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Former RARE dev shows off the first draft for the scrapped Conker's Bad Fur Day sequel

This makes me so sad

Despite being a critical and financial success, Conker's Bad Fur Day never got a sequel. That's not to say that there weren't plans for one. Former RARE dev Chris Seavor has taken to Twitter to unless a flurry of original design docs and story drafts for Conker's Other Bad Day, the sequel that never was. Check out the full rundown of content below.
















Thanks to Mysteryman for the heads up!

New Donkey Kong Country 2 102% speedrun record set

A RARE record

Watch Donkey Kong Country 2 | 102% - 1:26:28 from V0oid on www.twitch.tv

A brand-new 102% speedrun record for Donkey Kong Country 2 has been set by V0oid. He managed to pull off the run in 1:26:28, which is 9 seconds faster than his previous time. Anyone who follows speed-running knows that shaving 9 seconds off the top time is a pretty huge achievement. How did V0oid manage to get such a better run? Turns out there's a new invisible beetle glitch that's turning the DKC2 speedrunning scene inside-out, and it's obviously leading to some big shake-ups!

GoldenEye dev remembers the apprehension about the game's release

Bonding time

Back when GoldenEye was released on the N64, the world was a very different place. You couldn't get immediate feedback on a game from the public at large. The internet wasn't really a widespread thing by any means. This meant that when devs released a game, they had to sit back and wait for magazine reviews, and word of mouth.

GoldenEye dev David Doak looks back on those days in a Nintendo Life interview, and recalls how apprehensive RARE was about GoldenEye being well-received, because they simply had very little idea what the public would think.

I don't have clear memories of the exact public retail release date. There was definitely a fair amount of apprehension because we really had no idea how well it would be received. By way of context, we knew that the game had been very popular in testing – particularly after feedback from NoA / Treehouse – and with the other teams at Rare (there was even an internal trade in illicit multiplayer ROMs), but the public showing at E3 1997 hadn't set the world on fire. The critical feedback was also not immediate – again, there was a lag, certainly for print reviews, and online was still relatively niche.

In 1997 at Rare, there was one machine with direct internet access (in a locked room!) and I would regularly check to see if reviews had come out, and I particularly remember reading IGN's very positive review by Doug Perry. Later, the UK print review in EDGE magazine was another big sigh of relief, and something that mattered a lot to us on the team because it was so respected.

Banjo Kazooie's Treasure Trove Cove Level Gets Hacked into Super Mario Odyssey

Something old and something new with this latest Super Mario Odyssey hack. Once again, the world of Banjo-Kazooie has been mashed up with Super Mario Odyssey. Check out Mario running around Treasure Trove Cove in the video above!

Thanks to cm30 for the heads up!

Blast from the Past - Nintendo was quite concerned about the amount of killing and violence in GoldenEye

GoldenEye wasn't the usual type of game that Nintendo got behind, but thankfully they did decide to move ahead with RARE on the game. It became one of the most beloved titles of all-time, but getting to that point wasn't smooth sailing. A pair of former RARE devs have opened up about Nintendo's original concern about the game, and how it lead to a few changes in the violent content.

Karl Hilton, lead environment artist

Yeah, Nintendo of Japan was concerned about the amount of killing that happened in the game, and made some suggestions about reminding people that James Bond was fictional, that this was based on a film. It certainly wasn’t a typical β€œNintendo” game for that period on the N64 console. There was a definite realization that console gaming was getting more mature, and this was part of the growth of video games in this area for Nintendo. It certainly was a counterbalance to the Mario games!

Mark Edmonds, gameplay and engine programmer

In some of the original testing, there were huge gouts of rendered blood boiling out of enemies when you shot them. So this got toned down a lot to just brief flashes of red. There was some worry about leaving the red markings on enemies where you had shot them, but luckily that stayed in. There was also some attempt with the front-end sequences to impart a bit of a filmic feelβ€Šβ€”β€Što show that all the characters in the game who you’re going round shooting aren’t actually real, and they aren’t actually dying, they’re just characters in a video game!”

Random Time! - Modder adds 'Clanker's Cavern' from Banjo-Kazooie into Super Mario Odyssey

Itching for a bit of Banjo-Kazooie? Why not let Mario take a crack at exploring Clanker's Cavern in this Super Mario Odyssey mod? Mario may not be familiar with puzzle pieces and jiggies, but I think he'll get the hang of it!

Thanks to cm30 for the heads up!

Diddy Kong Racing DS prototype surfaces

Diddy Kong Racing did eventually make its way from the N64 to the DS, but the video above takes a look at an early prototype of the DS port. It's definitely not as polished as the final version of the game, and seems to be more of a proof of concept.

Ninja and Jimmy Fallon Take the Retro Game Challenge (Super Mario Kart, GoldenEye 007, Rocket League, and more)

Fortnite expert Tyler "Ninja" Blevins faces off against Jimmy Fallon in Pong, Mario Kart, Olympic Summer Games, GoldenEye 007 and Rocket League in a Retro Video Game Challenge. Consoles featured include Sega Genesis, Nintendo 64 and Super Nintendo.

First 4 Figures Presents Conker: Conker's Bad Fur Day Resin Statue

Today we're happy to announce the first statue from our Conker: Conker's Bad Fur Day - Conker Resin Statue line of collectibles.
Estimated Release Date - Q1 2020

--------------------------------------------------------
***NOTE***
Pre-orders for Conker: Conker's Bad Fur Day - Conker Resin Statue DEFINITIVE EDITION, EXCLUSIVE EDITION are only available until February 1st 2019.
*You must come back to the website on January 4th 2019, log into your account and VALIDATE your order to confirm your Signature edition.

Definitive edition
The package includes the following:-

Conker: Conker's Bad Fur Day – Conker RESIN statue
A richly embellished Modern Golden Crown
A Silver Goblet of Milk
A Bejeweled Throne Footstool
A highly detailed Dais of which the throne is placed on
A Commemorative Metal Coin
A Glass of Milk
A Classic Golden Crown for Conker the King
Exquisite Conker on Throne inspired by the game
Authentication Card
Product Size:

Statue including Dais
Height – 18.5 inches (47cm)
Width - 18 inches (46cm)
Depth - 21 inches (54cm)
Weight – 22.14 KG

Coin only
Height – 3 inches (8cm)
Width – 3 inches (8cm)
Depth – 0.24 inches (0.6cm)
Weight – 0.2 KG

Exclusive edition
The package includes the following:-

Conker: Conker's Bad Fur Day – Conker RESIN statue
A Commemorative Metal Coin
A Glass of Milk
A Classic Golden Crown for Conker the King
Exquisite Conker on Throne inspired by the game
Authentication Card
Product Size:

Statue
Height – 16.5 inches (42cm)
Width - 18 inches (46cm)
Depth - 14 inches (36cm)
Weight – 12.57 KG

Coin only
Height – 3 inches (8cm)
Width – 3 inches (8cm)
Depth – 0.24 inches (0.6cm)
Weight – 0.2 KG

Standard edition
The package includes the following:-

Conker: Conker's Bad Fur Day – Conker RESIN statue
A Glass of Milk
A Classic Golden Crown for Conker the King
Exquisite Conker on Throne inspired by the game
Authentication Card
Product Size:

Statue
Height – 16.5 inches (42cm)
Width - 18 inches (46cm)
Depth - 14 inches (36cm)
Weight – 12.57 KG

Former RARE dev discusses one of the most challenging portions of Banjo-Kazooie's development

In many ways, Banjo-Kazooie pushed the N64 to its limits. A game that looked and played that good took a lot of hard work, and some elements were tougher than other. In an interview with Nintendo Life, ex-Rare staffer Steve Mayles reveals thank Clanker, the giant metal shark, posed all sorts of unique challenges.

β€œWe overcame this by manually cutting up larger textures into usable pieces. Sure, you might have got a few more seams, but the result was worth it. We’d seen earlier N64 games with blurry, muddy textures and really wanted to improve in this area. Something we did a lot of was render hi-res models with lighting then apply these textures to the in-game models. It definitely helped give the game the rich, detailed look we were after.”