates has been a great supporter of Nintendo platforms. I would imagine that at least one of their games is going to head our way. Also worth pointing out, Blaster Master Zero's DLC is going to be discussed.

Cube Creator being considered for Switch

The following info comes from the game’s director, Mr. Shoji...

– Cube Creator DX is an upgraded version of Cube Creator 3D adding a multiplayer mode, online functionality and a stage builder mode.
– The number of usable cubes have increased by about 2 times, plus he’s increased the number of monsters and there are now 10 kinds of worlds.
– In Cube Creator 3D there was a scary monster replaced with a cute monster with a cube design changed as young girls wanted to make it cute and friendly.
– There are 370,000 customers who bought the original which sells for 800 yen on the 3DS eShop.
– Arc System Works are known for fighting games, but there are only a limited number of customers so it is necessary to put out various genres of games such as this kind of casual, cute game.
– Nintendo 3DS has many children players and a lot of late teens like PlayStation 4 so chose 3DS due to the content of the game. Wii U was considered but decided on the same platform as the original.
– 10 people in all worked on Cube Creator DX with only about 4 people really working full-time on it. Making the deadline was a terrible task. The game began work last September and took about six months.
– Compared with other games and so on the production cost is not so much. The previous work was cheap and this time it is a little higher so at least 50,000 sales are wanted but 100,000 is a dream.
– There is a popular game that is similar that is made by an American company. Cube Creator definitely references Minecraft but wants to add original elements and be the Japanese version (of Minecraft).
– I personally do not want to end the series with DX, I want to make a new one. I’d like to put out new modes and so on. I’d like you to play another Cube Creator again.
– I am still considering it (a Nintendo Switch version), but can you wait for a moment?!

League of Evil coming to Switch

Seems like we'll be getting more details on this release later in the week. We'll be sure to fill you in when those details become available.