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GoNintendo Video - NES Rematch: Battletoads

How badly does Battletoads beat me up?

Time for the start of a new series! Our 'Rematch' series of videos will have me revisiting classic games from the NES/SNES days in order to see how much worse I've gotten in games throughout my 38+ years on this earth. Let's start with a real shellshock and see just how much Battletoads kicks my ass.

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Donkey Kong 64 originally had a realistic shotgun that horrified Shigeru Miyamoto

Donkey Kong's boom stick

Throughout the course of a game's development, numerous elements get added, tweaked, yanked, and changed altogether. That's what happened during the creation of Donkey Kong 64, but there was one early element in particular that apparently horrified Shigeru Miyamoto.

In an interview with GamesRadar, Donkey Kong 64's creative director George Andreas said that Miyamoto went to RARE's offices to see an early build of Donkey Kong 64. As he was running through the build, Miyamoto spotted an in-game weapon that just didn't fit with the universe.

"Miyamoto-san, Iwata-san, and Howard Lincoln – chairman of Nintendo America at the time – came to our new studio. We switched on the game, they saw the rap, and then I started running around as DK. I swung on some vines, collected bananas, and they were beginning to really smile. And then I pressed the button to pull out the gun. It wasn't a textured gun that you might expect but a realistic shotgun with bullets flying out and with horrifying sound effects. You get so used to things being in development, even if it is a placeholder, and I completely forgot that it was in there. I'm shooting beavers, turned to my side, and see this look of horror on Miyamoto's face! Then he smiled and, taking some paper and a pencil, drew a coconut gun in front of us. It had leaves on it and he handed it to me. I looked at it and said 'Oh yeah, that's cool, we'll put that in' and the coconut gun was put in after that."

I think Miyamoto was in the right here. A coconut gun, while absolutely silly, makes a lot more sense than Donkey Kong toting a realistic shotgun. I'm not quite sure how the team thought that was a good idea!

Entire Donkey Kong Country soundtrack restored to original studio quality

The way it was meant to be heard

This is a project that has been years in the making, and the final track has finally been wrapped. One truly dedicated Donkey Kong Country fan has been going through the entire soundtrack to the game and restoring each track to its studio quality. This was made possible by locating the sounds from the original workstation keyboards and drum machines, applying them to the original compositions, and removing the compression that was unavoidable on the SNES.

While YouTube still adds in a level of compression, what you're hearing here is much closer to what the original composers put together before they brought the songs down to the SNES. The end result definitely retains the feel of the SNES tracks, but with much higher fidelity.

The above track is just the first tune in the soundtrack. Click here to enjoy the full playlist! Thanks to Jonathan for the heads up!

Former RARE devs answer more Donkey Kong Country questions (rendering time, struggles, and more)

Burning questions answered

We're back with even more questions and answers for the original Donkey Kong Country development as part of our 25th anniversary celebration! And this time, they're from our Patreon backers and we cover a range of topics including stories of DKC being "Too 3D!," render times sabotage, and tons more!

Elon Musk and the Cybertruck have been modded into GoldenEye 007

No Mr. Bond...I expect you to drive!

When Elon Musk unveiled the Cybertruck, people instantly thought it looks like a car from a low-poly videogame. Now one of those jokes has been turned into an actual tribute, thanks to a mod made to GoldenEye 007. As you can see in the video above, the Cybertruck fits right in with GoldenEye's graphical prowess, and even Elon has made the jump!

Fangamer adds new range of Banjo-Kazooie merch

The bear and bird return

Fangamer has been big on the Banjo-Kazooie merch lately. They added in some new items a few months back, and now they've got another big round to check out. You can grab the plush above, as well as a Jiggy plush, vinyl soundtrack, t-shirt, scarft, and slipmat. Check out the lineup here.

Donkey Kong 64 was originally going to be "more 2.5D" until it was rebooted

Well that would have been interesting...

Donkey Kong 64 took the Donkey Kong Country series and expanded it in all dimensions, including from 2D to 3D. The 3D platformer is notorious for being absolutely huge in many ways, including a plethora of collectibles and places to explore. Turns out that wasn't always going to be the case, though. In an interview with Nintendo Life, former RARE dev Mark Stevenson talks about how Donkey Kong 64 was originally going to be a 2.5D affair.

"It was a monumental task, a massive game, a massive amount of work. Also it was in development for around 3 years, the team that created DKC3 moved onto it after shipping that game, but about 18 months into development it was rebooted, the team was changed up with the leads on design and software getting replaced and the game changed from being a more 2.5D platform to what it turned out to be more in line with the Mario and Banjo structure of open 3D level that got a lot of reuse. The original plans of trying to recreate the DKC format of tonnes of A-B levels just wasn’t going to be feasible from a production point of view."

Former RARE dev celebrates the 25th anniversary of Donkey Kong Country with new art

Happy 25 years, Donkey Kong!

Somehow, 25 years have passed since the release of Donkey Kong Country. I still remember seeing first footage of the game on a QVC segment, and having it absolutely blow my mind. To think that so much time has passed is crazy!

Multiple former RARE devs are celebrate the game's anniversary on Twitter with trips down memory lane, but Steve Mayles in particular took the time to work up a gorgeous piece of art. The gang never looked better!

David Wise discusses the legacy of Donkey Kong Country's soundtrack, how he composed his tracks, and more

A timeless and hugely influential soundtrack

Donkey Kong Country is nearly 25 years old! So David Wise, the game's main composer, joined us to discuss the soundtracks legacy, and a ton of behind-the-scenes details including the story behind his favorite tracks such as Aquatic Ambiance and Stickerbush Symphony, how he made the music sound so good on SNES, what his favorite track is, and whether he might work on a future DKC! All this and tons more in our 25th anniversary interview with David Wise!

How DKC's Funky Cheat Codes Secretly Turned the SNES Controller Into a Keyboard

Did you know Donkey Kong Country spells out cheat codes using Super Nintendo inputs? Join us as we take a look back on the game's 25th anniversary to see exactly what these secret cheats do!

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