25 Years on From Super Smash Bros. Melee, Creator Masahiro Sakurai Finally Confirms The Secret Behind How Much Damage is Healed by Food

Masahiro Sakurai, the creator of Super Smash Bros., has revealed the reason why the series’ food various items each heal your character by a specific amount.

Writing this week on Twitter/X, Sakurai simply dropped the detail out of nowhere — 25 years on from when food was first introduced to Nintendo’s hit fighting series, back in Super Smash Bros. Melee.

In short, the more calories a piece of food is likely to have, the more it has been programmed to heal. So, while a bunch of healthy grapes might heal your character by 4% in Smash Bros. Ultimate, a pizza or stack of pancakes will heal by 7%.

While some had guessed the logic previously, this is fans’ first official confirmation why Smash Bros.’ foodstuffs act this way. And, peering at the Smash Bros. Wiki page on food, the theory generally stands up to reality.

Super Smash Bros. Melee introduced 28 food types, a total that increased to 36 in Smash Bros. Ultimate — though the actual range has varied over the course of the franchise.

Looking just at Ultimate, then, low healing items include cherries (1% damage healed), kiwis, lemons and tea (all 2%), a lollipop (3%) and cola (3% — guess it’s diet).

Mid-tier healing items include squash soup (4%), cheese, chocolate and dumplings (all 5%), plus a hot dog, corn dog, cherry pie and popcorn (all 6%). Curiously, a salad heals by 5% — though its image shows it is covered in some kind of dressing.

Undo your top button and we’re onto the top-tier foodstuffs by damage healed, such as the hamburger, pancakes and pizza (all 7%), spaghetti (8%), strawberry shortcake (10%), steak (11%) and turkey (12%). Curiously, bread is also in this category (at 10%) — though it is the whole loaf.

So, next time you’re playing Super Smash Bros. and food items spawn on-screen, head for the tastiest-looking, highest calorie option. Wombo combo? Popcorn combo, more like.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Japanese Charts: Nintendo’s Dominance Continues As Switch 2 Flies Past 4 Million Units Sold

What will they think of next? FIVE million?

The first two weeks’ sales data of 2026 is in from Famitsu, and it’ll come as a surprise to nobody to hear that the Switch 2 is still dominating the proceedings.

It’s yet another Switch 1/2 washout in the software chart to kick off the new year, with Mario Kart World leading the charge, followed by Konami’s immensely popular Momotaro Dentetsu board game sequel. Pokémon Legends: Z-A continues to stay hot on both consoles, and it’ll be interesting to see how far Animal Crossing: New Horizons moves up the ranking once the sales data for the Switch 2 Edition is in.

Read the full article on nintendolife.com

How to Watch Xbox Developer_Direct 2026 Next Thursday

Developer_Direct Hero Image 2026

Developer_Direct returns next Thursday, January 22 at 10am Pacific / 1pm Eastern / 6pm UK, and will kick off Xbox’s 25th anniversary year with a look at some of the incredible games in store for players.

As we shared previously, the show will include exclusive gameplay and developer insights for Playground Games’ Fable and Forza Horizon 6, as well as Game Freak’s Beast of Reincarnation – all presented directly by the people making the games, and recorded in their studios.

Here are all the details on how to tune in:

When is Developer_Direct? Thursday, January 22 at 10am Pacific / 1pm Eastern / 6pm UK.

How do I watch Developer_Direct? Developer_Direct will be streamed live on official channels, including:

The show will also be streamed simultaneously on regional Xbox channels around the globe, as well as on Steam. It will air on China’s Bilibili platform later the next day.

The YouTube stream will be broadcast in 4K/60, and as with any live broadcast, there may be dips in streaming quality based on your bandwidth.

Is the event available in languages other than English? Developer_Direct will be streamed live on YouTube.com/Xbox with English captions, and our other live languages will be available via regional Xbox channels.

The languages we will support live on our Xbox channels are: English, French, German, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Castilian Spanish, LATAM Spanish and Turkish.

Shortly after the broadcast concludes, we will add the following additional languages to YouTube.com/Xbox: Arabic (MSA), Simplified Chinese, Traditional Chinese, Czech, Dutch, Filipino, Canadian French, Greek, Hindi, Hungarian, Indonesian, Hindi, Māori, Persian (Farsi), Portuguese, Russian, Swedish, Thai, Ukrainian and Vietnamese.

The easiest way to find your preferred language is to go to your region’s Xbox page, or by viewing on the official Xbox YouTube channel and clicking the gear icon in the lower right corner.

Is Developer_Direct going to be Accessible to those with low/no hearing or low/no vision? There will be a version of the show with Audio Descriptions (AD) in English on the Xbox YouTube channel, American Sign Language (ASL) on Xbox’s YouTube channel and the /XboxASL Twitch channel, and British Sign Language (BSL) on Xbox On’s YouTube channel.

I’m not going to be able to watch, where can I find out what was announced? A full recap will go live on Xbox Wire immediately following the show (including localized versions in Brazilian Portuguese, French, German, LATAM Spanish and Japanese following later). Xbox Wire will also publish detailed articles about every game from the show with extra information.

Notes for co-streamers and creators: We at Xbox greatly appreciate any co-stream efforts and aim to ensure you have a smooth experience if you choose to do so. However, due to forces beyond our control, we cannot guarantee that glitches or disruptions by bots and other automated software won’t interfere with your co-stream.

For those planning to create full post-show breakdowns of Developer_Direct in the form of video-on-demand coverage, we recommend you do not use any audio containing copyrighted music to avoid any action by automated bots, and to also consult the terms of service for your service provider.

We’ll see you for Developer_Direct on Thursday, January 22!

The post How to Watch Xbox Developer_Direct 2026 Next Thursday appeared first on Xbox Wire.

Claim your place among motorcycle legends in Ride 6 career

Hello, fellow bikers, this is Paolo Bertoni, Game Director of Ride 6. As we rev things up ahead of the game’s release on PS5, planned for February 12, 2026, I’d like to take you behind the scenes to explore the brand-new career mode we’ve been crafting, and share how it brings our vision to life.

The goal of a project like Ride is to immerse virtual riders in the same thrills that every real biker seeks when they open the garage door and hop on their bike. So we asked ourselves: what fuels that passion? It wasn’t hard to figure out, considering that for much of our team, motorcycles aren’t just a job, they’re a way of life. Over the years, the Ride franchise has built a huge roster of bikes and tracks to give players as many choices as possible. With Ride 6, we wanted to go further. We wanted to capture the very essence of being a biker, an experience we called Ride Fest.

Ride Fest is much more than a career; it’s a motorcycle festival that plunges players into the love of riding, freedom, and the sense of camaraderie that defines the biker spirit. It replaces the traditional championship format with a more open approach, offering a horizontal progression system based on chapters. You will get to choose which events to tackle, from single races and endurance challenges to championships and time attacks, all organized into themed areas based on criteria such as bike category, manufacturer, circuit type, weather conditions, or legendary champions.

Claim your place among motorcycle legends in Ride 6 career

Yes, you read that right! For the first time in the franchise’s history, Ride 6 will feature real-world riders. We’ve collaborated with 10 two-wheels legends who will put your skills to the test in their own area of expertise. For instance, Niccolò Canepa, Peter Hickman, and Ian Hutchinson will challenge your endurance and precision, while Tyler O’Hara will bring his unmatched experience on Baggers to the track, turning every lap into a display of power and control. Road races, instead, are the natural habitat of Guy Martin, while Thomas Chareyre and Skyler Howes embody the raw spirit of Motard and Off-Road racing. Facing these legends will allow you to unlock exclusive rewards, including their signature bikes and equipment, but first, you’ll need to build your reputation within the festival.

This is the key concept of the Ride Fest: proving yourself among the greatest riders in history. To do so, you’ll need to accumulate enough Fame Points along your journey, gradually expanding the career map and unlocking new events, including dedicated boss battles where you can take on each legend across a variety of challenges.

To give everyone the chance to perform at their best in every type of race, we’ve also decided to introduce a new dual-physics system. Depending on your level of expertise, you can choose between the Pro and Arcade experiences, freely switching between the two based on the event in order to tailor the gameplay to your preferred level of realism or fun, while always enjoying Ride’s signature simulation core. This will be especially useful for mastering the Maxi Enduro and Bagger, the two new bike categories introduced in this chapter, which, together with the new off-road tracks, will bring fresh dimensions to the riding experience.

Finally, when in need of a break from the competition, you can head to the Ride Fest Paddock, the hub where all in-game activities come together. Here, you can relax with the other riders, upgrade your bikes with the help of your mechanic crew, visit the shop, and customize your look using the bike, helmet, and racing suit editors. Throughout your journey, the official Ride Fest DJ will immerse you even more in the festival atmosphere, introducing each chapter through dedicated cutscenes.

Thanks for your time, I hope you enjoyed reading this! And don’t forget to mark your calendar, as Ride 6 will be available on PlayStation 5 on February 12, 2026, with Early Access available from February 9, 2026.

Games Workshop Reveals Best-Selling Warhammer 40,000 Army Set of All-Time, Reinforcing Just How Popular This Space Marine Chapter Truly Is

Games Workshop has confirmed that a recently released Warhammer 40,000 army set a sales record for the company, reinforcing this Space Marine chapter as among the most popular in the setting.

Delivering Games Workshop’s latest financial results, CEO Kevin Rountree confirmed that the Space Wolves secured a new record for army set sales at the company. This relates to the Space Wolves army set that launched in May last year, and which you can see in the image below. It contains 28 brand-new miniatures, a Codex Supplement for the Great Companies of Fenris, a set of datasheet cards, and a new transfer sheet. In terms of minis, the army set includes a Wolf Guard Battle Leader, a Wolf Priest, three Wolf Guard Headtakers, 10 Blood Claws, and 10 Grey Hunters.

Rountree called the army set format one that is “specifically designed for hobbyists who want ‘all the new miniatures’ in a release.” Clearly, it proved popular. This army set benefited from amazing-looking minis, the amount of time since the Space Wolves had seen a refresh, and the enduring popularity of the Space Wolves themselves. The Space Wolves army set is sold out at Games Workshop, leaving fans faced with the prospect of paying a markup from the likes of eBay.

For the uninitiated, the Space Wolves are a long-running and legendary chapter of Space Marines heavily inspired by Norse mythology and Viking culture. They’re a savage, in your face group who like getting up close and ripping their enemies to shreds with the help of actual space wolves. Their primarch (demigod sons of the Emperor who led the original Space Marine legions before the Horus Heresy tore them apart), is Leman Russ, one of the most popular in the setting despite the fact he has never been active in the 41st millennium (there are rumblings he may return, as Ultramarines boss Roboute Guilliman and Dark Angels chief Lion El’Jonson have).

The Space Wolves — as evidenced by their army set sales record — are right up there in terms of Space Marine chapter popularity. Without having hard data to back up this claim, I’d suggest the Ultramarines are there or thereabouts given they’re the poster boys of Warhammer 40,000, and Ultramarines captain Titus, protagonist of the hugely popular Space Marine 2 video game, is leading the tabletop wargame’s next narrative expansion. But I suspect the Blood Angels (glorious space vampires with a dark secret), and the Dark Angels (righteous space crusaders) aren’t far behind.

So! I’ve put together a poll, below, with what I suspect are the likely candidates for most popular Space Marine chapter, so that IGN’s readers can vote for their favorite. For science! For the Emperor!

In other Warhammer news, Games Workshop has banned the use of AI in the making of its various products, much to the delight of fans. And we have a brief update on Henry Cavill’s Warhammer 40,000 Cinematic Universe, which still feels some way away.

Image credit: Games Workshop.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Ecco The Dolphin Creator Confirms Multiple Games in Development, Says ‘Ecco Has Always Been More Than a Game About a Dolphin’ 

It’s official: “several” new Ecco the Dolphin games are in development.

Last summer, the creator of Ecco the Dolphin pleased many fans by announcing that not only were remakes of the original games underway, but a “third” instalment was also in development. Ed Annunziata — the original creator of the famed and fiendishly difficult action-adventure games — was interviewed about raising awareness of ocean conservation, his life as a developer, and, right at the end, he dropped his bombshell revelation.

California-based developer A&R Atelier, at which Annunziata works, revealed in a press release that it is remastering Ecco the Dolphin and Ecco: The Tides of Time, as well as that all-important third game.

“It has been years in the making, and we’re honored to bring Ecco back,” Annunziata said (thanks, Gematsu). “Ecco has always been more than a game about a dolphin — he’s a bridge between worlds.” Sadly, that’s essentially where the details stop, but the developer said to keep an eye on both its website and the official Discord for more information.

Ecco the Dolphin originally launched in 1992 on the Sega Mega Drive/Genesis, and was followed by a sequel, Ecco: The Tides of Time, in 1994. Ecco Jr. and Ecco Jr. and the Great Ocean Treasure Hunt were released in 1995, although they were “edutainment” games and primarily developed as learning tools.

You play as the titular dolphin, your underwater world now devastated by a swirling gust of air and water. You must help him navigate back through treacherous tropical reefs and freezing polar ice floes to reunite him with his dolphin pod. There have been a few remasters since: we thought the 2000 remake was okay, writing: “Ecco the Dolphin is a classic from SEGA, but sometimes classics should stay in the past,” and of the 2007 remake, we wrote: “For those who have played Ecco before, there’s really no reason to come back to it.”

The last Ecco the Dolphin game — ostensibly the “third” game, although Annunziata wasn’t involved — fared much better, however, getting a 7.6 in IGN’s Ecco the Dolphin: Defender of the Future review. A further sequel, Ecco 2: Sentinels of the Universe, which had been written as a direct sequel to Defender of the Future, was cancelled.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

The Elder Scrolls Online’s smaller expansions are “not in any way” a result of last year’s layoffs

“Last year was a hard year for the studio,” Elder Scrolls Online’s executive producer Susan Kath says. “It was a hard year for all of us.” In 2025, as part of sweeping cuts made across all their businesses, Microsoft laid off a significant chunk of Zenimax Online Studios. They did this despite CEO Satya Nadella later calling the year one of “record performance”, with revenue up 15% and hitting $281.7 billion.

So, last week, when Zenimax Online Studios revealed it was moving from releasing major expansions every 12 – 18 months to smaller, more frequent updates every three months, it looked very much like the team could no longer manage those big releases.

Kath tells me that reading of events is wrong.

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Bully Online Mod Creators Insist Shutting the Project Down ‘Was Not Something We Wanted’

Cast your mind back to the end of last year, and you may remember we reported that a group of volunteer modders had united to develop an online mode for Rockstar’s Bully (also known as Canis Canem Edit in some parts of the world). Fast-forward just a few short months later, however, and now the Bully online project is “shutting down forever.”

Bully was a humorous action game that put players in the role of high school outcast Jimmy while attending a pretentious private school. Fans have long called for a sequel, which was once in development at Rockstar’s New England studio in the late 2000s, and while Bully 2 was obviously never released, some of its ideas made it into other Rockstar games like Red Dead Redemption 2.

Though the game was developed to be a single-player experience, the mod, which has been in development for years and fully released only last month, allowed players to team up for minigames, roleplay, compete in racing, and face off against NPCs, instantly drawing the attention of fans… and IP owner Rockstar, it seems.

“Coming with sad news today,” wrote one of the Fat Pigeon Development team on the project’s Discord. “The Bully Online project is shutting down forever, which unfortunately means all the following is going to happen in 24 hours.”

The post reported that the Bully Online server would shut down, development of Bully Online scripts would stop, the source code would disappear, and all webpages referencing it would be removed, along with the launcher (which has seemingly already happened). All Bully Online account data will also be “permanently deleted” and even Discord channels related to the mod are getting nuked.

The team held off on detailing why this was happening, only confirming that lead dev SWEGTA hopes to upload an explanatory video to his YouTube channel. “For now, though, know this was not something we wanted,” the statement added.

Rockstar parent company Take-Two has a history of clamping down on fan projects, although after it acquired the modding team behind the wildly popular Grand Theft Auto 5 roleplay servers FiveM and RedM back in 2023, it was felt a change in approach might have been in place. In fact, just yesterday (January 14), we reported that Rockstar had even launched an official marketplace where creators can sell mods… which could be the issue, as some players suggest.

“I think we all know the reason, it’s got everything to do with Rockstar’s new CFX launch mod site where they make more greedy profit for [publisher] Take-Two Interactive by putting pay-walls on mods,” posited one unhappy player. “I expect more mods to be shut down as the months go on with this new CFX marketplace.”

That said, as this commenter points out, Bully Online was already effectively paywalled to donors of the project, which is widely frowned upon across the modding space. “Not surprising at all,” they said. “Dude was pretty much asking to get shutdown the moment he paywalled early access to this.”

As for if there’ll ever be an official Bully 2? Dan Houser, Rockstar Games co-founder and the writer behind the studio’s biggest games, including the Grand Theft Auto and Red Dead Redemption series, recently sat down for an exclusive interview with IGN, revealing Bully 2 didn’t happen because of “bandwidth issues.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Bully Online shoved into a shutdown locker, as the modders behind it say that’s “not something we wanted”

A group of modders who got multiplayer servers running for Rockstar’s schoolyard mischief simulator Bully late last year have suddenly pulled all traces of their creation offline. The project’s been shutdown about a month after release, and thus far its creators haven’t offered an explanation as to why, beyond emphasising that this outcome wasn’t what they hoped would happen.

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“He Is Amazing” – Mario Voice Actor Kevin Afghani Heaps Praise On Charles Martinet

As we all should.

We’ve not seen a great deal of Kevin Afghani since the voice actor took over the envious role of Mario from veteran Charles Martinet. But this coming weekend, Afghani will meet his fans for the very first time when he attends Charlie’s ComicCon in Estero, Florida.

To mark the occasion, Afghani recently caught up with USA Today to chat about all things Mario, including his prior experience with Nintendo games, how he feels to voice the world’s most famous plumber, and what it’s like to follow up on the work done by Charles Martinet.

Read the full article on nintendolife.com