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More than two decades after its original release on N64, GoldenEye 007 is no longer “banned” in Germany.

As explained by Mental Floss, the German federal agency Bundesprüfstelle für jugendgefährdende Medien (Federal Department for Media Harmful to Young Persons) set up an index in the 1980s in which a piece of media could be included if it were deemed harmful to young people. GoldenEye was one such title that was added – way back in 1998 – due to its death scenes and perceived glorification of violence. Being included on the list can significant hinder sales.

Star Fox Adventures ended up having a bit of an unconventional development history. Originally, it was planned as an N64 title. The game was also going to be its own thing before Shigeru Miyamoto looked at what Rare had come up with and felt it should tie into Star Fox. What we ultimately ended up with was an action-adventure Star Fox title on the GameCube.

Now thanks to Forest of Illusion, we’re getting a pretty good look at what the project was like originally. A disc was purchased from a private game collector in Sweden, and the file date lists the build as being from December 1, 2000.

Over a decade ago, there was talk about GoldenEye 007 possibility coming to the Virtual Console on Wii and Xbox Live Arcade for the Xbox Live Arcade. That news is now being talked about again over a decade later following a major leak. Recently, a build popped up online of Rare’s GoldenEye 007 remake for the Xbox 360, showing that the project was almost complete.

Why was the game never released despite development almost being completed? It turns out that Nintendo – who published the N64 original – blocked it in the end.

Artist Ross Bury told Arstechnica:

More than 20 years after its original release, a new secret of sorts has been found in Donkey Kong 64. Fans have discovered a hidden developer code that, when the player goes through a series of inputs, allows entry into a level with a lower than normal amount of Golden Bananas.

Twitter user tjballaam originally passed along the news. The Cutting Room Floor offers further insight, including the code itself:

The original release of Conker’s Bad Fur Day on the N64 is long behind us, but Fangamer has just come out with a bunch of merchandise based on the game.

The main highlight is the Conker talking plush. Standing at roughly eight inches tall when seated, it features a removable crown and 14 sound clips voiced by Chris Seavor.

Fangamer is also offering other Conker merchandise, including a t-shirt, pin, and glass set. Check out the full lineup here.

iam8bit,  Rare, and Xbox Game Studios have announced the Battletoads NES Legacy Cartridge Collection. The special re-release “comes in a premium fold-out box sporting painstakingly restored full-color archival artwork, and comes with exclusive pack-ins, as well as (in the collector’s tradition) a foil-stamped dust cover.”

If that wasn’t enough, there will also be a Smash Hits Vinyl Soundtrack for Battletoads. It comes with tracks from the original Battletoads, Battletoads in Battlemaniacs, Battletoads Arcade, and newly-launched Battletoads title.

Here’s the full rundown of everything included in the NES re-release and vinyl soundtrack:

Perfect Dark, Rare’s classic N64 shooter, is officially 20 years old today. To celebrate the milestone, Eurogamer caught up with several of its key developers as well as then Nintendo of America producer Ken Lobb to learn more about the creation of the project. Several interesting topics were discussed in the feature, such as how Rare decided against making a sequel to GoldenEye 007, how the Perfect Dark name was chosen, using the memory Expansion Pak, and more.

We have a roundup featuring these notable points below. The full feature from Eurogamer can be found here.

As reported by VGC, Banjo-Kazooie’s name has ties to former Nintendo president Hiroshi Yamauchi.

Yamauchi has a grandson called Banjo Yamauchi. His son is named Katsuhito Yamauchi, otherwise known as ‘Katsuhi’ for short. When they’re combined, you get ‘Banjo-Katsuhi’. That sounds a whole lot like Banjo-Kazooie, doesn’t it?

Series creator Greg Mayles says that the part about ‘Banjo’ is spot on while composer Grant Kirkhope says the story is true:

Super Smash Bros. Ultimate just wrapped its first Fighters Pass. Undoubtedly, one of the highlights was the inclusion of Banjo-Kazooie. Nintendo ended up working with Microsoft and Rare, which wasn’t always the likeliest collaboration.

In an interview with GamesIndustry, Rare head Craig Duncan spoke about how Banjo-Kazooie ended up in the game. Duncan told the site:

Donkey Kong is able to use the Coconut Cannon – otherwise known as the coconut gun – in Donkey Kong 64. However, Rare initially had a completely different weapon mind. Originally, Donkey Kong was intended to use a realistic shotgun.

During an interview with GamesRadar, creative director George Andreas spoke about showing off the gun to Shigeru Miyamoto, late Nintendo president Satoru Iwata, and former Nintendo of America chairman Howard Lincoln. It turns out that Miyamoto was horrified but what he saw. In its place, he felt that the coconut gun would be a much better fit for the game. Rare ended up adopting that idea for the final release.