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Kotaku has published a very interesting and insightful article about the working relationship between the folks at Next Level Games and Nintendo. The two companies needed to come together for the development of Luigi’s Mansion: Dark Moon.

We’ve picked out a bunch of quotes below, but be sure to read the full piece here. Topics include Next Level not knowing which system it would be making Luigi’s Mansion: Dark Moon for initially, 3D and multiplayer experiments with the original GameCube title, Nintendo’s rules for Luigi, why the character can’t jump in the Luigi’s Mansion games, and more.


F-Zero GX has been around for many, many years, but it wasn’t until recently that an incredible discovery was made. It appears that the GameCube title includes F-Zero AX – GX’s arcade equivalent.

You can’t access AX under normal circumstances. Special Action Replay codes are required to boot up the title. Visit this link for the full listing of codes.

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If you own Twilight Princess, you will most likely want to try this glitch out. It’s easily the most fruitful one I’ve done so far with Eggbusters, and one that has more possibilities than I could explore even in ten episodes!

Direct transcript of the directions (courtesy of ZeldaWiki) after the break! Artwork courtesy of Andrew Nixon. :]


Accompanying The Legend of Zelda: Wind Waker’s release in Japan over a decade ago was a special “Zelda Box”. The package included a copy of the game, a promo book, a soundtrack, Link and Moblin figures, and a guidebook. Tucked away in the guidebook were a bunch of amazing Wind Waker sketches.

GlitterBerri has started to translate some of the contents of the guidebook, and uploaded high-quality scans of the sketches. Hit up the gallery above for some of the art.

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Dark Horse shared a public preview of its Hyrule Historia localization. Eight pages from the upcoming book can be found in the gallery above.

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Following the announcement of Pikmin 3 at last year’s E3, Shigeru Miyamoto said he wasn’t a huge fan of ditching the timer in Pikmin 2. He hinted that he was pushing for the mechanic’s return with the Wii U game.

In an interview with GamesMaster, Miyamoto once again stated that he wasn’t too big on the idea of removing the timed functionality.

When asked if the Pikmin 3 team had to make some important decisions about the direction of the series prior to development, Miyamoto said:


As part of its send-off festivities, Nintendo Power compiled a list of the top 285 Nintendo games of all time. The magazine specifically chose the number since 285 issues were produced since its inception in 1988.

We have the entire lineup of games below – yes, all 285 games! Head past the break for the listing.


NeoGAF member “Mama Robotnik” has written up a brilliant feature on Silicon Knights. The post goes well into detail regarding the studio’s early times, debacles, and cancelled projects.

Much has been said about Silicon Knight’s Eternal Darkness 2 (perhaps one of the studio’s most-anticipated yet not-officially-announced projects), but we’ve never seen any assets from the game. Screenshots have never popped up online, nor have concept arts of any kind.

Thanks to some findings by Mama Robotnik, we may finally have some renders/art from Eternal Darkness 2. A former Silicon Knights 3D character artist included the images below in a couple of folders that could very well be from the game.

The purple creature in particular was probably created for Eternal Darkness 2 based on the fact that Mantorok was the only surviving ancient. The other ancients were able to create red/blue/green undead monsters, so Mantorok would have likely made his own purple soldiers in the sequel.

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Shigeru Miyamoto opened up on the origins of Pikmin in an interview with GamesMaster.

Miyamoto told the magazine that the game wasn’t born from a clear vision. With Pimin, there was “a very vague image” as to what the team hoped to create. Miyamoto added that the idea for Olimar came later on in development.

He said:

“There are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don’t have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise. In the case of Pikmin 1 our original idea was how it would be nice if we would be able to see a bunch of small creatures doing something. Something like, they are protecting their own village and at the same time they are trying to grow and expand that village. Later on we added the feature so that the player character will be there. But at the beginning I thought that it wouldn’t be interesting enough because in that original development mode the Pikmin were used as if [they were] weapons. To be utilised, to be shot by the player themselves.”

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