Wario Land 3 hack adds in a 'Master Quest' mode

Man, remember when the Wario Land series was at thing? I'd love to see Nintendo release a new installment, but that doesn't seem too likely nowadays. While we wait for Nintendo to change their minds on that, one fan decided to hack together a new challenge for Wario Land 3 fans. The hack adds in a 'Master Mode,' with multiple levels modified to up the difficulty. New enemy placement, power-ups moved around, and other small tweaks to give you more of a challenge. While I'm sure Nintendo won't be happy these kind of tweaks are going on, I'm hopeful it'll show them that fans want more classic Wario!

Thanks to cm30 for the heads up!

Final Fantasy: Mystic Quest Remastered Soundtrack Now Available To Preorder

Final Fantasy Mystic Quest Remastered Soundtrack on iTunes
Final Fantasy Mystic Quest Remastered Soundtrack on Spotify

"The soundtrack to Final Fantasy Mystic Quest is a cult classic," commentsarranger Sean Schafianski. "The blend of rock, jazz, and delightfully cheesy synths was probably the best part of the game! As with the rest of the 'Remastered Tracks'series, I wanted to stay as true to the original as possible, while still adding in some flair for a modern twist. Performers sometimes took the liberty of a solo here and there, but for the most part, this is the same soundtrack that we all fell in love with. Ihope you enjoy this album as much as I did making it!"

Learn more about the Remastered Tracks series: http://seanschafianski.com/remasteredtracks/

These Super Mario Land X Air Jordan IVs will only set you back $1,350

Only 10 pairs in existence, and each pair is $1,350 a pop. Johnny Barry’s Freaker Sneaks line always offers up pricey fashion, and these Super Mario Land X Air Jordan IVs are no different. What do you get for $1,350? Well...the buttons can actually be pressed, not that they do anything. It takes a lot of cash to look...good?

ARTFX Pokemon Trainer Leaf and Squirtle figurine on the way

Kotobukiya’s ARTFX series of Pokemon trainer figurines is going to continue. The company has revealed that their next project is going to be Pokemon trainer Leaf and Squirtle from Pokemon Red/Blue. No word on a release date at this time.

Nintendo patents a playable Game Boy-style shell for smart devices, may indicate plans for Game Boy game re-releases

Well this is a super interesting find, and could point to Nintendo's plan for reviving classic Game Boy games in the future. Check out all the details from this patent below.

- patent by Nintendo for a Game Boy-esque casing for capacitive touchscreen devices
- this is a shell where you fit your device inside
- patent was filed on March 16, 2018
- Game Boy casing allows for button inputs to be sensed by the touchscreen beneath
- this is accomplished with a conductive sheet within the cover
- this is possible whether bare-handed or wearing non-conductive gloves
- part of the casing is opened where the a Game Boy’s screen would be
- the game would be displayed in the corresponding portion of the touchscreen that is viewable
- the casing also leaves open a small window for the front camera and device speakerphone
- top and bottom of the phone are not obstructed
- this “may be attached to other electronic equipment such as a tablet terminal that does not have a telephone function”

Pokemon director recalls the days of worrying about Pokemon Red/Blue failing to find an audience, and a glitch that almost killed the game

Pokemon director Junichi Masuda has worked on a lot of Pokemon games over the years. The series has been going 20 years strong, which is pretty great for a series that launched with many calling it a fad. Of course, way back during the development of the first Pokemon game, no one knew it was going to be an insane success. In an interview with Polygon, Masuda looked back on the creation of that first game, and how the team was worried it might flop.

When we were first [...] about to release the game, actually we were [...] it’s six years of development. It really took us that long to get to a point where we could release it. Near the end of development, we started to get really worried because we were [developing it for the] Game Boy.

At the time in Japan, the Game Boy had been on a decline. You didn’t really see so many people playing it out and about at that point. Even when we were talking to our friends in the industry and saying that, “Oh, we’re working on a Game Boy game,” they were like, “Really? You’re working on a Game Boy game? That’s not going to sell very well, don’t you think?” That’s kind of what the atmosphere was like in Japan at the time.

We really didn’t expect that it would be a massive global success or anything. Back then, even role-playing games — the thinking in Japan was that they really wouldn’t do so well overseas, so we didn’t even think about really releasing it overseas at the time. We were thinking, maybe if we could sell a million units, that would be a great dream-come-true kind of situation, is what we were feeling when we were first releasing it.

As you can tell, working on the original Pokemon release wasn't an easy task. That comes with the territory of creating something truly new and unique. That wasn't the only thing that lead to struggle, though. Masuda recalls one time where the team almost lost all of their work on the project.

...I think the most memorable [...] happening that I still have in my mind after all these years is that we were developing the game on these Unix computer stations called the Sun SPARCstation 1. [...] We’re developing, and they’re these Unix boxes, and they crashed quite a bit. Back then, computers would crash fairly frequently.

Somewhere midway through the development, maybe in the fourth year or so, we had a really bad crash that we couldn’t, we didn’t know how to recover the computer from. That had all of the data for the game, all of the Pokémon, the main character and everything. It really felt like, “Oh my God, if we can’t recover this data, we’re finished here.” I just remember doing a lot of different research. I called the company that I used to work for, seeing if they had any advice to recover the data.

I would go on this internet service provider back then called Nifty Serve. It’s like a Japanese version of CompuServe. I’d go on and ask people that I never talked to for advice on how to recover the data. I would look at these English books about the machine itself, because there wasn’t a lot of information in Japanese, just to figure it out. We eventually figured out how to recover it, but that was like the most nerve-racking moment, I think, in development.

Dylan Cuthbert on reverse-engineering a Game Boy, Lunar Chase never making it to NA/EU, and how the SNES almost had a Super FX chip built in

Dylan Cuthbert is a wealth of knowledge when it comes to the earlier days of Nintendo. He would know, because he was there in the thick of it! One of the main men behind the StarFox franchise, Cuthbert always has interesting stories to share about Nintendo's 8 and 16-bit days. In an interview with USGamer, Cuthbert shares yet another round of amazing info. First up, he covers how he reversed engineered a Game Boy for Argonaut, which eventually lead to the creation of X.

"We hacked together a Game Boy development kit with a camera pointed at the Game Boy. We took a cartridge—I think a Tetris cartridge—and unscrewed it all. We connected up wires to chips and connected them to this circuit board one of the guys had at Argonaut [made]. They'd gotten into circuit printing and were printing the circuit boards in this bath full of acid."

The work Cuthbert did eventually made it to Nintendo, and they were blown away. Argonaut worked up wireframe 3D that ran on the Game Boy, which was then utilized for X on the Game Boy. X was going to come to the states and Europe as Lunar Escape, but was cancelled at the last moment. What happened to hold the game back at the last moment? Cuthbert had this to say.

"We made the English version, and then Nintendo of America felt it was too complicated. At that time, there wasn't a Nintendo Europe to kind of stick up for it, you know? [NOA] said, 'Our audience right now expects something like Tetris.' 'There's too much text.' That kind of thing. There wasn't really that much hungriness for 3D in America at that point. Later on, after Star Fox came out, you know, there was a lot more."

Of course, X was just the start of Cuthbert's 3D work for Nintendo. He eventually created StarFox for the SNES, which was the first game to utilize the Super FX Chip. In a truly interesting revelation, Cuthbert mentions that Nintendo was actually trying to figure out a way to get Super FX chip-like tech into the SNES before it launched, but it just didn't pan out. This all stemmed from showing Cuthbert a demo of Pilotwings, with Nintendo discussing the limitations of what they could do due to system memory.

"That's what they actually tried to do first. They were thinking about it. [The chip] still seemed a bit kind of like, in a buggy kind of state. We thought maybe there was a way to rush it and get a chip on there even quicker than that if we just used something from the Konix [Multisystem] directly. But they didn't have enough time to do that, because the Super NES was already building up to final production. They thought about everything, you know. Any kind of way to get that performance into the Super Nintendo."

Take a look at the original Pokemon pitch from co-creators Satoshi Tajiri and Ken Sugimori

You might have seen some of these design documents from the original pitch Pokemon co-creators Satoshi Tajiri and Ken Sugimori gave back in 1990, but now you're going to get a better look than ever before. The design docs have been rescanned, and are waiting for your prying eyes! Check out the gallery here.

Pokémon Let's Go Pikachu Vs Pokémon Yellow - Celadon City Graphics Comparison

Nintendo have just provided an in-depth look at brand new areas of Pokémon Let's Go Pikachu and Let's Go Eevee! See for yourself just how much Celedon City and its gym have evolved!

Fan-Art: The Legend of Zelda: Link's Awakening perler bead art

Want an amazing piece of Legend of Zelda: Link's Awakening tribute art like this? All you need is 22k perler beads and 6 days' worth of free time to put it together! That's what it took for Reddit user Defnotmy3rdaccount to make this creation, and I'd say it was time very well spent!