Atari is set to breathe new life into its classic arcade title with the announcement of Breakout Beyond, developed by Choice Provisions, the team behind the Bit.Trip series. This reimagined version of the 1976 classic introduces a fresh horizontal perspective, challenging players to smash through vibrant walls of blocks from left to right.
Credit: Atari
The game boasts 72 levels, an endless mode with online leaderboards, and a two-player local co-op feature, allowing friends to team up for the brick-breaking action. Dynamic procedural audio and visual effects enhance the experience, intensifying with each successful combo.
Originally conceived as an exclusive for the Intellivision Amico in 2020, Atari recognized the game’s potential and collaborated with Choice Provisions to adapt it for modern platforms. Breakout Beyond is slated for release later this year on Xbox One, Xbox Series X/S, PlayStation 4, PlayStation 5, PC (via Steam), Atari VCS, and Nintendo Switch.
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The Bloodborne PSX demake, a fan-made reimagining of FromSoftware’s gothic horror classic with PlayStation 1 aesthetics, has been struck with a copyright claim. This latest takedown follows a familiar pattern, where ambitious fan projects based on popular IPs are swiftly removed due to legal action from publishers.
Credit: Itch IO
But according to Lance McDonald, the creator of Bloodborne’s unofficial 60fps mod, this could signal something more hopeful: an official remake or remaster.
On February 21st, 2021, I created and released a patch for Bloodborne which makes the game run at 60fps. Today I received a DMCA takedown notification on behalf of Sony Interactive Entertainment asking that I remove links to the patch I posted on the internet, so I've now done so
McDonald speculated that Sony’s decision to target the project now, despite its release in early 2022, might suggest something is brewing behind the scenes. In the past, companies have issued copyright claims strategically, often ahead of an official announcement. While this doesn’t confirm anything, it’s enough to reignite the long-standing hopes for a proper Bloodborne update—whether that’s a remaster, a PC port, or even a full remake.
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MarkScan are a company hired by Sony Interactive Entertainment. They’re the same company that DMCAed my page about the Bloodborne 60fps patch. And now they’ve DMCAed an old video about the Bloodborne PSX demake project. That’s pretty wild. What the hell are they doing?? https://t.co/yMwdHHc8NY
Bloodborne remains one of the most beloved PlayStation exclusives, yet it has been stranded at 30fps on the PS4 with no official enhancements for newer hardware. The demand for a modernized version has been constant, and while rumors surface now and then, nothing concrete has materialized. If McDonald’s theory holds any weight, this copyright claim might be more than just corporate housekeeping—it could be a hint that Sony has something in store for fans.
Indie developer Lowtek Games is back with Flea 2, a sequel to their 2020 retro platformer, bringing even more flea-jumping action to the Dreamcast and NES. Continuing the adventures of Henry the flea, this installment introduces new mechanics, levels, and characters while keeping the challenging, fast-paced gameplay intact.
Following in the footsteps of its predecessor, Flea 2 offers tight, responsive controls and a unique jumping mechanic where Henry bounces uncontrollably, requiring precise timing to navigate obstacles and enemies. This time around, the game features a branching level system, allowing players to explore different paths as they collect blood packs and avoid deadly hazards.
Credit: Steam
The game is being developed for both the NES and Dreamcast, with physical copies available for collectors. NES cartridges are being made in limited batches, while Dreamcast editions come with a full-colour manual and case, embracing the spirit of classic releases.
Reviews from early players highlight Flea 2’s quirky pixel-art style, catchy chiptune soundtrack, and satisfying difficulty curve. The game maintains the retro aesthetic while introducing quality-of-life improvements, including optional paths for less experienced players.
Credit: Steam
Flea 2 is currently available on Steam as well, making it accessible to a wider audience beyond the original hardware. For fans of NES-style platformers and those who appreciate the thriving homebrew scene, this is one to watch.
In a nostalgic twist for MSX enthusiasts, developer Totta has unveiled “Doomlings,” a game that flips the classic “Lemmings” concept on its head. Unlike the original, where players aimed to guide the creatures to safety, “Doomlings” challenges you to eliminate as many of these determined beings as possible in each level.
The game introduces a unique mechanic: while traditional Lemmings mindlessly march into danger, Doomlings actively strive to reach the exit, adding a layer of complexity to your task. Equipped with a variety of tools that change with each level, players must interact with the environment to ensure the Doomlings meet their demise. As the game progresses, levels become more intricate, demanding quick thinking and strategic planning.
“Doomlings” is part of the MSXdev competition, celebrating the enduring appeal of the MSX platform. For those eager to experience this darkly humorous puzzle challenge, the game is available for download on the MSXdev website.
Nintendo has reported a 46% decline in operating profit over the past nine months, with both hardware and software sales falling below expectations. The company’s latest earnings report highlights the financial impact of a maturing Switch market and weaker software sales compared to previous years.
From April to December 2023, Nintendo’s operating profit fell to ¥410.5 billion ($2.8 billion USD) from ¥560 billion in the same period last year. Net sales also saw a 7.6% decrease, reflecting slowing demand for the Switch console. This is despite strong performances from key titles like Super Mario Bros. Wonder, The Legend of Zelda: Tears of the Kingdom, and Pikmin 4.
Japanese Adverts Hit Different
A major factor behind this decline is the natural slowdown of the Nintendo Switch after nearly seven years on the market. While it remains a strong seller, demand is clearly tapering off, with Switch hardware sales down 7.8% year-over-year. The company has also revised its full-year Switch sales forecast from 15 million units to 13.5 million, further signaling the console’s late-stage lifecycle.
On the software side, game sales dropped 4%, despite Super Mario Bros. Wonder surpassing 11.96 million copies sold in under three months. While this is impressive, Nintendo’s 2023 lineup didn’t match the explosive performance of 2022’s Pokémon Scarlet & Violet or Splatoon 3.
With speculation mounting about the release date for the Switch 2, and the company maintaining a strong software pipeline and a vast player base, suggesting it will remain a dominant force in gaming.
Nintendo has just enriched its ‘Nintendo Music’ app with the timeless tunes of Super Mario World, the classic Super Nintendo title from the early ’90s. This update introduces 49 tracks, totaling over an hour of nostalgic melodies. Listeners can enjoy iconic pieces like the “Yoshi’s Island”, “Donut Plains”, and the mysterious Forest of Illusion theme. The full tracklist is available on Nintendo Life.
To access this musical journey, ensure you have an active Nintendo Switch Online subscription and the ‘Nintendo Music’ app installed on your mobile device. This addition follows last week’s release of the Pokémon Legends: Arceussoundtrack, further expanding the app’s diverse library. Notably, Super Mario World 2: Yoshi’s Island is also featured, offering fans a comprehensive Mario musical experience.
After more than two decades, a pre-release build of Grand Theft Auto: Vice City has surfaced online, offering a glimpse into the game’s development just weeks before its official launch in 2002. This build, dated October 2, 2002, was shared by GTA Forums user IAmNotToniCipriani, who noted that it was initially dumped online by “johndoe2”. Interestingly, the pause menu reveals a compile date of October 1, 2002, indicating it was finalized 28 days prior to the game’s release on PlayStation 2.
Fans speculate that this build was a press preview copy, possibly intended for GameSpot, rather than a version meant for public consumption. Despite being close to the final release, the build contains numerous differences that shed light on the game’s evolution during its final stages.
Notable Differences in the Leaked Build:
• SWAT Team Appearance: The SWAT uniforms exhibit a more vibrant blue color compared to the final version.
• Vehicle Variations: The RC Goblin was originally green, and police cars appeared in white.
• Logos and References: The “Top Fun” logo was initially a clearer homage to “Top Gun”.
• Cutscene Alterations: Some cutscenes feature alternate angles, and the intro at Ken’s office includes a scene of Ken entering, which differs from the retail version.
• Character Design: Auntie Poulet’s attire was yellow instead of the purple seen in the PC release.
• Weapon Mechanics: Reloading animations for the shotgun and M4 were nearly instantaneous, likely due to a bug.
• Mission Icons: The Print Works asset missions showcased different icons.
• Vehicle Branding: The Sandking vehicle featured prominent Rockstar logos on its sides and top.
• Camera Perspectives: The melee combat camera was positioned further out, providing a broader view during fights.
Fans are meticulously analysing the build, comparing textures and models to the retail version. Some textures appear crisper and uncompressed, offering insights into the game’s graphical adjustments before release. This discovery provides a fascinating look into the developmental decisions and refinements that shaped the final version of GTA: Vice City.
Takaya Imamura, a former Nintendo veteran renowned for creating characters like Captain Falcon and Fox McCloud, recently emphasised the importance of the individuals behind Nintendo’s beloved franchises. In a blog post, Imamura cautioned against the notion that merely owning popular intellectual properties (IPs) ensures success, stating, “It’s crucial not to forget the talented individuals who uphold the value of those IPs.”
Credit: Note.com / Imamura
Imamura’s tenure at Nintendo spanned over three decades, during which he contributed significantly to series such as F-Zero and The Legend of Zelda: Majora’s Mask. Reflecting on his departure in 2021, he acknowledged the challenges of managing a company with numerous creators and highlighted the necessity of charismatic leadership to maintain smooth operations.
While expressing confidence in Nintendo’s current leadership, Imamura’s remarks serve as a reminder that the strength of a franchise lies not just in its name but in the creative minds that develop its games. This perspective resonates in an industry where layoffs are common, underscoring the need to value and support the talent that drives innovation and maintains the quality of beloved series.
As Nintendo continues to develop new entries in its flagship series, Imamura’s insights highlight the importance of nurturing and recognising the creators who bring these games to life. After all, it’s the passion and creativity of these individuals that transform a popular IP into an engaging and memorable experience for players.
For over four decades, players of Nintendo’s 1981 arcade classic, Donkey Kong, believed that the game concluded at the infamous “kill screen” on level 22. This stage was notorious for a bug that caused the bonus timer to overflow, leaving Mario with mere seconds to complete the level before an inevitable demise. However, speedrunner Kosmic has recently demonstrated that this kill screen isn’t the definitive end.
In Donkey Kong, players navigate through four distinct stages that loop with increasing difficulty. Upon reaching level five, the game’s difficulty plateaus, and these stages repeat in a set pattern. Traditionally, elite players would amass high scores up to level 22, where the kill screen would abruptly end their run due to the aforementioned timer glitch.
Kosmic’s breakthrough involves an exceptionally precise maneuver exploiting a glitch on the barrel stage—the very stage where the kill screen occurs. This stage requires Mario to ascend ladders and traverse slanted girders to reach the top. By executing a meticulous trick, Kosmic utilised a broken ladder glitch to swiftly climb to the top, effectively bypassing the constraints of the kill screen.
After 44 Years, it's finally possible to get past the Kill Screen in Donkey Kong. Video in reply explains how! 🙂 pic.twitter.com/Rwt2wA4uoW
It’s worth noting that while this strategy was theorized as early as 2013, previous attempts, even with tool-assisted speedruns, couldn’t overcome the timer limitations. Kosmic’s success hinged on an extraordinary stroke of luck. The game’s timer decreases with each barrel Donkey Kong throws, and these throws occur at random intervals. To have sufficient time to perform the glitch, a player would need Donkey Kong to delay his initial barrel throw—a 1 in 3 chance—and then further delay subsequent throws, a 1 in 32 chance. Combined with flawless execution, the odds of achieving this are astronomically low, making such a feat exceedingly rare in actual gameplay.
This discovery not only challenges long-held beliefs about the game’s limitations but also showcases the dedication and ingenuity of the gaming community in uncovering new possibilities within classic titles. There is a supporting Pastebin technical white up on DK’s delays here.
In a recent interview with MinnMax, Sony veteran Shuhei Yoshida shed light on an intriguing chapter of gaming history: PlayStation’s first video game was an FMV (Full Motion Video) space shooter developed for Nintendo. This project was nearly complete before the well-known rift between Sony and Nintendo led to its cancellation.
Yoshida, who joined Ken Kutaragi’s team in February 1993, recalled that newcomers were introduced to the Nintendo-Sony PlayStation prototype upon arrival. He had the opportunity to play the nearly finished game on his first day. He described it as reminiscent of the Sega CD version of “Silpheed,” featuring a faux 3D perspective with FMV backgrounds streamed from the disc. This approach allowed for richer graphics than was standard at the time.
Unfortunately, Yoshida couldn’t recall details about the development team or whether the game was produced in the U.S. or Japan. While this particular title never saw the light of day, Sony later published similar games on the PlayStation, such as “Philosoma” in 1995 and “Novastorm,” which had been developed earlier by Sony’s subsidiary, Psygnosis.
This revelation offers a rare glimpse into what the software library for the Nintendo PlayStation might have included. Prior to this, “Secret of Mana” was the most notable game known to be in development for the add-on, which reportedly underwent significant cuts during its transition from CD to SNES cartridge. The existence of this FMV space shooter suggests that the Nintendo PlayStation could have boasted a diverse and graphically advanced game lineup, had the collaboration between Sony and Nintendo continued.
We hope that one day a Rom for this might emerge so we can see what might have been and preserve this for future generations.