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Mega Crit Develops Three New Modes for Slay the Spire 2, but Their Inclusion Isn’t Guaranteed

I’ve not had a punt at Slay the Spire 2 myself yet, I’ve been too busy coming up with an excuse for not having played the first one, but the general read I’ve got on it is “it’s more Slay the Spire!” This can be interpreted much the same as a vote for Bart being a vote for anarchy, as far as I can tell too. There is multiplayer now too, of course, changing things up in a notable way through this mode, but so far, so generally familiar. In a new interview with Mega Crit co-founder Casey Yano over at PC Gamer, however, it sounds like a trio of new modes are in the works at least.

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The Classic Super Mario Bros. Unveils Hidden Mysteries 40 Years Post Its Launch

### New Glitch Uncovered in Super Mario Bros. Could Transform Speedrunning

Over its 40-year existence, *Super Mario Bros.* has been thoroughly analyzed. Enthusiasts from the game’s dedicated speedrunning community appear to be aware of every glitch, exploit, and hidden feature the game holds, using these to achieve nearly flawless speedruns. Nonetheless, a new revelation may significantly elevate the future of speedrunning for the game.

On Tuesday, speedrunner Kosmic shared a [YouTube video](https://youtu.be/bNulp6cDqUU?si=0OwEiV9Qwfw6Esh4) showcasing a substantial new glitch found by the speedrunning community (thanks, [Polygon](https://www.polygon.com/super-mario-bros-ace-trick-discovered/)). While it isn’t yet a revolutionary tool for speedrunning, it provides considerable opportunities for the community’s advancement.

The glitch employs arbitrary code execution (ACE), a vulnerability that permits users to insert custom code directly through the game. ACE has been utilized to bypass extensive sections in speedruns of other titles such as [The Legend of Zelda: The Wind Waker](https://www.zeldaspeedruns.com/tww/techniques/arbitrary-code-execution), [Final Fantasy](https://tasvideos.org/4468M), and many [Pokémon games](https://bulbapedia.bulbagarden.net/wiki/Arbitrary_code_execution). While ACE has been applied in various *Mario* titles, this marks its first appearance in the original game.

Kosmic explained that the glitch’s existence was initially theorized following a Twitter/X user @TheLuigiSidekick’s playthrough of *The Lost Levels* on Nintendo Switch Online experiencing a crash. After the footage piqued the interest of the Mario speedrunning community, participants investigated the crash thoroughly and attempted to replicate it in the original game. Through comprehensive experimentation, they eventually uncovered a loophole.

In summary, ACE is now officially feasible in *SMB1*, allowing players to jump directly to the game’s conclusion. However, its effects on speedrunning strategies may not prompt immediate alterations. Kosmic informed Polygon that the technique is somewhat constrained and currently requires a series of pixel-perfect inputs that are difficult to perform. Furthermore, employing it to reach the conclusion tends to take longer than a standard completion of the game. Any potential enhancements to speed would likely be classified as a distinct category in speedrunning due to the exploit’s relevance.

Kosmic remarked that the finding signifies “more about the accomplishment of making it feasible and solving it.” This breakthrough is particularly significant given that *SMB1* is a legendary game that has been scrutinized thoroughly over the years. He suggested that it might also alter the speedrunning landscape: “If you wish, you can now access not just the Minus World, but any world or level you desire,” he noted. “Without any hacks or cheats. It’s a glitch that permits anything to happen.”

The *Super Mario Bros.* speedrunning community has faced its share of controversy lately, making this uplifting development a welcome change. The enthusiasm surrounding ACE brings forth inquiries about how far this discovery can extend and what other mysteries may come to light now that it’s clear there’s more to this 40-year-old game than previously realized.

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Display the Severed Head of the Goddess of Love in a Flower Pot in Tomak: Save the Earth Regeneration

I’ve never really been able to wrap myself around raising sim games such as the Princess Maker series. The framing of them feels like it could quite easily teeter over the edge into something uncomfortable, and in more modern entries such as Umamusume outright parasocial (and often exploitative). But lo and behold, a game enters my consciousness that fits within this very genre that looks absurdist enough to quell some of those concerns: Tomak: Save the Earth Regeneration, a rerelease of the 25-year-old game that sees you caring for the goddess of love who’s lost her body and is living out of a plant pot.

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Raven Software Co-founder Steps Down After 36 Years, Emphasizing the Studio’s Significant Contributions Prior to Concentrating on Call of Duty

**Brian Raffel Departs: Honoring His Impact at Raven Software**

After 36 years leading Raven Software, co-founder Brian Raffel has declared his retirement, signaling the close of a significant chapter for the studio renowned for its groundbreaking games and essential support within the Activision family. While Raven Software is currently most acknowledged for its work on the immensely successful *Warzone* and the yearly *Call of Duty* series, its past is adorned with a variety of significant and impactful titles, ranging from classic fantasy shooters like *Hexen* to cherished licensed games such as *X-Men Legends II: Rise of Apocalypse*.

In an emotional message shared on X on April 2, the studio reminisced about its history, stating, “In 1990, driven by a mutual passion for storytelling, Brian and his brother Steve embarked on a journey to create something of their own. What started as a modest creative endeavor known as *Black Crypt* evolved into something immensely larger.” Over the years, Raffel’s guidance has steered Raven through pivotal shifts in the industry, enabling it to create engaging narratives that have connected with players worldwide.

The announcement encourages fans to explore a detailed history on the Raven Software website, outlining the studio’s growth and its vast array of games. Following the launch of *Black Crypt*, Raven commenced its entry into first-person shooters with Quake engine projects like *Heretic*, *Hexen: Beyond Heretic*, and *Hexen II*. This early output laid the groundwork for the studio’s future achievements. In 1997, Raven was acquired by Activision, further cementing its role in the gaming sector. By 2000, it unveiled *Soldier of Fortune*, a contentious action title noted for its graphic violence, which subsequently made its way to systems like PlayStation 2 and Dreamcast.

Throughout the 2000s, Raven Software became recognized for its licensed games tied to major franchises. Titles such as *Star Wars Jedi Knight: Jedi Academy*, *Jedi Outcast*, *X-Men Legends I* and II, and *Marvel: Ultimate Alliance* highlighted the studio’s talent for capturing the spirit of popular characters and stories, providing captivating gameplay experiences. Nevertheless, the studio’s attempt at original intellectual properties saw its last significant endeavor with 2010’s *Singularity*, a sci-fi horror game that encountered developmental challenges, resulting in a linear campaign that fell short of evolving industry standards.

After exploring original titles, Raven transitioned to a supporting role within the *Call of Duty* franchise, starting with its efforts on *Black Ops*. Gradually, this support evolved from contributions to downloadable content to co-developing *Warzone* and *Black Ops Cold War*. While this shift was essential for the studio’s sustainability, it has since shaped Raven’s identity for the gaming community. “I believe we have a very diverse and highly successful portfolio,” Raffel shared in a *US Gamer* interview in 2014. “Moreover, our capacity to adapt and not get complacent with our own success is why we’ve thrived for 25 years.”

As Brian Raffel steps away, the gaming realm contemplates his profound legacy at Raven Software and the studio’s contributions that have influenced the gaming landscape over the years. Players and industry colleagues honor his vision and leadership, which not only nurtured creativity and innovation but also left a lasting imprint on the history of video gaming.

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Deep Rock Galactic: Survivor to Reintroduce Egg Hunt Mode in Upcoming DLC

I think it’s entirely possible that I have not known true happiness since going through the childhood experience of going to your local Easter egg hunt, and finding a facsimile of an egg you can later trade in for the chocolate variety hidden in the plainest of views (but you’re five, so you proudly show it to your half-interested parents none the wiser). I miss the thrill of the egg hunt. So lucky me, all I have to do is play Deep Rock Galactic: Survivor later this month, as the Vampire Survivors-esque spin-off is getting such a mission type as part of its upcoming Heavy Duty expansion later this month.

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World’s Most Ancient Tortoise Remains Alive; Recent Reports of Its Demise Were a Cryptocurrency Scam

### The Story of Jonathan the Tortoise: A Fabrication Exposed

In an odd twist of fate, the globe was lately tricked into thinking that Jonathan the tortoise, allegedly the oldest terrestrial creature at 193 years, had died. Reports circulated swiftly through various news sources, including esteemed entities like the BBC and USA Today, only to be uncovered as an intricate ruse intended to swindle people through cryptocurrency schemes.

The falsehood originated on April 1, a day infamously associated with pranks and jests, which should have raised doubts among those covering Jonathan’s supposed death. Someone, misrepresenting themselves as Jonathan’s veterinarian, Joe Hollins, spread the news via a tweet, proclaiming, “Heartbroken to share that our beloved Jonathan…has passed away today peacefully on Saint Helena.” This tweet was not only incorrect, but it also formed part of a scheme involving cryptocurrency requests.

After an inquiry by USA Today, the authentic Dr. Hollins was reached and verified that Jonathan was indeed alive, refuting the earlier claims of his passing. Dr. Hollins asserted, “Jonathan the tortoise is very much alive,” clarifying that the account pretending to be him was deceptive. The impersonator had been requesting cryptocurrency donations, indicating that this was not just an April Fool’s prank, but a serious effort at fraud.

Further confirmation of the deceit came from the fake Hollins admitting to the hoax and revealing that individuals had sent cryptocurrency under the impression of the narrative. While it seems unlikely that anyone would fall for such a ploy, the reality of the digital era and the prevalence of scams have rendered it all too feasible. The allure of cryptocurrency and the readiness of some people to trust online identities bolster the effectiveness of these misleading tactics.

This event prompts reflection on the accountability of media organizations in validating sources, especially when delivering sensitive news like the demise of a cherished creature. The swift spread of unverified information led to confusion and humiliation among those who reported Jonathan’s alleged death. Thus, it serves as a reminder for journalists to ensure thorough fact-checking before releasing information that could mislead the public and harm reputations.

As word of this deceit spreads, it’s anticipated that forthcoming announcements about Jonathan or similar claims will undergo substantial scrutiny and validation. This episode underscores not only the weaknesses in our information framework but also the often bizarre intersection of reality and digital trickery we navigate in modern society.

In conclusion, Jonathan the tortoise remains alive and well, and this peculiar hoax acts as a warning about misinformation and the necessity for discernment in an age of rapid news consumption and digital deceit.

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Crimson Desert Transformed into Survival Game Through Mod Featuring Alleged “Food Consequences” System

Are you having fun being Kliff MacDuff? How would you like to be Kliff MacDuff with an acute case of gastritis? It appears that open world RPG Crimson Desert has a secret “food consequence” system, cut during development. It offers 50 different “food skills” split across 15 categories, on top of the existing Crimson Desert cooking recipes. Stir it all together and you have something like a survival sim, as if this game wasn’t enough genres already.

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Anticipated Schedule for Valve’s Launch of the Steam Deck 2

### Morning Checkpoint for April 2, 2026

The gaming and entertainment sector continues to change swiftly, with notable advancements occurring on multiple sides. Here’s a recap of the most recent events.

#### A Potential Steam Deck 2 Coming in 2028?

Latest whispers indicate that Valve might be aiming for a potential release of the next-gen Steam Deck around 2028. Hardware insider KeplerL2 noted that while the timeline is optimistic, existing RAM and NAND shortages could cause delays. Valve’s strategy stresses waiting for a substantial increase in computing capabilities without jeopardizing battery life, seeking a meaningful upgrade.

#### Valve Experimenting with a Homepage Update

In a bid to improve user experience, Valve has unveiled that it is trialing a revamped design for the Steam homepage. The redesign seeks to offer users more customized game suggestions, including detailed reasons for particular recommendations. Furthermore, the update features a more pronounced Wishlist section and interactive micro-trailers for games when hovered over, facilitating quick glimpses.

#### Blizzard’s Upcoming Endeavor: AAA Open-World Shooter

Blizzard Entertainment is currently seeking a “Lead Designer, Innovation” for a new AAA open-world shooter, raising questions about whether this venture could be a spin-off from the well-known StarCraft series. The job announcement signals a transition toward employing Unreal Engine, indicating a marked shift from the company’s traditionally proprietary development tools.

#### The Boys: Reality Surpasses Satire

Showrunner Eric Kripke shared his frustration over completing the script for the fifth season of *The Boys* before significant political events transpired that reflected the show’s themes. The satirical series, which critiques authoritarianism and dystopian themes, has discovered its once implausible plotlines increasingly relevant, leaving the team feeling “bummed out.”

#### Pokémon Center Gatherings Canceled in Japan

Due to “unforeseen circumstances,” all regular Pokémon Greetings and TCG meetings at Pokémon Centers throughout Japan have been called off for April. This decision follows a tragic incident involving the stabbing of a Pokémon Center worker. Competitive events will still take place, albeit without any audience presence.

#### Mario Galaxy Film Breaks Box Office Records

In spite of receiving poor early reviews, *The Super Mario Galaxy Movie* broke the record for the highest opening day in April with an impressive $34 million. This figure exceeded the opening day performance of its predecessor, showcasing that audience excitement can occasionally overshadow critical reception. Nevertheless, estimates for the first week’s overall earnings indicate it may not meet the financial success of the first film.

In conclusion, the interplay of technology, entertainment, and current affairs creates a vibrant environment, as evidenced by the ongoing developments across various platforms.

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Capcom Encounters Criticism for Enforcing Contentious DRM Methods in Its Titles

The recent re-launch of the three foundational *Resident Evil* games on Steam has sparked considerable controversy, primarily due to the incorporation of Enigma DRM (Digital Rights Management) in all three games. Capcom, the publisher, has encountered backlash from fans and gamers who are dissatisfied with this choice, particularly in light of the company’s recent elimination of comparable DRM from *Resident Evil 4* just weeks ago.

On April 2, Capcom released the initial three *Resident Evil* games on Steam, providing updated editions that are compatible with contemporary systems. Many had anticipated that this relaunch would serve as an opportunity to honor the franchise’s legacy. Nonetheless, the inclusion of Enigma DRM has tainted the experience, resulting in performance issues and compatibility complications, including reports of the games failing to operate on the Steam Deck.

The adoption of Enigma DRM has faced severe criticism for degrading game performance and imposing obstacles for legitimate users. Gamers have vocalized their displeasure on platforms such as Steam, indicating that the performance issues have made the games less enjoyable, and in certain instances, unplayable on specific devices. This scenario mirrors what players encountered with other Capcom titles, including *Dino Crisis 1* and *2*, which also endured the negative consequences of Enigma DRM.

What further raises eyebrows is Capcom’s apparent indifference towards the unfavorable feedback from players. Despite being aware of the drawbacks of Enigma DRM—including performance decline and incompatibility with Linux systems—the company has persisted in utilizing this contentious system. This is particularly perplexing, given that the publisher had just faced criticism over *Resident Evil 4* due to similar problems, which led to them reversing their decision. The situation prompts the question of why Capcom would opt to reintroduce such a problematic DRM for these classic games.

The critique of DRM itself is not a new phenomenon. Numerous gamers contend that DRM merely complicates life for paying customers while being easily bypassed by pirates. In the context of these *Resident Evil* games, this argument gains even more traction, as the same versions have been accessible without DRM on GOG for years. GOG has pledged to keep these games DRM-free indefinitely, allowing customers the liberty to share their purchases without limitations. The contrast between the Steam and GOG versions raises concerns regarding the rationale behind instituting such restrictive measures on a product that, fundamentally, lacks a perceived piracy threat due to its age.

As part of a marketing strategy, Capcom is currently providing the *Resident Evil* trilogy at a reduced price on Steam, which has garnered some attention. However, the overall consensus remains that this tactic has backfired. By releasing a version with DRM that performs inferiorly compared to its DRM-free counterpart, Capcom risks alienating its dedicated fanbase and damaging its reputation.

In summary, the choice to implement Enigma DRM on the re-released *Resident Evil* games seems ill-conceived and disconnected from the gaming community’s expectations. The ongoing application of such technology on titles that are decades old raises questions about the viability and suitability of DRM in today’s gaming environment. As gamers call for higher standards for their purchases, Capcom’s commitment to employing Enigma DRM could ultimately undermine its longstanding relationship with its audience.