After five years and over 75,000 attempts, renowned speedrunner Summoning Salt has achieved a historic milestone in the NES classic Mike Tyson’s Punch-Out!! He became the first player to defeat the formidable Mike Tyson in under two minutes, clocking in at 1:59.97.
This accomplishment required a blend of impeccable skill and favorable luck. Summoning Salt executed all 21 frame-perfect punches—each within a 1/60th of a second window—and performed ten flawless dodges and ducks. The odds of Tyson displaying the necessary patterns for this feat are estimated to be between 1 in 7,000 to 1 in 10,000.
Reflecting on the journey, Summoning Salt noted the immense dedication involved, stating that it took “more than 40,000 Tyson attempts” to shave just one second off his previous record. While he acknowledges that someone could surpass this feat in the future with even better luck and execution, he expressed immense pride in breaking the two-minute barrier first.
For context, the tool-assisted speedrun (TAS) of this fight—which utilizes emulator precision and optimal conditions—stands slightly faster. However, achieving such a time in real-time play remains a monumental challenge.
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For years, many assumed Hudson Soft’s exclusive SimCity mobile game was lost to time. Released in 2006 for Japanese feature phones, the game was a unique take on Maxis’ classic city-building franchise, optimized for the hardware limitations of the era. Now, thanks to video game preservationists, this long-lost title has been recovered and made available for future generations to explore.
Hudson Soft, known for its work on the Bomberman and Adventure Island series, collaborated with Maxis to develop this version of SimCity specifically for Japanese mobile networks. Unlike traditional SimCity titles, this adaptation streamlined gameplay elements to fit the constraints of mobile gaming in the mid-2000s. While it retained the core aspects of city management—zoning, infrastructure, and disaster response—it introduced mobile-friendly mechanics that made it more accessible on the go. You can view the gameplay in the video below.
The game was distributed through a subscription-based service that was commonplace for Japanese mobile games at the time. Due to the ephemeral nature of these services, many titles from this era have been lost, as they were never released on physical media or ported to other platforms. The recent preservation effort involved extracting the game’s data from a surviving device, ensuring that it remains playable for enthusiasts and historians interested in early mobile gaming.
SimCity 3D for SO was preserved by Xyz! Developed by Hudson Soft in 2006, it appears to be a keitai-exclusive entry in the #SimCity series. This variation was preloaded on the SO902i. The non-preloaded version periodically received new scenarios from the "iSimCity" i-mode site.
While there’s no official way to play the game outside of archival circles, its preservation highlights the importance of digital conservation. Games from the feature phone era often fall into obscurity due to their reliance on proprietary distribution methods, making preservation efforts crucial for maintaining gaming history. You can view the manual for the game here.
This discovery is a reminder of how much of gaming’s past is still at risk of being lost. With more efforts like this, we can continue to uncover and safeguard forgotten gems from the industry’s ever-evolving history.
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In an era dominated by digital downloads and streaming, a significant number of enthusiasts continue to cherish physical media, particularly in the realm of retro gaming. A recent survey by Consumer Reports highlights that millions still hold onto items like DVDs, vinyl records, and classic game consoles, underscoring a collective appreciation for tangible media formats.
The allure of physical media in gaming is multifaceted. For many, it’s about the tactile experience—the satisfaction of unboxing a new game, the distinct feel of a cartridge, or the nostalgia evoked by original packaging. Physical copies also offer a sense of ownership and permanence that digital versions can’t match. Unlike digital purchases, which can be delisted or become inaccessible due to licensing issues, physical games remain playable as long as the hardware endures.
Keep em protected!
Moreover, physical media often comes with unique collectibles, commonly known as “feelies.” These can include items like maps, posters, or themed accessories that enhance the gaming experience. For instance, companies like Limited Run Games specialize in producing physical releases of games, complete with such extras, catering to collectors and fans alike.
The resurgence of retro gaming has further fueled interest in physical media. Modern recreations of classic consoles, such as Analogue’s consoles – offer modern games the chance to use original games and media.
While digital gaming offers undeniable convenience, the enduring appeal of physical media lies in its tangibility, nostalgia, and the comprehensive experience it provides. As the gaming landscape continues to evolve, it’s evident that physical formats will maintain a cherished place among enthusiasts.
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For those who love the intricate worlds of 16-bit gaming, a new book is on the way that might be essential for your collection. Video Game Maps: SNES Volume 2 is now available for pre-order, bringing another deep dive into the pixel-perfect maps of some of Super Nintendo’s most beloved games.
Following the success of the first volume, Volume 2 expands the collection, featuring detailed maps from The Legend of Zelda: A Link to the Past, Kirby Super Star, Mega Man X, Secret of Mana, and many more. The book is officially licensed by Retro Game Books, a publisher known for producing high-quality gaming reference materials.
For those unfamiliar with the concept, these books compile full overworlds, dungeon layouts, and level designs in meticulous detail. It’s a way to appreciate the artistry of classic games while also acting as a resource for players looking to explore every corner of these 16-bit worlds.
The maps themselves are created using the original game assets, ensuring accuracy and authenticity. Whether you’re revisiting Super Mario World or studying the enemy placements in Contra III, this book is perfect for collectors and gaming historians alike.
Pre-orders are open now, and considering the popularity of Volume 1, this will likely sell out fast. If you’re a fan of gaming cartography or simply want to immerse yourself in the golden era of Super Nintendo, this might be one to add to your shelf.
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The Entertainment Software Association (ESA), known for organizing E3, has announced IICON, a new gaming-focused thought leadership summit set to debut in 2024. Positioned as an industry-defining event, IICON aims to bring together influential voices from gaming, business, technology, and culture to explore how interactive entertainment is shaping the world.
According to the ESA, IICON will differ from traditional gaming expos by focusing on high-level discussions, networking, and cross-industry collaboration rather than product showcases. The summit is expected to feature speakers from major game studios, tech giants, and creative industries, discussing topics such as artificial intelligence, game monetization, and the evolving role of gaming in social and economic trends.
Introducing iicon: where visionaries and innovators from the video game industry and beyond converge to unlock the limitless potential of interactive entertainment. @theESA is convening the first-of-its kind summit. Follow us and learn more: https://t.co/mhqZqIVpX0. pic.twitter.com/BVNoApEGmy
The move comes after the ESA officially cancelled E3 for good in 2023, following years of declining interest and the rise of publisher-led showcases like Sony’s State of Play and Nintendo Direct. Many in the industry view IICON as a strategic pivot for the ESA, allowing it to remain relevant in a gaming landscape where digital-first events have become the norm.
While details on IICON’s first edition are still limited, the ESA’s ambitions are clear: to position the summit as a must-attend event for leaders looking to understand and shape the future of gaming. Whether IICON can fill the gap left by E3 or carve out a new niche remains to be seen, but it’s clear that the ESA is betting big on the growing influence of interactive entertainment beyond just gaming.
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Mojang Studios has unveiled new content for Minecraft (PC, PS4, Xbox One, Nintendo Switch, iOS, Android), introducing two new types of chickens, cactus flowers, and dead grass. These features are now available in the Java Edition snapshots and the Bedrock beta/preview versions.
Credit: Minecraft.net
The new chickens add more variety to the game’s ecosystems. Yellowish chickens now spawn in warm biomes, while greyish chickens appear in cold biomes. Like regular chickens, both types lay eggs and contribute to the game’s growing list of passive mobs.
Credit: Minecraft.net
Alongside these additions, the update brings more environmental details to desert biomes. Cactus flowers, which bloom on top of cacti, can now be harvested and used for dyes. Additionally, these flowers attract bees, adding a new dynamic for players interested in beekeeping and resource gathering.
Dead grass also makes its debut, appearing in tall and short variants within desert biomes. Players can use bone meal on short dead grass to grow it taller, while using bone meal on tall dead grass will cause additional short dead grass to grow nearby. Interestingly, dead grass functions similarly to regular grass and can be fed to sheep, making it a useful addition for players managing livestock in arid environments.
Credit: Minecraft.net
This latest Minecraft update continues the game’s tradition of expanding its natural landscapes with subtle but impactful details. Players can experiment with these new features in Java snapshots and Bedrock previews before they make their way into the full release.
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London is about to become a paradise for Minecraft fans, as an all-new immersive experience based on the blockbuster game arrives this April. The event, titled Minecraft Experience, will take place at a yet-to-be-announced venue in the capital, offering a hands-on adventure for players of all ages.
Credit: Minecraftexperience.com
Unlike simply playing the game at home, this interactive event will bring Minecraft’s signature blocky world to life with large-scale physical installations, augmented reality elements, and cooperative challenges. Attendees can expect to explore environments inspired by the game, solve puzzles, and even battle iconic mobs in a real-world setting. According to the event’s organizers, the experience will feature a mix of digital and physical gameplay, blurring the lines between reality and the pixelated landscapes players know and love.
Tickets are £20 for children from 3-15 and £24 for 16+ adults. London’s version of the Minecraft Experience follows the success of similar immersive video game attractions in other cities, including past experiences based on The Legend of Zelda and Super Mario.
Minecraft, developed by Mojang Studios and now owned by Microsoft, has sold over 300 million copies since its release in 2011, making it the best-selling video game of all time. With its focus on creativity, exploration, and survival, the game has captivated players worldwide, and this real-world event is expected to draw a diverse crowd of fans, from casual builders to hardcore Redstone engineers.
If you’re a Minecraft fan, mark your calendar for April—this could be your chance to step inside the game like never before.
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Nintendo fans visiting Universal Studios Japan (USJ) can now enhance their hotel stay with a unique offering: the Nintendo Alarmo clock. As part of a new partnership, guests staying at USJ’s official hotels can rent the interactive alarm clock, making their wake-up experience a little more fun.
The Nintendo Alarmo isn’t just any clock—it plays wake-up sounds and music from classic Nintendo games like Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. It also features 35 different wake-up scenes, motion-sensing capabilities, and sleep tracking. Users can select from various alarm settings, including Steady Mode, Gentle Mode, and Button Mode, to customize how they start their day.
While the Alarmo is available for purchase for $99.99, the hotel rental service allows guests to test it out during their stay before committing to buying one. The device is currently available for Nintendo Switch Online subscribers, with a wider retail release expected in early 2025.
This initiative is part of Nintendo’s broader efforts to integrate gaming into everyday life. By allowing fans to interact with Nintendo products in unique settings, the company continues to strengthen its brand beyond just consoles and games. Whether you’re a casual fan or a dedicated collector, waking up to the sounds of the Mushroom Kingdom might just be the best way to start your day.
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Nintendo is known for its innovative products, but many might not be aware that the Game Boy was once part of a unique collaboration with a Japanese sewing machine company. In the late 1990s and early 2000s, this partnership resulted in an intriguing device: the Game Boy Sewing Machine. This machine allowed users to control embroidery patterns using a handheld console, blending technology with traditional sewing. Here’s a look at how this collaboration came about and its impact.
The Origins of Digital Sewing Machines
Digital sewing machines began appearing in the 1980s, but they were prohibitively expensive due to the cost of embedded computer technology. By the late 1990s, there was an interest in making this technology more accessible and affordable.
Jaguar International, a Japanese sewing machine manufacturer, found a novel solution by integrating the already popular and affordable Nintendo Game Boy into their machines. This approach allowed them to offer digital control without significantly increasing the cost of the sewing machines.
The Game Boy Sewing Machine
Jaguar’s innovation was the JN-100, later known as “nuyell”, which could be connected to a Game Boy Color using a special link cable. The Game Boy acted as the controller via a cartridge containing sewing software developed by Natsume. This software enabled users to:
Select from pre-programmed embroidery patterns, including basic shapes like stars and flowers.
Adjust stitch styles and make buttonholes.
Create custom embroidery designs and save them for later use.
The sewing machine could operate normally without the Game Boy, but connecting it expanded its functionality significantly.
Different Versions and Regional Variants
In Japan, the JN-100 was released around 2000, available in various translucent colors. The basic model assumed users already owned a Game Boy, while some packages included one.
In the U.S., Singer licensed the technology and rebranded it as the Singer IZEK 1500, which came with a teal Game Boy Color, software, and an instructional VHS tape. The software had regional differences; the Japanese version supported Japanese scripts, while the U.S. version was English-only.
Functionality
When linked, the Game Boy served as the interface for:
Pattern selection and editing.
Modification of stitch types and buttonhole styles.
Storage for up to 20 custom designs.
The software was utilitarian, focused on control rather than entertainment.
Market Reception
In Japan, the JN-100 captured a modest share of the market, appealing particularly to younger users interested in sewing. In the U.S., however, the IZEK 1500 struggled to gain widespread acceptance due to its price and the digital interface’s learning curve for traditional sewers.
The Next Evolution
Jaguar continued to develop this concept with the JN-2000, or “nuotto”, which included an embroidery arm, the EM-2000, and supported more complex embroidery projects. New cartridges like “Raku x Raku Mishin” for basic sewing and “Mario Family” for themed embroidery were introduced. Plans for a Kirby-themed cartridge were abandoned.
Legacy
The Game Boy Sewing Machine was an early attempt at integrating gaming technology with other household appliances. While it didn’t become a household name, it’s now a collector’s item, illustrating Nintendo’s history of innovative product crossovers. Modern sewing machines have since evolved, offering similar functionalities with built-in digital interfaces, but the Game Boy version remains a unique footnote in tech history.
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If you grew up gaming in the West, there’s one phrase that likely still haunts you: Japan-exclusive. Nothing was more frustrating than seeing a game teased in Nintendo Power or mentioned in a gaming magazine, only to realise it would never be localised. Thankfully, the dedicated ROM-hacking community has been hard at work since the 1990s, translating some of the greatest Japanese-exclusive titles into English. Now, fans can finally experience these gems without needing to learn Japanese.
The Super Famicom in particular boasts one of the most legendary libraries of Japan-only titles. Today, we’re highlighting five essential fan translations that every retro gaming enthusiast should try.
1. Seiken Densetsu 3 (Secret of Mana 2)
One of the most famous fan translations of all time, Seiken Densetsu 3 was the highly anticipated sequel to Secret of Mana, but it never saw an official Western release until Trials of Mana in 2019. Back in 2000, the fan group LNF Translations stepped in, delivering a superb English patch despite the game’s complex branching storylines. This translation paved the way for the game’s cult following outside Japan. Interestingly, Square Enix developers later admitted they wanted their official release to surpass the fan translation—20 years after the fact!
2. ActRaiser (Japanese Restoration Patch)
Yes, ActRaiser received an official English release, but it was heavily censored. The original game was rich in religious themes, with the player controlling an actual deity battling Satan himself—elements that were toned down in the Western version. The ActRaiser Restoration Patch restores the original difficulty, dialogue, and religious references, making it a must-play for fans of the classic.
3. Radical Dreamers
Did you know Chrono Trigger had a sequel before Chrono Cross? Radical Dreamers was released in 1996 via the Satellaview, an obscure Japan-only add-on for the Super Famicom that allowed players to download games. A unique text-based RPG, it never saw a Western release—until 2005, when the fan group DemiForce delivered an English patch. Square Enix would eventually release an official version, but once again, fans beat them to the punch by nearly two decades!
4. Shockman Zero
Unlike the RPG-heavy entries on this list, Shockman Zero is a side-scrolling beat-’em-up with an outlandish and comedic world. While not the most story-driven game, its quirky humor and bizarre characters shine thanks to a fan translation. This obscure title proves that no game is too small for the ROM-hacking community’s efforts.
5. Final Fantasy V
The granddaddy of all fan translations, Final Fantasy V was the first RPG to receive an English fan patch, setting the stage for the entire fan translation movement. RPGOne’s 1998 translation allowed Western fans to finally experience its deep job system years before Square Enix’s official release, which was plagued by poor localization choices (Wyverns turned into “Wyburs”, and a character was given an exaggerated pirate accent). To this day, many purists still prefer the fan translation over the official one.
The Legacy of Fan Translations
Even in 2025, new Super Famicom translations continue to surface, proving that the passion for preserving gaming history is alive and well. The fan translation scene has allowed countless players to experience lost classics, and for that, we owe a huge debt of gratitude to the dedicated ROM-hacking community.
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