GAMING
Free Paper Mario Star Nova ROM Hack Hits PC With 8 Chapters
A solo German modder named NicTube spent more than four years rebuilding Paper Mario from the inside. The result, Paper Mario: Star Nova, dropped on NicTube’s itch.io download page for Paper Mario: Star Nova on 5 May 2026 as a free 5.5 MB BPS patch. The mod ships eight chapters, a brand new main villain, more than 70 fresh star pieces, and a kingdom called Stellaria stitched on top of the 2000 Nintendo 64 original. PC players can grab it now.
The catch sits in plain view. Star Nova ships as a difference patch, never a finished game. You supply the original Paper Mario ROM. The patch rewrites it.
NicTube has been clear about that rule. The dev does not host the base ROM. Without a clean copy of the 2001 cartridge, nothing boots.
How To Patch And Launch Star Nova
The install path is short if you’ve patched a ROM hack before. If you haven’t, plan ten minutes of reading. NicTube recommends Floating IPS, an open-source patcher maintained by Alcaro on the Floating IPS GitHub repository for BPS and IPS files that handles both formats cleanly.
The five steps:
- Dump a clean US copy of Paper Mario from a cartridge you own.
- Download Floating IPS for Windows or Linux.
- Grab the PMSN_1.1.2.bps file from the Star Nova itch.io page.
- Open Flips, point it at your ROM, then apply the BPS patch.
- Load the patched .z64 output in any standard N64 emulator.
The 1.1.2 patch number signals two quick revisions since launch day. Bug fixes and balance tweaks are expected to keep landing through the project’s Discord channel, which NicTube links from the same itch.io page.

What’s Different In The World Of Stellaria
Stellaria replaces the Mushroom Kingdom’s overworld with a sacred kingdom built around a cosmic, star-themed cosmology. Mario lands inside it through a story NicTube wrote from scratch. Bowser is not the headline villain. A new antagonist anchors the entire eight-chapter arc.
The partner roster has been rebuilt. NicTube ported partly new abilities onto fresh companions, including a Chain Chomp partner the dev resurrected from cut Sticker Star beta material. The Monty Mole King, another Sticker Star reject, appears as a chapter boss.
“I revived most of the Sticker Star beta including the Chain Chomp partner and the Monty Mole King and made it playable in one chapter of Paper Mario: Star Nova,” NicTube wrote on X in late 2021, when the dev first showed off the recovered assets.
Combat keeps Paper Mario’s turn-based action-command ring, but every encounter has been retuned. New badges introduce moves the base 2000 engine never shipped. New items shift the loot economy. Seventy-plus star pieces are scattered across Stellaria as the core collectible. Music gets a partial overhaul, with remixed tracks rather than entirely new compositions, layered through chapter zones.
Original textures and dialogue framing stay close to the 2001 source. Players who logged hundreds of hours on the original say the camera angles and tone don’t break the illusion. That fidelity is what keeps the mod from feeling like a graft.
One Developer, Four-Plus Years, Eight Chapters
NicTube announced the project on X on 1 November 2021, listing the eight-chapter scope, sidequests, new villain, new partners, and remixed soundtrack. Four years and six months later, all of it shipped.
https://x.com/NicTube/status/1455259617903185923
Aside from a handful of contributed art assets, NicTube wrote, mapped, scripted, and balanced the entire mod alone. Solo work at this scope is rare on the Paper Mario 64 mod scene. Most full conversions ship from teams of five to ten contributors.
“There’s a brand new Paper Mario mod called Star Nova that released today, it’s at least 4 Chapters long,” wrote streamer Getlucky on X on 5 May 2026, posting a part-one walkthrough that pulled tens of thousands of views inside its first 24 hours.
The four-chapter figure in the streamer’s post reflects how far early playthroughs reached on day one, not the full content. NicTube’s release notes confirm eight chapters plus optional sidequests, with hidden bosses scattered across the back half.
The Nintendo Takedown Shadow Hanging Over Every Patch
Nintendo’s legal team has a long memory and a bigger budget than every fan dev combined. The company pulled 379 Mario, Pokémon, and Zelda fan projects from Game Jolt in a single sweep in December 2020. More waves followed in 2024 against the Yuzu and Ryujinx Switch emulators, then again in early 2026 against open-source forks of those projects on GitHub.
Star Nova ships as a BPS patch precisely to dodge the line Nintendo enforces hardest. Distributing the original ROM is a clear copyright violation. Distributing a difference file that contains zero Nintendo code occupies legal gray space the company has rarely tested in court.
The decompilation work that made mods like Star Nova technically possible lives on GitHub. The pmret/papermario decompilation repository for the Nintendo 64 original hit 100% completion on the US version in 2024 after roughly three years of community labor. Nintendo has so far left the project alone.
That doesn’t mean the silence holds forever. High-profile fan releases tend to attract takedowns within months of any review-cycle attention. Anyone planning to grab the patch should download it sooner rather than later.
Why The Mod Won’t Run On Real Hardware Yet
Hardware compatibility is the one obvious gap. Star Nova boots in software emulators like Project64 and Mupen64Plus. It does not run on EverDrive Flash Carts, 64Drive units, or FPGA systems including the Analogue 3D. The RetroAchievements catalogue page for Paper Mario: Star Nova currently lists emulator-only support and no published achievement set.
The cause is technical, not philosophical. NicTube used engine-level changes that depend on emulator quirks rather than strict N64 timing. Real hardware refuses the boot. The fix would mean reauthoring core systems the dev did not plan to support in version one.
Practical setup for a US reader: install RetroArch or Project64, point it at the patched ROM, and start chapter one. Mobile users on iOS can run Delta. Star Nova is not yet built for the N64Recomp pipeline that has produced standalone PC ports of other Nintendo 64 classics, though community ports may follow.
Frequently Asked Questions
How Much Does Paper Mario: Star Nova Cost?
Nothing. NicTube released the BPS patch as a free download on itch.io. You still need a copy of the original Paper Mario ROM, which the dev does not provide. The legal path is dumping your own cartridge with a USB N64 reader. The patch alone is 5.5 MB and the itch.io project page handles future updates through the same download link.
Will Star Nova Work On Nintendo Switch Online?
No. The Switch Online N64 app does not let users sideload custom ROMs at all. Star Nova runs only on PC and mobile emulators that accept patched .z64 files. RetroArch, Project64, Mupen64Plus, and Delta on iOS handle it well. Real Nintendo 64 hardware through a Flash Cart or FPGA system also will not boot the patched build right now.
Is Downloading Star Nova Legal?
The BPS patch itself contains no Nintendo code, only the difference between the original and the modded version, which keeps it inside legal gray space. Downloading or distributing the original Paper Mario ROM is copyright infringement under US law. Owning the cartridge does not change that. The cleanest path is dumping your own legal copy with hardware like the Retrode 2 or a similar reader.
How Long Does Star Nova Take To Finish?
NicTube designed Star Nova for an 8-chapter main path plus optional sidequests. Day-one streamer playthroughs suggest 15 to 25 hours depending on completion focus, sidequest pickup, and difficulty preference. The original 2001 Paper Mario takes about 30 hours for a thorough run. Expect a long weekend at minimum, longer if you chase every star piece across Stellaria.
Star Nova lands at a strange moment for the series. Nintendo’s mainline Paper Mario games have drifted far from the turn-based RPG template the 2000 original built. The Origami King and Color Splash split fans, and the recent Switch remake of The Thousand-Year Door brought back the GameCube entry while skipping the N64 chapter entirely.
A solo dev just delivered the chapter Nintendo never wrote. The patch is small. The itch.io page is open. The clock is whatever DMCA letter arrives next.
Disclaimer: This article describes a publicly released fan modification and a general patching workflow for informational purposes only. Copyright law on ROM files varies by jurisdiction, and downloading commercial ROM files is illegal in most countries including the United States. Readers should consult qualified legal counsel for specific guidance on personal use and ROM dumping rights. Project details and download figures cited reflect the status of Paper Mario: Star Nova as of 6 May 2026.
GAMING
Asha Sharma Reshuffles Xbox Leadership In Race To Project Helix
Xbox CEO Asha Sharma reshuffled her senior team on Tuesday, importing four executives from Microsoft’s CoreAI division and elevating 20-year company veteran Jason Ronald to run Project Helix, the next-generation Xbox console. The May 5, 2026 memo, sent to Xbox staff and seen by IGN, said it had become “too hard to ship impact quickly” and that the unit “lacks the capability we need in some key areas.” Hardware revenue at Microsoft’s gaming segment fell 33% in the March quarter, the second straight quarter of 30%-plus declines, and Sharma’s runway to a Helix dev kit launch in 2027 is short.
The reshuffle pulls together CoreAI lieutenants who reported to Sharma before her February move to gaming and shifts veteran hardware leader Roanne Sones into an advisor role later this year. It also ends Kevin Gammill’s 24-year run at Microsoft.
Who’s In, Who’s Out At The New Xbox
Sharma’s note names six new appointees and two notable exits. Most picks come from people she worked with at CoreAI, the engineering group inside Microsoft that builds the Copilot stack, GitHub Copilot, and the Azure AI Foundry tools she previously oversaw as president of CoreAI Product before Microsoft’s February announcement of her appointment as gaming CEO. The full slate breaks out like this:
- Jason Ronald moves up to lead Project Helix and the wider Xbox platform after more than two decades on Xbox hardware.
- Jared Palmer joins from CoreAI to run platform-level developer tooling and content infrastructure; he previously served as SVP at GitHub and VP at Vercel.
- Tim Allen takes over experience design, fusing product design, engineering, research, and creative under one fan-first mandate.
- Jonathan McKay becomes Xbox’s head of growth, joining from CoreAI after stints at Meta and OpenAI.
- Evan Chaki runs a new engineering group focused on cutting repetitive work and simplifying internal development.
- David Schloss moves from Instacart, where he worked alongside Sharma, to lead Xbox subscriptions and cloud.
- Roanne Sones, the corporate vice president overseeing Xbox devices, takes a planned leave of absence later this year and returns as an Xbox advisor.
- Kevin Gammill, a 24-year Microsoft veteran whose career spanned Xbox user experience and game dev platforms, exits the company.

The CoreAI Imports
Four of the six new lieutenants come straight from CoreAI. Their reporting relationships at Sharma’s old org give the move a clear shape. She is importing the team that ran her previous group’s product velocity engine.
Palmer’s brief, “investing in the systems that make it easy to build, submit and scale high-quality games,” reads as a developer-tools mandate transposed from CoreAI’s GitHub Copilot work into Xbox’s certification, publishing, and live-ops pipelines. Chaki’s remit, removing repetitive work and simplifying day-to-day development, fits the same pattern. Both reflect what CoreAI shipped fast and what Xbox has not.
The Promotions And Exits
Ronald’s elevation is the load-bearing internal pick. He has worked on Xbox hardware programs since the original Xbox One generation and now owns the most consequential roadmap in Microsoft Gaming.
Gammill’s departure quietly closes a long chapter. He spent 24 years at Microsoft across two stints, most of it on Xbox user experience, gaming partner programs, and developer publishing tools. Sones, who led the Xbox Series X|S devices group, will leave for a long-planned absence and rejoin later in an advisory capacity.
The Numbers Behind The Hurry
Xbox is bleeding revenue on the hardware side. Microsoft’s FY26 Q3 segment revenue results show gaming revenue down 7% year-over-year for the quarter ending March 31, 2026, content and services down 5%, and hardware down 33%. That marks the ninth consecutive quarter of hardware declines and the second straight quarter with a 30%-plus drop, after a 32% fall in the December quarter.
Total Xbox gaming revenue slid to roughly $5.34 billion from $5.72 billion the year prior, a $380 million gap inside a single quarter. The hardware line is the most exposed, given Xbox Series X|S consoles are deep into the back end of their generation.
Sharma acknowledged the shortfall in a public note last week. “Player and revenue growth has not yet met our ambition,” she wrote, adding that Xbox still has “work to do to earn every player today and into the future.”
That admission sits awkwardly next to a Microsoft Cloud quarter that delivered $54 billion in revenue, up 29%, and an AI business now running at a $37 billion annual revenue rate. Inside Redmond, gaming is the slow lane in a company whose other lanes are sprinting.
A CoreAI Pipeline Now Plugs Straight Into Xbox
The overlap between Sharma’s old org and her new team has set off alarms with industry watchers. Joost van Dreunen, founder of analytics firm Aldora and a lecturer at NYU Stern, told the trade press the move signals a shift in priority order at Microsoft Gaming.
“Gaming might become subordinate to Microsoft’s horizontal AI ambitions rather than treated as a category with its own logic and culture.”
Sharma has tried to head off that read. She has publicly pledged no “soulless AI slop” on Xbox and framed the new appointments internally as bringing in the best talent rather than reorienting Xbox’s AI policy. IGN reported that the company’s prior stance on AI tooling and content remains unchanged.
There is also a tension inside Sharma’s own messaging. In an April 24 interview transcript with Sharma and chief content officer Matt Booty, she told independent journalist Stephen Totilo: “I want to make the right decision, not the fastest decision.” Two weeks later, her staff memo argues the opposite, that shipping speed is the bottleneck. The reshuffle is how she squares those two statements.
Project Helix Runs On A Tight Clock
Project Helix is the gun to Sharma’s head. The next-gen Xbox, previewed at GDC in March with detailed silicon specs, runs on a custom AMD SoC with RDNA 5 graphics, AMD FSR Next+ machine-learning upscaling, GPU Directed Work Graph Execution, and Deep Texture Compression. Microsoft has confirmed alpha hardware ships to developers in 2027.
From a typical 18-to-24 month dev kit window, a late 2027 or 2028 consumer launch is the only realistic read. That is the timeline Ronald inherits.
The headline feature is platform reach. Helix is being designed to play “your Xbox console and PC games,” a clear positioning shift toward Valve’s Steam Machine and Windows 11 handhelds rather than head-to-head against the PlayStation 6.
That requires new tooling, new certification flows, and a much deeper PC build pipeline. Most of that work falls to Palmer and Chaki, whose CoreAI backgrounds are precisely about developer infrastructure rather than triple-A game production. The fit is tighter than the headlines suggest.
If Helix slips, Sharma’s memo on velocity becomes an indictment of her first year. If it lands on time and runs well, the CoreAI imports will look prescient.
Game Pass Math Is The Other Squeeze
The hardware line is not the only number sliding. Xbox’s content and services revenue, which includes Game Pass, was down 5% year-over-year in the same March quarter. Microsoft’s April 21 Game Pass pricing update tried to widen the funnel by trading away day-one Call of Duty access in exchange for a sharp price drop.
- $22.99 per month: New Game Pass Ultimate price, down from $29.99 set last year.
- $13.99 per month: New PC Game Pass price, down from $16.49.
- About $300 million: Estimated Call of Duty console and PC sales Microsoft gave up in the prior year by including the franchise on Game Pass at launch, per internal accounting cited in the FTC trial record.
- Roughly 12 months: The expected delay future Call of Duty titles will see before reaching the subscription.
That concession was Sharma’s first hard pricing decision, and it hands cash flow back to the publisher side of the house. It also slows the perception that Xbox subsidies are propping up Activision Blizzard’s release calendar.
What The Memo Actually Asked For
The reshuffle lands a month after Sharma and Booty’s “We Are Xbox” mission statement, which retired the Microsoft Gaming brand and reset platform priorities to four areas: hardware, content, experience, and services. The document also acknowledged player frustration over higher prices, missing console features, and a thin PC presence.
The new appointments map almost one-to-one onto those four pillars. Schloss owns services. Allen owns experience. Palmer and Chaki own the platform plumbing under both content and hardware. Ronald sits across content and hardware via Helix.
The cultural ask in the memo is bigger than the org chart. Sharma wants less time spent inward, more time with players, and faster shipping cycles. Whether a CoreAI playbook can produce that inside the largest console publisher Microsoft has ever owned, after Activision Blizzard King added more than 30,000 employees to the unit in 2023, is the bet she has now placed in writing.
Sharma’s first ten weeks have already produced a brand reset, a Game Pass repricing, a public memo on culture, and a leadership rewrite. The next visible test is whatever Xbox shows of Project Helix later this year, with developers waiting and Microsoft’s quarterly earnings cadence ticking. The clock she described in May is the same clock everyone else can read.
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