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Nintendo going with an 8-bit theme for their 2020 Hallmark ornament lineup

Donkey Kong, Mario, and Green Mario

Nintendo has been releasing ornaments through Hallmark for a number of years now, with new items made available each year. We now have a look at what the Big N will be doing for 2020, and it's a return to their roots.

Fans can look forward to Mario, Luigi, and Donkey Kong 8-bit ornaments for their Christmas trees. No word on pricing or release dates yet, but we'll bring you those details when they become available.

Mario Kart Wii error accidentally puts mouths on Donkey Kong's feet

Foot and mouth disease

The weirder the bit of trivia, the more it intrigues me. That's why today's finding has me absolutely giddy. It doesn't get much weirder than this.

In Mario Kart Wii, it appears Nintendo made a mistake that lead to a texture issue. When selecting Donkey Kong on the character select screen, you can see a slight issue with Donkey Kong's feet. Turns out a texture issue has lead to Donkey Kong's mouth texture being applied to his feet. It's one of those things you probably never noticed in-game, but now can't unsee it!

National Videogame Museum shows off a new statue featuring Mario, Sonic, Donkey Kong, Mega Man, Pac-Man, and Pikachu

The Mount Rushmore of gaming icons

The National Videogame Museum has just put up a brand-new statue on display, and it's pretty epic. The statue features Mario, Sonic, Donkey Kong, Mega Man, Pac-Man, and Pikachu all hanging out together. It's like a little bit of Smash Bros., but in real life! If you want to check out the statue in person, you can visit the National Videogame Museum, which is located in Friso, Texas.

Donkey Kong Country: Tropical Freeze lead designer may have returned to Retro

What will he be working on

Stephen Dupree, the lead designer of Donkey Kong Country: Tropical Freeze, left Retro two years ago. He spent those two years at Playful Corp working on New Super Lucky's Tale, but now it seems like his time at that studio has wrapped as well.

Reports have come in stating that Dupree has returned to work at Retro, where he should feel right at home. Besides Tropical Freeze, Dupree worked on Donkey Kong Country Returns and Mario Kart 7. This time around, Dupree will be serving as a principle game designer, although we don't know what project he's working on.

Super Nintendo World's layout for Universal Studios Orlando, Florida revealed

This area is massive!

Thanks to a round of a new round of permits for Universal Studios in Orlando, Florida, we have a new look at the layout for the Super Nintendo World part of the park. As you can see, there's Super Mario Land & Yoshi, Mario Kart, and Donkey Kong areas. The Donkey Kong area is the one spot we know the most about, as matching it up with previous artwork and diorama pics shows us that it'll include an inside coaster area, outside coaster area, queue, meet and greet area, gift shop area and interactive elements. All in all, these sections of the park look like they're going to be pretty massive!

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!

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!

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!

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