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Kirby Star Allies getting revamped Kirby 64: The Crystal Shards stages as part of the second free update


Level design director Yuki End has shared a feature in the Switch news section about the upcoming Kirby Star Allies update. In his feature, he talks about the inclusion of Adeleine and Ribbon as Dream Friends, and details their new moves. We also learn that Kirby 64: The Crystal Shards stages are going to be included in the update, available to those who complete the main story. Check out the full feature below.

In addition to Daroach and Dark Meta Knight making their entrance with the second free update, there is, in fact, another Dream Friend duo ready to enter the spotlight: a pair whose presence has been long missed, it’s Adeleine & Ribbon from Kirby 64: The Crystal Shards!

Adeleine has the ability to bring anything that she paints to life, and Ribbon the fairy possesses a mysterious power that allows her to fly. These two have a really dedicated, long-time fanbase. Back in Kirby 64: The Crystal Shards, they played an important role in the story, but you weren’t able to control them yourself. Now that they’ve become Dream Friends, they can be player-controlled for the first time ever!

Adeleine and Ribbon fight using their unique powers, occasionally joining forces. Adeleine relies on the power of her paintings to attack. It’s far more potent than Kirby’s Artist Copy Ability, so expect to see some moves that will really color you impressed. More details on that later!

And then there’s Ribbon. She shares her power with Adeleine so they can glide through the air together. Sometimes they even team up to unleash a combined attack!

Just like in the original game, they don’t have much in the way of stamina, which can make their adventure particularly tough. Still, they’re an interesting duo – all it takes is a few brush strokes to turn the battle around! With the power to create all sorts of paintings and a unique ability that stands apart from the rest, they really are a true “dream” friend.

What’s more, if you play with Adeleine & Ribbon as Guest Stars after completing the main story, you’ll get to take on brand-new maps! Have fun painting your way through classic Kirby 64: The Crystal Shards stages specially arranged for Kirby Star Allies. There’s a very memorable map at the end which fans may remember, so look forward to that!

New Dream Friends Daroach, Dark Meta Knight and Adeleine & Ribbon aside, the second free update also introduces plenty of new game elements.

The update will be available for download on July 27 – not long at all!

Jambuhbye for now!

Smash Bros' success wasn't a "happy accident," says Nintendo's Bill Trinen


Smash Bros. is quite different from other fighting games out there. Much like the rest of Nintendo's output, the experience is quite unique. A first look at the series might make it seem chaotic for the sake of chaos. Some have even said the franchise was some kind of happy accident, both in terms of creation and consumer success. In an interview with Nintendo Life, Nintendo's Bill Trinen wants to make sure you know that's not the case.

The first thing that I would do is rewind a bit and go to the 'happy accident' because that is a myth that I want to dispel. Absolutely dispel. Because the assumption is almost that Nintendo didn't know what it had with Smash Bros. And that actually suggests that Mr. Sakurai didn't know what he was doing. Whereas very, very specifically, he designed the game even back on the Nintendo 64 and especially on the GameCube, very specifically what we were talking about is a game that anyone can pick up and play, but one that has the incredible layer of depth to it. I mean, we used to play Melee every day at lunch and after work for 10 years. Literally. This went on in the Treehouse for years and years and years. Then we just got too busy.

We had families and all that. It was even over all that time, we continued to improve and grow as players because he specifically designed the game with layer upon layer upon layer of depth. It wasn't an accident. The game didn't accidentally become that way. He is a meticulous game designer. Every decision that he makes on the game is a planned decision. So what was the 'happy accident' wasn't that the game was designed that way. The happy accident was that people started to discover it, and that became something that people could then relate to one another through and that they can have fun playing with each other. And that created the bond that gave them the inspiration for the community to build that tournament scene. But I do want to dispel the notion that the game wasn't designed with that in mind, because it very much was.

Super Mario 64 - New 0 Star (Any%) Speedrun world record set at 6:41.76


It's been 3 years since anyone has set a new record for Super Mario 64's 0 Star (any%) speedrun category, but now that's all changed. Your new recorder holder is Drozdowsky, coming in at 6:41:76. You can see every second of that new record run in the video above.

Super Mario 64 mod showcases the game at 60fps and in widescreen

If you're looking for the best version of Super Mario 64 out there, this mod is most likely the answer. Super Mario 64 in true widescreen, reworked for 60fps. I have to admit, it's a pretty glorious thing to see. I'd pony up some cash to get a version like this, Nintendo!

First 4 Figures Presents Banjo-Kazooie Resin Statue

Exclusive edition

The package includes the following:-

Banjo-Kazooie™ - Banjo-Kazooie statue
Highly detailed base capturing the exact same Jiggy (Jigsaw Puzzle) straight from the original Banjo-Kazooie™ game (Gold Chrome Plated)
Gold Jiggy (Material: Diecast - Chrome Plated)
Gold Musical Note (Material: Diecast - Chrome Plated)
Authentication Card

Product Size:
Statue including base
Height - 20 inches (51cm)
Width - 18 inches (46cm)
Depth - 16 inches (41cm)
Weight: 5.43KG

Gold Jiggy
Height - 3 inches (7.6cm)
Width - 3 inches (7.6cm)
Depth - 0.4 inches (1cm)
Weight: 0.302KG

Gold Musical Note
Height - 2.5 inches (6.4cm)
Width - 3.5 inches (8.9cm)
Depth - 0.4 inches (1cm)
Weight: 0.19KG

Regular edition

The package includes the following:-

Banjo-Kazooie™ - Banjo-Kazooie statue
Highly detailed base capturing the exact same Jiggy (Jigsaw Puzzle) straight from the original Banjo-Kazooie™ game
Authentication Card
Product Size:
Statue including base
Height - 20 inches (51cm)
Width - 18 inches (46cm)
Depth - 16 inches (41cm)
Weight: 5.43KG

Toys R' Us employee finds Mario Kart 64 box hiding under one of the store's shelves

As you know, Toys R' Us locations in the United States are now closed. The fun is over and the toy store has gone away. That means a lot of those locations needed to be cleaned up. When one employee was cleaning up a store, they happened to find a relic of Nintendo's past. An original box for Mario Kart 64 which had been living under a shelf for all these years. The one bit of good news is that the box itself was empty!

Former RARE dev reveals fully complete, but cancelled Battletoads Game Boy game, & Banjo-Kazooie's original Stop N’ Swop plans

What is it about RARE and gaming mysteries? All these years later and we're still talking about some of RARE's Easter eggs and other secrets. Now we get even more insight into the inner-works of RARE, thanks to a RareFanDaBase interview with former RARE employee, Paul Machacek.

RFDB: Were there any canned projects that you were particularly fond of that you really wish had come to fruition?

Paul: Probably the most annoying is Super Battletoads on the Gameboy. Heard of it? No, nor has almost anyone else. It was the fourth one I’d written in the serious, was a spinoff from the arcade game of the same name, and was 100% finished and signed off by Test. Then it got cancelled shortly after I moved onto Donkey Kong Land because the arcade game had underperformed in market and Tradewest pulled the plug on the whole franchise.

In 2015, during Rare Replay development, with long term members of Rare saying to me “don’t be silly, that game never existed”, we found it sitting on an old disc. A finished copy of the game. One of the engineers here happened to have a Gameboy emulator and we dragged the file into it and waited with bated breath. It ran! I couldn’t believe it, no one had seen this game in about 22 years, and I was the only person who recalled its existence at all.

Then we needed to see exactly what was there and being a rock hard Battletoad game that no one had played in over 20 years it wasn’t going to be easy. However, I still had the sourcecode (which I had no way of compiling anymore but could look through anyway). I worked out an infinite lives cheat, applied it to the binary file by “poking” it and got one of our team to play through the whole thing in one go and record the video. It took a little over an hour (with infinite lives) but was all there. A 100% completed game. Apparently, no bugs were seen.

RFDB: So you were the mastermind behind Banjo’s infamous Stop N’ Swop. How did it come to be, why was it canned, and what was the overall plan for it?

Paul: …..One day Tim asked me if there was a way to transfer an unlock code from one game to another without using standard codes that could be “printed and typed in”. He wanted something that meant you physically had to have two cartridges to do the transfer (which might boost sales). I quickly came up with a technique based on residual data surviving a power outage on RAM, which I’d got from some effects we used to experience with home computers a decade or more earlier. I wrote a demo the same day, and that night Tim, Gregg Mayles and I sat in my room and went nuts swapping cartridges back and forth and examining the results. Someone subsequently christened it ”Stop ‘n Swap” and we found that a heavily error checked data packet could survive a journey of up to 24 seconds of total power loss.

There are multiple reasons why this worked, but one of them is easily demonstrated if you disconnect a power brick for many gadgets from a wall socket and a little light on it carries on running for some time afterwards before fading out. We did a lot of testing on as much hardware as we had to ensure it was good. The feature was born. Assets went in, a plan was hatched to initially have 8 unlockables within BK that would connect to a notional sequel.

BK was written so that if you completed 8 tasks in the game then codes were dropped into RAM so that this (currently unnamed) sequel could recover and unlock features. However, we then wanted the sequel to send things back, so we got BK to look for incoming codes, and if they were found then they’d unlock access to a bunch of assets we’d baked into the game (seven Easter eggs and an ice key). However, BK was late (should have launched as Nintendo’s Christmas #1 in 1997, but was replaced by Diddy Kong Racing in the end), and Nintendo only found out what we were trying to do right at the end as we were trying to get a final build of the game to them for launch. They didn’t like what we had done, felt it was too risky, and told us to disable it. However, it was way too late to do anything about all the visual assets in the game, so they got left behind and a legend was born. Sorry about that.

We did have a backup plan BTW, there were a series of long text codes we implemented that you could “type” in using the quiz board at the end of the game. Eventually some hackers found them I believe, but it meant that even if the feature hadn’t worked, we could have published the codes and allowed people to unlock things. There’s one more aspect too; we weren’t just thinking about a sequel. We had a plan to connect six games together, each would pass codes to the next and if you completed the “full circle” by getting the last game to send codes back to the 1st (BK), then there was supposed to be an extra special bonus (which we never actually worked out). I don’t recall the exact order that the games needed to be played, but the six titles would have included Banjo Kazooie, Tooie, DK64 and Conker. My memory is hazy right now on the other two, but possibly Blast Corps and Perfect Dark , but can’t fully recall right now.

Former Banjo-Kazooie dev shares info on a cut animation

Current Playtonic dev and former Banjo-Kazooie dev Steve Mayles recently talked a bit about the classic bird and bear duo in a Nintendo Life interview. During the discussion, we learn that there was a rather funny character animation originally meant for Banjo-Kazooie, but it ended up being cut.

“There were plenty of ideas, of course, some which made it over into Banjo-Tooie, but in terms of assets, we wasted very little. There was an awesome new idle animation for Banjo-Kazooie, ‘cack bad egg’, where Kazooie hilariously pooped out a rotten egg which gassed Banjo. But Chris didn’t put it in. I’ve never forgiven him.

Composer Grant Kirkhope's Favorite E3 Memory

In this excerpt from The Game Informer Show podcast, former Rare composer Grant Kirkhope talks about working with Nintendo and his favorite E3 memory of all time.

Mario Kart 64 glitch - Push a racer through any wall

Time to take a look at a classic glitch for Mario Kart 64. Austin, the Eggbuster, takes some time to see if there's any truth to this age-old glitch.