Introducing Super Nt+ and Mega Sg+
The definitive way to play original Super Nintendo, Super Famicom, Sega Genesis, Mega Drive, and Master System.
Beginning with Super Nt in 2017, the originals set a new standard for video game preservation. Nearly a decade later, they return.
Super Nt+ & Mega Sg+. Definitive, all over again.
Now with Bluetooth + 2.4G. Reworked industrial design, OS, packaging, and more.
At the core: an FPGA architecture engineered in-house from scratch, backed by over a decade of development. Purpose-built 1080p for 2D gaming. No emulation. Zero lag. Total accuracy. Plug and play.
Preorder Oct 19, 8am PDT. Ships Dec 2026.
https://t.co/IsNLyVkMop
Taking my kid to see GOLDENEYE on the big screen tonight.
I still remember seeing this teaser in theaters for the first time and the audience going crazy. I don’t think any teaser has ever been as good.
After all these years, this 007 adventure sits pretty comfortably in my top three.
The Harpoon missile launcher, missile racks, and naval flags can be seen in an early Frigate render from the June 1996 issue of Nintendo Power. The blue torpedoes are more of a guess. The hangar does have unused presets, but it's uncertain if they were meant for the torpedoes.
Depot once had many light fixtures both interior and exterior. All but one was removed. They were textures on flat planes which may be what prompted their deletion. I'm bringing them back as fully 3D destructible models.
There are five storage tanks on the periphery of Depot. They are always loaded but never rendered bc there are no portal connections to them. Perhaps this was intentional to help performance. Here is how they look restored. I nudged the 3rd one so it meets up with the pipeline.
@CptLima007@AXDOOMER It's is very interesting. There are dozens of untextured tris arounds the level that can never be seen. It feels like a 90% finished map that got released.
Update: We now know what the last rendered frame looked like for both these Banjo-Kazooie Debug RAM dumps.
Shoutouts to @wedarobi finally solving this!
Before #GoldenEye reached the screen, it went through several versions. Explore the deleted scenes, alternate dialogue and ideas hidden in its early drafts.
https://t.co/QHBoJtCohI
After more than 20 years the Perfect Dark PerfectHead mode is finally back and fully works on real Hardware! It was a bogus reason to remove it in the first place. That feature was years ahead of its time. https://t.co/5sDYGt5Tf5
Full video here. Go to 16:30 for Streets and other level footage, including a Facility guard in a different bathroom stall.
Go to 1:55:47 to see someone play through Dam. Different intro cam, props, decals hard cutoff at 10 minutes then a bit of Facility
https://t.co/vOPnErlhLv
"New" footage of Streets from E3 1997 reveals a traffic light and signs cut from the game. Although we've known about their textures, this is the first time we've ever seen their models and placement in the level.
@AXDOOMER It was interesting to see how quickly they picked up the controls, realizing z to fire, strafe, etc. Have to remember just Turok really being N64 fps at time?
12 minutes of GoldenEye 007 beta footage just surfaced on VHS tape!
Fans have been analyzing it to spot every difference from the final release.
The footage was recorded by players testing the game on the E3 show floor back in June 1997.
Full footage in the comments.
GoldenEye 007 beta footage from an old VHS tape.
This is apparently what was shown 2 months before release, at E3 in June 1997.
Can you spot every difference from the final version?