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!

Super Mario 64 fan creates a mod challenging players to complete a special course with as few A button presses as possible

Thing you're up for the challenge?

Super Mario 64, when played regularly, requires a lot of A button presses to make it to the end. That was way back in the day when we were all playing the game via N64, and weren't picking it apart at the seams via mods and hacks. Times have changed, and people have been diving ridiculously deep into Super Mario 64 to see just how they can tweak the game to make the impossible possible.

Infamous Super Mario 64 analyzer Pannenkoek2012 has been deconstructing Super Mario 64 for years now, figuring out new glitches and manipulation methods that allow him to complete the game with as few A button presses as possible. He's shown off various techniques through countless YouTube videos, but now he wants his viewers to take what he's taught and put it to the test.

Pannenkoek2012 has created a special Super Mario 64 mod that has 64 different challenges. Each one is made to test your skills in moving forward, all without using the A button, or using it as little as possible. The mod even keeps track of how many times you press the A button while trying to surmount the challenge. You'll need an absolute ton of glitch knowledge and skill to really test what this mod is asking of you, or you can just play it regularly and have fun!

Here's the real fun part, though. Whoever completes this course with the fewest amount of A presses by Jan. 21st, 2021 will be the winner of $1,000! Check out the video above for full details on the mod, the challenge, and how to participate.

Thanks to CM30 for the heads up!

N64 storage accessory '64Mate' hitting Kickstarter in the near future

N64 storage galore

Do you need some extra storage room for your N64 goodies? The 64Mate could be the perfect solution for you. This accessory gives you room to house upscalers, capture cards, game carts and more. If you like what you see, get ready to support the project's official Kickstarter, which will launch in the near future. You can add your email address here to stay up-to-date on the project.

Spending 24 hours in a VR version of The Legend of Zelda: Ocarina of Time

Hyrule in a new way

Many of us have seen The Legend of Zelda: Ocarina of Time inside and out. We know every nook and cranny, interacted with all NPCs, and fought every enemy. It's a magical experience the first few times through, but is there any way to recapture that feeling all these years later?

While Nintendo might not approve, a modder out there has created a version of Ocarina of Time that allows for VR play. You can see that version in action above, where a player decides to spend 24 hours inside the game. While it might not be perfectly suited to VR, experiencing Ocarina of Time in this way is one way to bring back the 'wow' factor to the game.

The Legend of Zelda: Majora's Mask glitch can warp you to a test room

Testing 1,2,3

A recent discovery in The Legend of Zelda: Majora's Mask was a huge find for speedrunners, as it allows players to warp right to the moon. The glitch requires a very specific set of steps to work, but what happens if you mess things up a bit? Turns out you can warp to a test room, as seen in the video above. Makes you wonder where else you could warp, and what else could screw up if you tweak aspects of the glitch!

Argonaut goes into more detail on their Croc prototype that inspired Nintendo to create Super Mario 64

What a Croc of Mario

Argonaut had a very strong relationship with Nintendo for a number of years. There was a time when the company was contracted for three 3D games, which would be StarFox, Stunt Race FX, and StarFox 2. After that, the studio got to work on another 3D prototype of their own. Argonaut's Jez San explains that project in a Nintendo Life interview.

...we offered them our next game, which was effectively a 3D Mario World with a Yoshi character. We had designed the worlds for a 3D platform game, which we called 'Yoshi' something, and we had a prototype and showed them what it could look like. It was basically taking Super Mario World, and putting it in 3D. They were blown away by it, but they decided it was a bigger opportunity to cut us out and do it themselves. That’s when they started doing Super Mario 64 and we switched our game into what would become Croc.

Crazy how things turn out, isn't it? Argonaut's prototype wowed Nintendo, and pushed them to create Super Mario 64. Argonaut went on and turned the prototype into Croc, which certainly had its fans, but didn't exactly light up the charts. Makes you wonder what would have happened if Argonaut got to flesh out their original prototype alongside Nintendo!

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.

Check out the best-selling third party titles on Nintendo platforms in North America

Back when wrestling was king

We have a pretty good idea of what the big-name third party sellers are on today's platforms, but what about back in the day when NPD data wasn't shared as freely? NPD's Mat Piscatella has shared some data on the #1 third party games on Nintendo hardware gone by, at least when it pertains to North America. Check out which titles topped the third party charts below!

N64 - WCW/NWO Revenge
NGC - Sonic Adventure 2
Wii - Guitar Hero World Tour
Wii U - LEGO Dimensions
Switch - Mario & Rabbids: Kingdom Battle

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."


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