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‘DK Challenge’ Will Put Your NSO & Bananza Skills To The Test For A Limited Time

We heard rumours of some incoming NSO challenges yesterday, and in today’s Direct, they materialised.

The ‘DK Challenge’ event kicks off tomorrow, 10th June, at 2am BST / 3am CET / 6pm PT (9th) / 9pm ET (9th), and will be sticking around until 1st September.

These new challenges will put your skills to the test across a series of NSO titles, with digital challenge cards handed out as rewards. These tasks might be as simple as taking the Barrels all the way to the top of a level in Donkey Kong Country 2, or flying through the mine cart level of Donkey Kong Country, and they can all be accessed from the Nintendo Switch Online home page, found at the bottom of the Switch main menu.

The challenges also extend into Donkey Kong Bananza, with tasks available for beginners and harder ‘Developer Challenges’ for the pro gamers out there.

Speaking of Bananza, there’s a limited-time Mario event coming to the Emerald Rush DLC, where you can pick up exclusive DK and Pauline outfits, and find Power-Up Blocks / Mushrooms on DK Island. The first wave of this crossover event runs from 9th-30th June, with follow-ups on 14th-21st July, 4th – 11th August, and 25th August – 1st September.

Will you be trying your luck in any of these NSO or Bananza challenges? Let us know in the comments.

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‘Stellar Blade’ Brings Style And Sauciness To Switch 2 “This Year”

Korean dev Shift Up’s hit action-adventure Stellar Blade is coming to Switch 2 this year.

As revealed in today’s Nintendo Direct, the game came out on PS5 back in 2024 with Sony publishing. Featuring scantily-clad ladies battling an assortment of vile monsters, it caused quite a stir, too, with its pretty ladies and impressive combat, and was generally well received by critics, having landed on a Metascore of 81.

Here’s some info from the PR blurb, plus some screens from the short Direct segment:

Step into the role of EVE, an elite warrior sent to reclaim Earth from mysterious forces. Experience intense combat and a twisting plot as you unravel the mysteries of Earth’s downfall in an immersive sci-fi world. Featuring a blend of cinematic storytelling and gameplay, Stellar Blade offers deep character progression with customizable skills, gear, and combat builds – which you’ll need during epic boss encounters. Further, players can experience support for Joy-Con 2 motion controls for activities, adding in an extra layer of immersion to moments away from combat.

No word on an exact release date beyond “2026” just yet, nor any info on a physical edition. We’ll keep you posted as we get more details.

Played this on PC or PS5? Intrigued to see how this will hold up on Switch 2? Let us know down below.

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Star Fox Developer Revealed, As Free Demo Barrel Rolls Onto Switch 2

We are approaching Nintendo’s next big Switch 2 release with Star Fox, and today, we’ve learnt the development team behind it all.

As revealed on Bluesky, Velan Studios is behind this one. “We’ve been passionately working on this for a while, and we’re so proud to finally share it with the world: Velan Studios is the developer of Star Fox,” the accompanying message reads. “Collaborating with Nintendo and bringing Fox McCloud and crew to Nintendo Switch 2 is truly an honor.”

This is the team’s second run-in with Nintendo after developing Mario Kart Live: Home Circuit back in 2020. Since then, the studio made Knockout City and has been behind a couple of other AR games, like Hot Wheels: Rift Rally and Bounce Arcade, and released the PlayStation horror party game, Midnight Murder Club, earlier this year.

But that’s not all from Star Fox! The Direct also revealed that we can today go hands-on with a slice of it thanks to a new free demo.

The demo will take you through the tutorial and “one of the game’s opening stages” — or Meteo, for those in the know. It ain’t much, but a small taster before launch is always welcome.

While we expect things to play very similarly to everything we know from the N64 original, it should give us a good opportunity to see how those sweet new visuals hold up on Switch 2. An opportunity to try out the control schemes.

Will you be diving into the Star Fox demo today? Let us know in the comments.

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Metaphor: ReFantazio Is Finally Getting A Release On Switch 2

Sega and Atlus brought the big guns to the Nintendo Direct today with Persona Metaphor: ReFantazio for the Switch 2.

Originally released in 2024, the JRPG garnered critical acclaim across the board for its visuals and mechanics, and fans have been itching to see it launch on Nintendo’s console. Your wait is almost over – it will release on 12th November 2026.

Take that, GTA!

It seems like it’ll be a straight port for this one, so don’t go expecting any exclusive content or anything. Not that we need it, as such, it’s a pretty massive game as it is.

Let’s check out the key features:

– ATLUS’ Newest Fantasy JRPG: A mysterious & exciting story unfolds in a world where people must fight their own anxiety. Join the high-stakes Royal Tournament that promises hours of captivating exploration and discovery.

– Award-winning Art Direction: Ride your “gauntlet runner” to faraway dungeons & towns across an expansive world. Discover beautiful landscapes  accompanied by captivating music, immersive UI, & anime cutscenes.

– Innovative Battle System: An exhilarating turn-based combat system with a blend of real time action. Party customization through “Archetype” powers provides the freedom to personalize your adventures.

– Time Management System: Go on quests, dungeon dive, & hunt for treasures by day. Strengthen relationships, build bonds, & increase virtues by night. Choose your actions wisely, time management is key to achieving your goal.

It’s not Persona, but it’ll do! What do you reckon? Will you pick this up? Let us know.

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Peter Boy on Why Fedora Needs More Than Just Technical Contributors

Petr Boy came to Fedora documentation the way many contributors do, by seeing a gap and deciding to fill it. As a researcher, writing is his daily work. When he looked at how he could meaningfully contribute to Fedora, documentation was the obvious answer. He started with Fedora Core 1, stepped away, and returned in 2020 when both the Server Working Group and the Docs Team were being revitalised at the same time. Since then, his focus has been on the “bigger-picture” content structure, readability, consistency, and inspiring others to get involved.

His first Flock was in Cork, Ireland in 2023, and what struck him most was the collaborative approach combined with open, structured dialogue and the sheer range of personalities all genuinely trying to get to know each other.

For a team like Docs, where so much depends on shared standards and careful communication, Petr sees Flock as irreplaceable. New ideas emerge from spontaneous conversation, something the formal structure of video calls simply can’t replicate. His message to anyone thinking about contributing? Fedora needs far more than technical contributors. Documentation, communication, community building these are all vital, and Fedora needs to do a better job of making that visible. At Flock 2026, he is most looking forward to the working groups and the hallway conversations, the ones that are simply too nuanced to have any other way.

Flock to Fedora 2026 takes place June 14–16 in Prague. Registration is at capacity but you can join the waitlist. Can’t make it in person? Follow along live on the Fedora YouTube channel.We hope to see you there!

Note: AI (Google Gemini) was used in drafting this article. The content was reviewed and verified before publishing.

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Introducing Time Allowances

New Time Allowances in iOS 27, iPadOS 27, and macOS 27, or later, give parents more flexible ways to manage the time their kids spend in apps across categories, including Entertainment, Games, and Social Media. Time Allowances are developed based on expert research and tailored to a child’s age to give parents a helpful starting point. Parents can adjust these settings based on what they determine is best for their child. Time Allowance categories are different from categories for user discovery on the App Store.

Entertainment and Games

Your app or game will appear in a Time Allowance category based on the information you provide in App Store Connect. Apps and games with Entertainment or Games selected as a primary or secondary category in App Store Connect will be sorted into the corresponding Time Allowance categories.

Social Media

The Time Allowance category for Social Media will be based on whether your app or game offers social media capabilities, regardless of the category selected in App Store Connect. This includes the ability to redistribute, amplify, or interact with user-generated content through a social feed or similar discovery method that visibly spreads content to many users. Starting July 2026, the age rating questionnaire will be updated to let you indicate whether your app or game includes social media capabilities.

  • If you indicate that your app or game includes social media capabilities, it will be placed in the Time Allowance category for Social Media and receive a minimum age rating of 13+.
  • If you indicate that your app or game includes social media capabilities but they are disabled for anyone under 13, it won’t be included in the Time Allowance category for Social Media for users under 13. You’ll also need to use the Declared Age Range API (at a minimum) to check users’ age ranges. If you select this option, your overall responses in the age rating questionnaire determine your age rating and may result in a rating lower than 13+. Your app or game may still be grouped in the Time Allowance category for Games or Entertainment based on the primary or secondary category selected in App Store Connect, and will remain in the Social Media category for users 13 and above.

Starting September 2026, you’ll be required to indicate whether your app or game includes social media capabilities in order to submit new versions or updates to the App Store, or for notarization for distribution on alternative app marketplaces.

Design safe and age‑appropriate experiences for your apps and games

Set an age rating

Declared Age Range API documentation

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Updated Apple Developer Program License Agreement and App Review Guidelines now available

The Apple Developer Program License Agreement and App Review Guidelines have been revised to support new features, updated policies, and to provide clarification. Please review the changes below and sign in to your account to accept the updated terms.

Apple Developer Program License Agreement

  • Sections 3.1, 14.8: Specified requirements for providing information and responding to questions about developer identity, including in the context of export compliance.
  • Definitions, Section 3.3.3(N): Clarified requirements for use of the Sensitive Content Analysis framework.
  • Definitions, Section 3.3.3(Q): Specified requirements for use of the Suggested Actions API.
  • Definitions, Section 3.3.3(R): Specified requirements for use of the Trust Insights framework.
  • Section 3.3.4(A): Specified terms regarding end users’ ability to modify content for personal accessibility purposes.
  • Definitions, Section 3.3.7(L): Specified requirements for use of the Media Device Extension framework.
  • Definitions, Section 3.3.7(M): Specified requirements for use of the Spatial Audio Extension APIs.
  • Definitions, Section 3.3.9(E): Specified requirements for use of the Customer Engagement APIs.
  • Section 3.2(h): Updated terms for use of and access to Apple models.
  • Section 3.3.11: Grouped AI and machine learning technologies under new subsection.
  • Section 3.3.11(A): Updated requirements for use of Foundation Models framework.
  • Section 6.7: Specified that analytics may additionally be provided via Xcode and/or App Store Connect API.
  • Section 7.9: Specified requirements on providing information regarding apps in App Store Connect, and protection of end users who are minors.
  • Section 10: Clarified terms regarding indemnification.
  • Attachment 2, Section 1.1: Clarified requirements for use of the In-App Purchase API.
  • Attachment 5, Section 3.3: Updated privacy requirements for use of Passes.
  • Attachment 11, Section 4: Updated the name of identity guidelines for EnergyKit.

App Review Guidelines

  • Introduction: revised kid and teen safety guidance.
  • 1.2: new paragraph clarifies developer responsibilities for content that violates this guideline.
  • 4.3(a): clarifies the basis for the guideline and adds an example.
  • 4.3(b): clarifies the basis for the guideline and adds examples.
  • 4.5.3: clarifies that Live Activities may not be used to spam, phish, or send unsolicited messages to customers.

Translations of the updated agreement will be available on the Apple Developer website within one month.

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Opinion: By Definition, Pokémon TCG Is No Longer A Hobby

Pokemon
Image: Zion Grassl / Nintendo Life

A couple of months ago, I opened a pack of Pokémon cards and pulled the super-rare Secret Illustration Rare’ (SIR) Charizard card.

There’s even a video someone gave me of them rushing up to the commotion. “The $600 Charizard!” you can hear me yelling in the footage. My friends were cheering. It was awesome.

But there’s a big problem with this amazing memory — and it’s twofold.

First off, and embarrassingly, I probably spent a little over $600 chasing this card (even though I didn’t buy anywhere near as many packs as $600 sounds like it should be). Yikes.

But here’s the worst part: I’m still up big.

Pokemon
Image: The Pokémon Company

How is that possible? Traditionally, trading cards are worth oodles on their release day, then drop in value like a brick in just days, if not hours, later. But lately, Pokémon cards have simply cut to the chase when it comes to their long-term values.

It’s wise to not read editorials for up-to-the-minute card prices, but as of this writing, which is only a short few months after this card’s release, this Charizard has a market value of a bit under $900 according to websites that track stuff like that. (That’s somehow already $300 higher than when I pulled it.)

Not only that, but if I were to have the card graded by the most famous trading card authentication and grading service, this Charizard in a ‘gem mint’ condition is currently fetching barely under $2,500!

So why do I consider that “the worst part”?

Well, because it’s not healthy for so many brand new, non-serialised cards like this Charizard to be worth thousands of dollars, is why. The ramifications for the product are damning.

Even compared to the infamous pandemic years, Pokémon fans can totally forget about finding cards in stores these days; adults are brawling in the aisles of stores, all while bots scrape the internet before you can buy cards online. Meanwhile, entire cottage industries have risen around ripping packs, mystery repackages, and famous (and infamous) card streamers.

Heard of the term ‘recession indicator’? If ever there was one, the Pokémon TCG is it. Pokémon TCG should no longer be considered merely a fun hobby people like; it’s firmly a critical part of the world economy. And it’s acting like it.

By the Numbers

Pokemon
Image: Alex Olney / Nintendo Life

While it feels like Pokémon TCG has been non-stop booming for decades now, if you haven’t been paying attention over the past year and a half especially, the overall trading card market is now on a new level. It’s an unprecedented economic level, in fact.

This figure has been oft-reported recently but bears repeating: according to an index by Collectors (the parent company of professional grading company PSA), Pokémon card values collectively rose 282% between the years of 2004-2020, with most of that rise happening near the end, around the pandemic.

CNBC reports that the same index shows an out-of-this-galaxy 1,350% increase between 2020’s high and today.

Here’s a good way to visualise that increase. Below is a screenshot of TCGPlayer.com’s “Top 10 most expensive Pokémon cards” end-of-year recap from 2023, a snapshot in time well into Pokémon’s post-COVID renaissance. (Note: TCG Player is the de facto trading card marketplace, whose data is what much of the world derives a card’s market value from.)

Pokemon
Image: TCGPlayer

In 2023, the top card pullable from a regular pack ended the year averaging resales around $115. Almost every single top chase of 2023 was reselling for no more than double digits.

Now here’s their same list recapping the end of 2025:

Pokemon
Image: TCGPlayer

By 2025, top chases sat comfortably at hundreds, not dozens. The most expensive card, the Umbreon SIR, ended the year averaging over $1,000 resale (it’s way higher today). And indicative of this being a trend versus a handful of outliers, many sets released that year featured several cards worth hundreds, not just one or two.

Roughly one out of ten Pokémon cards that have ever existed was printed in 2025.

All the while, countless chases from years previous didn’t just rise, but compounded in value. In one high-profile example, the fan-dubbed ‘Bubble Mew‘ card from 2024 spent a year comfortably at around $80 resale, yet today is reselling at ~$850.

Also, as you can see, that Charizard from the top of the article has nearly doubled in value already, and cards like the popular ‘Eeeveelution’ variants are similarly bonkers. And do you even want to know what the top cards released in 2026 are doing?

Well, too bad, because a Pokémon card value article wouldn’t be complete without mentioning that, as of this writing, the straight-out-of-the-pack resale prices of 2026’s ‘Pikachu EX’ and ‘Mega Gengar EX’ SIRs are both well over $1,350. And there are way too many cards to list from 2026 that are worth hundreds apiece, too.

If I may speak directly to you here, just for a moment: chat, we’re cooked.

What does this mean for The Hobby™?

It’s not really breaking news to sit here and report, “Number Big!” I get it. We are all numb to reading things like this.

Instead, what I wish to put out into the universe is not that this fervour should be thought of as some kind of moral failing, nor merely to say that long-time, empty-handed fans deserve better than this. (They do, by the way.)

“Recently I started speaking up online about how difficult it’s becoming for younger collectors and families to get Pokémon products because of scalping, products selling out instantly, and release systems that many kids simply can’t access,” says Oscar, a 12-year-old fan who wrote to Nintendo Life about his experience as a young collector.

“As someone who is autistic, this hobby helped me make friends, build confidence and feel accepted…I’ve seen videos of people arguing and fighting over Pokémon cards outside toy shops…I don’t think that’s the environment kids should have to be around just to enjoy a hobby.”

Agreed, but sadly I think it’s time that we all stop thinking of the Pokémon TCG as just a hobby. Because regardless of how we wish to engage with it, by definition, it really isn’t anymore.

Pokemon
Image: Jim Norman / Nintendo Life

There’s hardly anything more imperious than someone bringing dictionary definitions to a debate, but I worry Pokémon fans have been like frogs on a stove for so long that we’ve lost the plot. Thus, it’s actually worth mentioning how Merriam-Webster defines ‘hobby’: “a pursuit outside one’s regular occupation engaged in, especially for relaxation.” The Cambridge dictionary defines it as: “an activity that you do for pleasure when you are not working”.

Pokémon TCG can be pleasurable and exciting, but playing, buying — heck, even absorbing Pokémon TCG from a distance — is hardly passive anymore. It frequently requires job-like dedication at all levels, casual to professional. (The high amount of children who can rattle off up-to-the-minute market values is at least a little disturbing.)

Those circus clips of adults fighting may have overwritten our memories, but remember that even as recently as just over a year ago, the average person could walk into a store and still find something related to the Pokémon TCG, or at least they might in due time. Cards were expensive, but they weren’t expensive. Graded cards, both modern and vintage alike, were worth hundreds.

Yet today, no non-distributor can consistently get cards, because in mint condition, many brand new (not decades old) chases are worth down-payments on cars and houses. ‘Hobby’ is now a misnomer.

But it’s just a bubble, right?

Pokemon
Image: Jim Norman / Nintendo Life

Is this the new normal? The word ‘bubble’ gets thrown around a lot, but the problem with that theory is that this isn’t just happening with Pokémon.

Pokémon TCG is now in a symbiotic and inexorable relationship with the aftermarket

‘Luxury collectables’, which used to logically mean things like turn-of-the-century comics and cards, movie memorabilia, etc., are all on the rise, despite a general economic downturn globally. Even stuff like brand new trading cards from the anime One Piece have skyrocketed, and are competing against Pokémon’s market share, originating cards worth thousands out of those packs, too.

And of course, sports cards remain a massive force, which is no surprise, especially as sports gambling has become shockingly common, a money-milking practice now officially endorsed by various professional sports leagues around the world.

All of this has roughly coincided with, let’s just call it, the recent events of a year and a half ago. Laws on American markets have become deregulated, all while people continue to lose jobs to AI, wealth inequality remains swollen, cryptocurrencies are exploding in value, the world is still grappling with the after-effects of inflation, gas prices make no sense, and on and on and on.

In other words, ‘uncertainty’.

Pokemon
Image: Damien McFerran / Nintendo Life

But Pokémon? Well, that’s at least one small thing in this crazy world that the market can still feel certain about. So here we are.

Because, unlike in the late ’90s, when fads like Beanie Babies, Pogs, and yes, Pokémon cards ruled the world, especially before the internet, there wasn’t such an overeliance on after-markets for the livelihoods of so, so many people. Many streamers, resellers, expos, websites, pseudo-celebrities, actual celebrities, and others now often rely on collectables — especially Pokémon cards — to literally make a living.

And crucially, Pokémon TCG is now in a symbiotic and inexorable relationship with the aftermarket. It benefits heavily from the free exposure, the goliath grading industry, the endless market watching apps and online videos, and the tango between distributors and resellers, all of which help keep the fire burning. Nothing grows a crowd like a crowd.

While people used to openly celebrate whenever someone could quit their job to continue doing a YouTube channel or to run a card shop full-time, it feels a little dystopian to realise that, for many, Pokémon cards are genuinely the best (or only) economic choice right now.

Uh… so now what?

Pokemon
Image: Jim Norman / Nintendo Life

If all this sounds like stress, a bummer, hard work, and like it requires your full attention just to keep up with it…well, it does.

You know, unlike a hobby.

And don’t parse this too closely. Of course you can still enjoy and even love Pokémon in a similar way as anything that’s been consumed by money; hunting for singles and packs, or watching people rip packs on YouTube for free is fun. I still do it. The chase is exciting.

But it’s the constant handwringing about scalpers and the bemoaning of supply and demand on Reddit that suggests fans are still stuck in 2015. All those things suck, but unfortunately, it’s not going back to the way it was; Pokémon is the most popular IP in the world.

Loving Pokémon is like loving caviar. If you’re someone like me who wants to buy packs every now and again, or god forbid, play the damn game, you’d be far more well-adjusted if you accepted this is now a Herculean undertaking. And god help you if you’re attempting to masterset any of the increasingly bigger and bigger sets The Pokémon Company has been putting out to capitalise on all this.

Yet if you still think this is going to go back to the old days eventually, here’s one final, sobering way to contextualise what’s likely to come next: The Pokémon Company reportedly printed 10 billion cards in 2025 alone. (Yes, with a “b”.) And they’ve printed 42 billion since 2022. But before 2022, the number of Pokémon cards that had ever been printed was 43 billion.

Pokemon
Image: Zion Grassl / Nintendo Life

That means that in just four short years, they’ve nearly matched the amount of cards made during the first 25 years combined, and that still hasn’t been nearly enough to keep up with the demand. Roughly one out of ten Pokémon cards that have ever existed was printed in 2025.

I once incorrectly wrote that there was “no demographic for $20 packs.” I was completely wrong. It turns out, based on the normalisation of these sustained 5-to-10x prices for well over a year now, anyone who’s ever bought a pack before the last couple of years might not have represented the norm, judging the market by total volume of sales.

Freakishly, as the majority of lifetime sales have occurred only in the last few years, typical Pokémon fans could be considered ‘early adopters’ to the collectables market, which now is among the most reliable global markets in the face of economic uncertainty everywhere else. Pikachu? That’s the name of our new speculative currency.

So, in light of all of this skyrocketing growth, you may be wondering what I’m going to do with my four-digit Charizard card. Will I sell it and make a big profit, or will I keep it as a point of pride?

Reader, I think all of us are wondering the same exact thing.


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iOS 27 keeps iPhone 11 and newer compatibility

Apple didn’t drop a single iPhone from its iOS 27 compatibility list, giving every device that runs iOS 26 another year of major software support.

The new operating system was announced during Apple’s WWDC 2026 keynote on Monday. iOS 27 will be available as a developer beta immediately, followed by a public beta later this summer and a general release in the fall.

Apple did not remove any iPhone models from its compatibility list this year. The company says iOS 27 supports the same devices as iOS 26, including the iPhone 11 lineup first released in 2019.

iOS 27 compatibility list

According to Apple’s compatibility list, iOS 27 supports the following iPhone models:

  • iPhone SE (2nd generation and later)
  • iPhone 11
  • iPhone 11 Pro
  • iPhone 11 Pro Max
  • iPhone 12 mini
  • iPhone 12
  • iPhone 12 Pro
  • iPhone 12 Pro Max
  • iPhone 13 mini
  • iPhone 13
  • iPhone 13 Pro
  • iPhone 13 Pro Max
  • iPhone 14
  • iPhone 14 Plus
  • iPhone 14 Pro
  • iPhone 14 Pro Max
  • iPhone 15
  • iPhone 15 Plus
  • iPhone 15 Pro
  • iPhone 15 Pro Max
  • iPhone 16e
  • iPhone 16
  • iPhone 16 Plus
  • iPhone 16 Pro
  • iPhone 16 Pro Max
  • iPhone 17e
  • iPhone 17
  • iPhone Air
  • iPhone 17 Pro
  • iPhone 17 Pro Max

The move continues Apple’s long-standing practice of supporting iPhones for several years before removing them from the latest version of iOS. Released in September 2019, the iPhone 11 lineup remains eligible for another annual upgrade cycle.

While iOS 27 runs on devices dating back to 2019, not every feature will be available on every supported model. Apple has increasingly tied advanced Apple Intelligence features to newer hardware, particularly devices equipped with more powerful processors and additional memory.

That means some iOS 27 capabilities may remain limited to newer iPhone models even though the operating system itself supports a broader range of devices.

Users can check their device model by opening the Settings app, tapping General, and selecting About.

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Select Nintendo Classics Games Might Be Getting Special Challenges Soon

Switch 2 SNES NSO
Image: Jim Norman / Nintendo Life

With a Nintendo Direct right around the corner, it was only a matter of time before the speculation began about its contents. It’s been ticking away for a few weeks now with all of those Ocarina of Time rumours, and today, an NSO theory has entered the fray.

As spotted on Bluesky by dataminer @luigiblood, the NES, SNES and Game Boy ‘Nintendo Classics’ libraries have recently been updated with what is apparently a ‘challenge mode’, though it remains inaccessible for the time being. Hmm.

By the sounds of it, we should think of these challenges as something akin to NES Remix, only… not remixed. Luigiblood states that the challenges start from a specific point in select games, and each comes with its own unique success and fail states. It apparently all hinges on the NSO home menu to see and access the missions themselves.

Naturally, we’re taking all of the above with a pinch of salt until Nintendo announces anything official. That said, the currently inaccessible challenges certainly sound like they could be an announcement for tomorrow’s Direct — something to break up what we’re hoping will be a jam-packed show.

So, will we all be firing up NSO next weekend to speed through some SNES Zelda and Mario? We’ll have to wait and see.

Would you be keen for some NSO challenges? Do you think this theory will manifest into reality tomorrow? Let us know in the comments.